Highlights
- Building the best ACs in Armored Core 6 allows players to have mechs that can destroy any target with their equipped armaments.
- Back Units provide extra firepower and help players land decisive blows on enemies.
- The article lists several Back Units with high ATK Power, such as the BML-G2/P19SPL-12, VP-60LCD, and SB-033M Morley.
Apart from looking stylish, the main reason for building the best ACs in Armored Core 6 is to have a mech that can destroy any target with the armaments it's equipped with. An AC’s Back Units provide the extra firepower players need to land the deciding blow on enemies.
Given that players can equip their ACs with two Back Units for the left and right shoulders, there is room for mixing and matching. But with so many Units to choose from, which ones have the highest ATK Power? From cluster missiles, grenade launchers, laser cannons, and everything in between, here are the Back Units that deal the most damage against enemy targets.
The following Back Units mentioned are available during the first playthrough by progressing through the Missions, acquiring Battle Logs, and purchasing them on the Shop. Other Parts can only be unlocked after beating the NG+, and NG++ are not listed here to avoid spoilers.
10 BML-G2/P19SPL-12
Stats
Attack Power | 600x2 |
Impact | 402x2 |
Accumulative Impact | 240x2 |
Direct Hit Adjustment | 140 |
Guidance | 135 |
Effective Range | 1425 |
Homing Lock Time | 1.5 |
Max. Lock Count | 2 |
Total Rounds | 80 |
Reload Time | 6.0 |
Ammunition Cost | 400 |
Weight | 3580 |
EN Load | 325 |
The BML-G2/P19SPL-12 fires two rockets that split into smaller missiles that swarm around the player’s target before exploding. This design allows its users to attack opponents from different angles while the rockets pose threats with their mini-missiles.
Having 80 rounds also helps its user bombard their targets with multiple rockets while they maneuver into a more advantageous position to deal more direct hits. Adding to this, the BML-G2/P19SPL-12 is relatively light compared to other Back Units, allowing some lightweight builds to arm this on their ACs.
9 VP-60LCD
Stats
Attack Power | 1308 |
Impact | 648 |
Accumulative Impact | 204 |
ATK Heat Buildup | 440 |
Chg. Attack Power | 1782 |
Chg. Impact | 980 |
Chg. Accum. Impact | 439 |
Chg. Blast Radius | 45 |
Chg. Heat Buildup | 1000 |
Direct Hit Adjustment | 145 |
Recoil | 45 |
Ideal Range | 180 |
Effective Range | 252 |
Rapid Fire | 0.6 |
Chg. EN Load | 902 |
Charge Time | 2.0 |
Chg. Ammo Consumption | 3 |
Total Rounds | 28 |
Cooling | 232 |
Ammunition Cost | 650 |
Weight | 7620 |
EN Load | 784 |
Laser weapons are notorious for precise and consistently high base damage. The VP-60LCD is a redesign of the game’s laser shotguns that can spread their energy blasts but at further ranges. At 1308 ATK Power, it can plow through enemies, especially if the player manages to hit its charged attack.
On the other hand, the VP-60LCD only has 28 rounds, weighs 7620, and takes a big EN Load at 784. These numbers equate to more experienced players since the low ammo count demands players to know when to fire their normal attack or its charged attack.
8 SB-033M Morley
Stats
Attack Power | 1360 |
Impact | 1450 |
Accumulative Impact | 860 |
Blast Radius | 15 |
Direct Hit Adjustment | 190 |
Recoil | 70 |
Effective Range | 510 |
Total Rounds | 20 |
Reload Time | 5.0 |
Ammunition Cost | 800 |
Weight | 8480 |
EN Load | 465 |
Armored Core 6 offers some bazookas for players who want to blow their targets away in a huge explosion. While there are Arm Unit bazookas in the game, one of the stronger options is the SB-033M Morley.
Sporting a respectable 1360 ATK Power and 1450 Impact, this bazooka will deal massive damage on an AC’s AP and Impact Meter. That said, its downsides include having only 20 rounds and weighing a staggering 8480. These render it a weapon option for middle to heavyweight ACs.
7 BML-G2/P17SPL-16
Stats
Attack Power | 688x2 |
Impact | 536x2 |
Accumulative Impact | 320x2 |
Direct Hit Adjustment | 140 |
Guidance | 135 |
Effective Range | 1425 |
Homing Lock Time | 2.0 |
Max. Lock Count | 2 |
Total Rounds | 72 |
Reload Time | 7.7 |
Ammunition Cost | 500 |
Weight | 5010 |
EN Load | 510 |
The BML-G2/P17SPL-16 opts for a design philosophy that employs fear and eventuality. This is done by having ACs fire two rockets that move slowly but release a number of homing missiles that track enemy targets.
Firing this Back Unit before engaging the opponent is a good strategy since it can pull away the enemy’s attention to the incoming AC while the mini-missiles inch their way to deal more damage. This weapon also has good ammunition, though in some cases, its slow launch can prove to be detrimental, especially against speedy ACs.
6 BML-G1/P29CNT
Stats
Attack Power | 1422 |
Impact | 1278 |
Accumulative Impact | 828 |
Direct Hit Adjustment | 140 |
Guidance | 120 |
Effective Range | 700 |
Total Rounds | 12 |
Reload Time | 12.0 |
Ammunition Cost | 800 |
Weight | 6370 |
EN Load | 150 |
The BML-G1/P29CNT is a unique missile launcher: it hurls a container at its target, and once it’s in proximity, it releases a number of micro-missiles that scatter and explode around the area. In practice, shooting this at enemies looks like hurling a bee’s nest into unwitting targets, only there are more explosions.
