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.
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.
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.
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:
EndgameMining War & Chip War Guide
Sacred Weapon deployment tactics, war roles, and how coordinated timing wins the Holy Stone war.
Read the flagship guide →