Armored Core VI: Boost, Energy and Stagger
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Energy is stamina with a capacitor
Quick Boost, Assault Boost and sustained upward movement spend EN during combat. The generator and core affect capacity, output and recharge behaviour, while the booster determines the cost of movement actions. Energy firearms add EN Load to the assembly but use ammunition when fired; they do not drain the movement gauge with each normal shot.
Leave enough EN for a defensive Quick Boost, and learn how quickly the chosen generator begins recovering after the gauge is depleted.
Stagger creates a high-value damage window
Impact builds ACS strain, and filling the strain gauge causes ACS overload: a stagger window in which direct-hit damage matters. Weapons list Impact, Accumulative Impact and Direct Hit Adjustment, so compare those values rather than treating every weapon as purely a stagger builder or finisher.
| What you need | What to equip |
|---|---|
| Build stagger fast | Impact-heavy weapons, missiles, burst fire |
| Punish a stagger | High direct-damage weapon or melee |
| Survive a boss phase | More stability, shield, faster dodges |
| Keep pressure at range | Missiles plus a close-range finisher |
Fight in two beats
The rhythm that works almost everywhere is: chip with impact weapons until the bar breaks, then unload your damage weapon into the stagger. Repeat. Against bosses with phases, learn where the phase changes and hold your big punish for the moment after it.
Soft lock follows targets while preserving stronger camera control; hard lock keeps the camera centred but applies an accuracy tradeoff. Getting Started covers the garage side.