It deals good AP and impact damage, and getting hit with this will do a number on unfortunate ACs. But its downsides are it only has 12 rounds, and it is heavy for a Back Unit at 6370.
5 BML-G1/P07VTC-12
Stats
Attack Power | 124x12 |
Impact | 89x12 |
Accumulative Impact | 55x12 |
Direct Hit Adjustment | 150 |
Guidance | 480 |
Effective Range | 1000 |
Homing Lock Time | 1.4 |
Max. Lock Count | 12 |
Total Rounds | 360 |
Reload Time | 7.5 |
Ammunition Cost | 120 |
Weight | 5010 |
EN Load | 525 |
Vertical missile launchers tend to make their targets wary since they need to quickly dodge once the missiles are right on top of them. The BML-G1/P07VTC-12 circumvents that problem by launching 12 missiles onto their target. During Missions with multiple enemies that need to be destroyed, equipping this before sortieing out is a good option.
In most cases, ACs that wield this mammoth of a Back Unit tend to be on the heavier side: its 5010 weight will bog down the more agile ACs.
4 Songbirds
Stats
Attack Power | 754x2 |
Impact | 745x2 |
Accumulative Impact | 585x2 |
Blast Radius | 60 |
Direct Hit Adjustment | 140 |
Recoil | 60 |
Effective Range | 625 |
Total Rounds | 42 |
Reload Time | 6.4 |
Ammunition Cost | 600 |
Weight | 5500 |
EN Load | 285 |
Considered by many players to be one of the best Grenade Cannons in the game, the Songbirds is a great Back Unit for players during their first playthrough in the Missions. As the name suggests, Songbirds fire two grenades at quick intervals to deal massive damage to their targets.
Cleanly hitting enemies with Songbirds sees their Impact Meter go significantly up, leaving them open for direct fire. While it only has 21 rounds since it fires twice each shot, landing them will put a big dent on the unlucky opponent.
3 FASAN/60E
Stats
Attack Power | 1560 |
Impact | 840 |
Accumulative Impact | 570 |
Blast Radius | 30 |
ATK Heat Buildup | 465 |
Chg. Attack Power | 2412 |
Chg. Impact | 1272 |
Chg. Accum. Impact | 792 |
Chg. Blast Radius | 60 |
Chg. Heat Buildup | 1000 |
Direct Hit Adjustment | 125 |
Recoil | 70 |
Effective Range | 440 |
Rapid Fire | 0.5 |
Chg. EN Load | 944 |
Charge Time | 2.0 |
Chg. Ammo Consumption | 3 |
Total Rounds | 39 |
Cooling | 196 |
Ammunition Cost | 540 |
Weight | 6270 |
EN Load | 882 |
Plasma weapons are great options to deal damage against opposing mechs. The FASAN/60E is one of the available plasma cannons that can deal massive damage to targets. It has two fire modes: the standard shot fires a plasma beam that’s a bit slower than lasers but deals considerable damage. Its charged shot expands the plasma beam, and once it lands, it deals an additional plasma explosion.
One downside of having such a powerful plasma cannon is that it doesn’t pack that much ammo. With only 39 rounds, as much as seeing the explosions is fun, it would be better if the shots landed on their target. But in the hands of a capable player, the FASAN/60E can do some work against enemy ACs.
2 Vvc-700LD
Stats
Attack Power | 288x6 |
Impact | 105x6 |
Accumulative Impact | 63x6 |
Chg. Attack Power | 1370x2 |
Chg. Impact | 480x2 |
Chg. Accum. Impact | 244x2 |
Direct Hit Adjustment | 135 |
Guidance | 360 |
Effective Range | 400 |
Homing Lock Time | 0.3 |
Max. Lock Count | 1 |
Charge Time | 0.8 |
Total Rounds | 120 |
Reload Time | 10.0 |
Ammunition Cost | 150 |
Weight | 3800 |
EN Load | 570 |
Drones become available during the latter stages of Armored Core 6’s Missions. In terms of ATK Power, the Vvc-700LD packs a punch: each drone sent out deals 288 damage, and given that 6 drones are released to blitz towards a target, the damage ramps up.
The Vvc-700LD fires lasers on their target, and its damage is consistent. The drones also swarm the target and pelt it from multiple angles, giving the advantage to the AC equipped with the drones since the AC can rush in to deal more damage or snipe at their target from afar.
1 Earshot
Stats
Attack Power | 2098 |
Impact | 1455 |
Accumulative Impact | 1101 |
Blast Radius | 90 |
Direct Hit Adjustment | 145 |
Recoil | 70 |
Effective Range | 720 |
Total Rounds | 16 |
Reload Time | 12.8 |
Ammunition Cost | 1600 |
Weight | 7230 |
EN Load | 386 |
Earshot is the Grenade Cannon that boasts the highest ATK Power at a whopping 2098. Adding to this Back Unit’s amazing offensive stats is its Impact numbers: 1455 means if a player manages to hit their target with Earshot, it will deal significant damage that will also fill up the target’s Impact Meter.
Balancing out this weapon’s effectiveness is its dismal number of ammunition rounds. Having only 16 times to land this attack on an enemy means players’ ACs need to have good Units that can keep their targets still for a clean hit with this weapon.
Armored Core 6: Fires of Rubicon is available now on PS5, PS4, Xbox Series X/S, Xbox One, and PC.