RF Online Next · Sacred Weapons

Sacred Weapons — MAU, Launcher, Animus

Sacred Weapons are the mech-tier assets that swing large battles in RF Online Next. There are three, and they do completely different jobs — the skill is knowing which one a moment calls for.

By the Independent RF Online Next Guides team

Stylised art of RF Online Next Sacred Weapons
Original concept illustration: a piloted mech, a deployed turret, and a towering summoned giant on a war-torn field
Original concept art for this guide — not a screenshot of RF Online Next.

Quick answer

There are three Sacred Weapons and each does one job, so the question is never “which is strongest” — it’s what the moment needs. The MAU is a piloted mech you drive in to pressure an advance; the Launcher is a deployed auto-targeting weapon for area denial; the Animus is a summoned one-shot finisher you hold for the decisive moment. Costs and cooldowns vary by patch and aren’t published here — confirm the current values in-game.

The three Sacred Weapons compared
Sacred WeaponTypeBattlefield roleDeploy when
MAUPiloted Mechanic Armor UnitMobile pressure platformOn the advance, to push a node
LauncherDeployed auto-targeting weaponArea denialTo lock down a node or corridor
AnimusSummoned one-shot bio-weaponFinisherAt the decisive moment of a fight

The three Sacred Weapons

Sacred Weapons sit above normal combat — heavy assets that can decide a large engagement. Each fills a distinct battlefield role, so they are tools to time and protect, not just power to own.

Piloted mech

MAU

A piloted Mechanic Armor Unit — a mobile pressure platform you board and drive into the fight. Strong on the advance, but vulnerable on its dismount, so it wants an escort.

Deployed weapon

Launcher

A deployed weapon that auto-detects and auto-targets enemies — pure area denial. Place it to lock down a node or corridor, and keep your frontline between it and the enemy.

Summoned finisher

Animus

A summoned bio-weapon that unleashes one game-changing skill and then vanishes. A finisher you hold for the decisive moment rather than open with.

How to think about them

Because each Sacred Weapon does one thing well, the question is never "which is strongest" — it's "what does this moment need?" The MAU applies mobile pressure, the Launcher holds ground, and the Animus closes out a fight. Used together and timed well, they swing battles that raw player count can't.

Confirm in-game Specific cooldowns, charge costs, and damage values are not published here because they vary by patch — verify the current numbers in-game.

Next

A full Sacred Weapons page — deployment timing, counters, and per-weapon tactics — is in development.

For how to actually deploy these in the large-scale war, see the flagship guide:

Endgame

Mining War & Chip War Guide

Sacred Weapon deployment tactics, war roles, and how coordinated timing wins the Holy Stone war.

Read the flagship guide →

Frequently asked questions

How many Sacred Weapons are there?
Three: the MAU (a piloted Mechanic Armor Unit), the Launcher (a deployed auto-targeting weapon), and the Animus (a summoned one-shot finisher). Each fills a distinct battlefield role.
Which Sacred Weapon is best?
None outright — they’re situational. The MAU pressures on the advance, the Launcher denies an area, and the Animus finishes a decisive moment. Deploy for what the fight needs, not a power ranking.
Are Sacred Weapons pay-to-win?
Their acquisition and charge costs vary by patch and aren’t published here, so we won’t claim a verdict yet — confirm the current requirements in-game.
Can I use Sacred Weapons solo?
Sacred Weapons are built for large-scale war, where coordinated timing is what makes them swing a fight. Whether they’re available outside war content isn’t confirmed at launch — confirm in-game.

How we built this

Roles here are drawn from each weapon’s verified in-game kit and cross-checked against our flagship Mining War guide. Names and rankings the launch meta hasn’t settled are labelled provisional — only Demolisher is firmly confirmed among the suit names. We don’t publish numbers (costs, cooldowns, tier scores) we can’t verify. Independent fan site, not affiliated with Netmarble.