Armored Core 6 builds: Stylish frames that pack a punch
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Armored Core 6 builds: Stylish frames that pack a punch

Aug 12, 2023

Looking for solid builds with some nice-looking drip to boot for Armored Core VI: Fires of Liberation?

Here is a rundown of my favorite frame combinations and loadouts during my run through Armored Core 6.

I’ll mostly be focusing on the base frames that I used as I progressed through the game and then throw in some notable weapon and gear loadouts. I’ll start with my Chapter 1 frame and gear combinations and then update the list with builds from later chapters — kind of like an Armored Core 6 build diary.

Armored Core VI review:Is this the series’ Monster Hunter World? - Technobubble Gaming

I’m also a bit of a nerd so you’ll notice that my designs are quite anime inspired in terms of color. Also, make sure to check out my 11 tips when starting Armored Core 6.

Now let’s get started.

First up is the Melanger C3 set, which I also call my “Melander Z” build. This is my first set after the starter frame and it uses the full Melander C3 frame parts, which you unlock after clearing the first stage of the game, “Illegal Entry.”

This consists of:

This set doesn’t excel in one specific thing but it’s a balanced all-rounder frame that does well in a lot of situations. It’s not as fast as a speed frame or as tanky as a heavy frame but hits a nice comfortable spot in the middle and is very easy to pilot.

It can also accommodate various weapon loadouts so it’s basically a jack-of-all-trades, master-of-none type frame. My initial loadout for this frame at the start of the game was:

This is a good, all-rounder starter build that does well from any distance, whether it’s ranged or up close and also has a shield for added defense. The only downside is its lack of a “Buresuto Faiyā” attack.

This is my second all-rounder set after some extra tweaking and access to new parts. It uses:

This is another balanced frame combination that builds on the original Melander. The idea is to add a bit more defense while still maintaining good mobility. This is one of my early builds for this frame, which swaps out the starter missile launcher for a plasma missile launcher and the shield for the dual missile launcher.

This frame can also use various weapon and gear combinations as you unlock them so it’s great for accommodating various loadouts depending on your equipped generator or FCS. For the look, I use the colors of the YF-19 from Macross Plus, which looks even more fitting when doing a Boost Kick, Isamu Dyson style.

This is my first heavy armor set, which mostly uses Tian-Qiang frame parts with the exception of the head. I actually swapped out the Tian-Qiang head with the Melander C3 head, which has more defense.

This set boasts higher defense while still being relatively mobile, though not as mobile as the previous builds. It can also support heavy weapons like bazookas. You can go close-range or long-range with this depending on your weapons, generator and FCS.

In my case, I mainly used this as a close-range fighter. My first version early on uses a sword and shotgun.

My second version goes all out with dual shotguns plus a plasma missile launcher for more staggers and extra stopping power plus an extra large vertical missile pod that does nice damage on staggered foes. This is what I first used to farm money or COAM credits in the fifth mission of Chapter 1, “Destroy the Tester AC.”

I also modeled the color from Sgt. Frog’s Keroro Robo so I took out the weathering to make it seem more toy-like.

This is my first set that specializes in speed and aerial combat. It uses the full Nachtreiher frame set, which is really good for a light build. Add the iconic colors of the EVA-01 from Neon Genesis Evangelion and you’ve got a frame that deserves a chef’s kiss:

I created this build to fight the “Operation Wallclimber” Juggernaut boss in Chapter 1’s eight mission, which my Keroro Robo heavy set was struggling with. It actually makes that boss fight much, much easier because you can hit its weak points from the air without much issue. I also prioritized speed and light weight for extra hang time, so the shoulder parts also use the lightest missile launchers.

My initial setup goes full tilt with dual machine guns, because they’re just so much fun. They also do a crazy amount of damage.

One issue with this build is that you can run out of ammo if you’re not careful, so make sure you aim and make every hit count instead of just spraying and praying. In fact, that’s exactly what happened when I first used it against the Juggernaut, which was about to go down when I ran out of ammo.

The Nachtreiher set also has low defense, which can be an issue since you need to be up close. It has mobility and hang time in spades, though, so you can argue that the best defense is to not get hit at all.

This frame combination is a lot of fun. Like, a LOT of fun.

Even with the limited options available in Chapter 1, you can put together some pretty wild loadouts with this frame set. The fact that it can handle almost any weapon, especially when slapping a high-energy capacity generator on it, makes it a great test bed for all sorts of creative builds. It can also fire weapons without stopping, including charge weapons, which works well with its high mobility on the ground. It’s also incredibly tanky, not pun intended, and can take a lot of abuse.

Its main weakness is that it has poor hang time so it’s bad in missions that require you to travel long distances in the air. Other than that, though, it’s really good. It’s an arena monster, too, and it’s my go-to frame combination for one-on-one fights against mercenary ACs.

Here’s my weapon and gear loadout around the latter half of Chapter 1. All four weapons can do great damage, including a good amount of splash damage, especially when charged. The shoulder laser cannon can be inaccurate so the plasma missile launcher is there for stopping power to make it easier to hit foes.

Switch the Vvc-760PR with double pulse guns or machine guns and you can use this against Balteus, too.

By the way, finishing Chapter 1 allows you to create a build that better matches the ammo loadout of the actual Guntank from the Gundam series. So technically, this is not a Chapter 1 set but I’m including it here for Gundam fans. Here’s my take on the RX-75 Guntank loadout for the early game.

My main balanced all-rounder set by the end of the first chapter.

I used this frame combination to beat Balteus, who is the last boss of Chapter 1.

The loadout I beat Balteus with also uses the OST mod that allows you to equip a hand weapon on your shoulders. Basically, I start out by stripping Balteus with the pulse gun, then switch to the laser for extra damage while I pepper the boss with plasma missiles and a charged sword attack. The reverse joint legs also make it extra mobile with nice hang time in the air.

It’s not as braindead cheesy as using my Guntank frame with either two pulse guns or machine guns and double shoulder lasers when fighting Balteus. But stripping Balteus with the pulse gun then unloading with plasma missiles, a charged double sword slash and then hitting the boss with point blank laser shots while it’s stunned made for a pretty fun battle.

This build can also tackle almost any situation quite effectively.

By the way, I originally had this in the YF-19 colorway, too, since it’s essentially an upgrade of my YF-19 build. But I changed the colors from the original YF-19 trim to an homage to the Zentraedi officer’s battle pod colors from Macross due to the reverse joint.

The Tetrapod killer. Seriously, you can just hover right on top of a Tetrapod with this and circle around and pepper it with Armageddon from above as it helplessly tries to track you.

Admittedly, I have the least play time with this set so it’s a work in progress. But the quad legs make this quite good in stages where you need to do aerial shenanigans.

For this loadout, I’m taking advantage of the Tetrapod legs’ ability to move while firing charged shots or heavy-recoil weapons. I got the Curtis to take care of small fry as well as the ability to charge and then the Gou-Chen for a big punch. For the shoulders, I have double plasma missiles ‘cause, why not? Basically, it’s for AOE and opening windows for the Gou-Chen. Plus, it goes quite well with the death from above theme.

Anyway, there you go, my early builds for Armored Core VI: Fires of Rubicon. This guide will be updates with builds for later chapters as well so make sure to check back regularly.

Armored Core VI review: