When it comes to building your own mech, Armored Core 6: Fires of Rubicon provides a lot of room for experimentation. The Assembly system allows you to pick not only the weapons youāre using but even the generator your mech has. Every piece has its own set of attributes and combining them correctly is fundamental to achieve the best build for your playstyle.
As you start the game, there arenāt as many options as you would like to create the mech of your dreams. To do so takes a lot of money, and to earn money, you must thrive as a mercenary.
To speed up the process for you, we have selected the best early builds in Armored Core 6 for you to run and complete the initial missions without too much trouble and while you canāt buy better pieces or weapons. In the meantime, you should consider spending some time farming money.
Best medium-range build
A medium-range build is a solid option to run in the first missions of Armored Core 6. Using it is a win-win situation. You can cause damage consistently from a safe distance, which is a good strategy to employ in most encounters. The downside is that defeating certain enemies, such as the first major boss you face, might take longer than with other builds.
When running this build, you want to pressure enemies to give you openings to use your pulse blade. Try your best to stay a good distance from enemies, since this build is not focused on quickly boosting out of attacks.
At the beginning of the game, tetrapod units are the most challenging enemies you end up facing. This build works pretty well against them because you can keep a good distance to avoid their attacks and still hit them hard with the linear rifle and both missile launchers. Depending on the situation, itās possible to replace the pulse blade with a bazooka, such as the DF-BA-06 Xuan-GE.
Unit
- R-ARM Unit: LR-036 CURTIS
- L-ARM Unit: HI-32: BU-TT/A
- R-BACK Unit: BML-G1/P20MLT-04
- L-BACK Unit: Vvc-70VPM
Frame
- Head: HD-012 MELANDER C3
- Core: CC-2000 ORBITER
- Armors: NACHTREIHER/46E
- Legs: 2C-2000 CRAWLER
Inner
- Booster: BST-G2/P04
- FCS: FCS-G1/P01
- Generator: DF-GN-02 LING-TAI
Best close-range build
As you progress through the campaign and gain more money as well as new pieces, this other build becomes a good option. The idea behind this build is to keep enemies pressured by constantly attacking them at close range.
This build is indicated after getting more familiar with controlling your mech. The upside of this build is its capacity to dodge most attacks with ease and aerial maneuvering becomes more constant since this build wonāt require too much energy. In addition to that, you also recover energy faster after you spend a brief time on the ground.
On the other hand, there are a few aspects of this build that you should keep in mind. This is a very squishy build, meaning you canāt stand too much damage. This is not necessarily great, because you need to get closer to enemies to hit them with the dual MG-014.
This build is actually of great use in a couple of boss fights and against regular enemies. Enemies such as tetrapod units arenāt impossible to be beaten with this build. However, staying closer to them makes you an easy target fortheir melee attacks.
Unit
- R-ARM unit: MG-014 LUDLOW
- L-ARM unit: MG-014 LUDLOW
- R-BACK unit: BML-G1/PO3VCT-08
- L-BACK unit: Vvc-70VPM
Frame
- Head: HD-012 MELANDER C3
- Core: CC-2000 Orbiter
- Arms: NACHTREIHER/46E
- Legs: NACHTREIHER/42E
Inner
- Booster: ALULA/21E
- FCS: FC-006 ABBOT
- Generator: VP-20S
Best tank build
This build requires a little bit more investment than the previous ones since some pieces are expensive. Even so, it has the advantage of enduring a lot of damage and it takes longer before getting staggered. Because of its robust structure, this build also allows you to use heavier weapons.
Tetrapod builds are heavier than others but this specific type of legs has the advantage of allowing you to hover around spending less energy than other builds. Hovering gives you a strategic advantage against most regular enemies since only a few can fly. Besides that, it makes your life easier when trying to hit enemiesā weak spots. Use this build in missions where you need to fight your way through several enemies and with stationary targets, such as cannons protecting objectives.
Tetrapod legs work greatly with heavy artillery because it removes their recoil. They also enable you to shoot charged linear rifles as you move around. All these advantages, however, are not enough depending on the enemy youāre fighting. Fast enemy Armored Core units can boost all around you, making it difficult to hit them with heavy guns. Boss fights that demand quick responses are also hard to deal with this build.
Unit
- R-ARM unit: MA-J-200 RANSETSU-RF
- L-ARM unit: DR-BA-06 XUAN-GE
- R-BACK unit: BML-G1/PO3VCT-08
- L-BACK unit: Vvc-70VPM
Frame
- Head: NACHTREIHER/44E
- Core: VP-40S
- Arms: VP-46S
- Legs: VP-424
Inner
- Booster: ALULA/21E
- FCS: FCS-G2/P05
- Generator: DF-GN-06 MING-TANG