*~swearing to the sky~*
ARMs List

*Note: All stats are those the ARM starts off with. All ARMs can be upgraded*
Name Target Location ATP Hit % Bullets Attack description My thoughts
Hand Cannon One Enemy Starts with it 10 ATP 85% 8 Fires a large bullet at one enemy Very useful against bosses early on; best used for random encounter fights once you get the Rocket Launcher. Still, it's a good, solid ARM that remains useful throughout the game if upgraded properly.

Prism Ray Enemy Group Cage Tower; can't miss it. 10 ATP 80% 8 Fires multicolor lasers at enemies OK early on, but unless you keep it upgraded, its usefulness quickly diminishes. Tends to miss at least one enemy.

Rocket Launcher Enemy Group Volcannon Trap; across the lava from first purple pillar you see 30 ATP 75% 5 Fires rockets at enemies The most consistantly useful ARM in the game. I was still using it against bosses by the end of the game, AND despite the hit rate listed, it rarely misses if you don't use "Lock On" with it. Up its attack power as much as you can early on and you will never have to upgrade it again, bless "Lock On" Force ability...

Twin Orbs One Enemy Photosphere 25 ATP 75% 5 Little orb-like robots with little feet criss-cross and leave little trails of disappating blue balls as they attack the enemy I like this thing, even though it tends to miss without "Lock On" and unless you have high luck, it won't do much damage. Maybe it's because it's just such a silly attack... ^_^;

Bazooka Enemy Group Demon Lab 45 ATP 70% 5 Rudy jumps into the air and firs down at the enemies; the bullet explodes upon impact and forms and expanding red column Useless. Only ARM to have an elemental attribute (fire)

Phaser One Enemy Gemini's Corpse 70 ATP 85% 8 Fires big-ass white laser at the enemy Like the Hand Cannon, only more powerful. It's a solid ARM that'll remain useful for the rest of the game if upgraded properly.

Wild Bunch One Enemy Arctica Castle; roof 100 ATP 45% 3 Rudy goes up into the air. A red quarter-circle connects him to the ground. The quarter-circle and Rudy rush forward and hit the enemy Pretty ueless. Only good with "Lock-On" or "Fury Shot" since it misses so damn much, and by that point you have much more accurate and powerful ARMs.

Arch Smash All Enemies Malduke; early pipe area 200 ATP 70% 3 Starts off like the Bazooka, but the impact is like a cross between the "Blast Charge" Fast Draw and the disappating blue balls of the Twin Orbs ARM Not very useful since it comes so late in the game, but it's helpful in the Abyss.
go back?