In Ace Combat, picking the right special weapon before a mission is often the difference between a smooth clear and a frustrating one. Ace Combat 8 has not confirmed its exact weapon list, but the series has used a consistent family of special weapons for years, which makes it a dependable guide. This article explains those weapon types, when to equip each, and how to plan loadouts, with AC8 specifics clearly marked as expected.
For this article I leaned on the long-established conventions of the Ace Combat series as documented on the Ace Combat Fandom wiki, Bandai Namco's official Ace Combat channels, and coverage from IGN, GameRant and PC Gamer, along with discussion in the r/acecombat community, all checked in October 2026. Because Ace Combat 8 is newly announced and concrete details remain limited and unconfirmed, anything specific to AC8 is clearly marked as expected rather than stated as fact.
Your standard loadout: gun and missiles

Before touching special weapons, remember your always-available tools. Every aircraft carries a gun or cannon for close-range work and a large stock of standard missiles that serve as your general-purpose air-to-air and air-to-ground weapon. Standard missiles are reliable at moderate range against targets that are not turning hard, and the gun is your finisher for damaged or highly agile enemies. Mastering these two means your special weapon becomes a force multiplier rather than a crutch. Fire standard missiles in pairs and save the gun for targets that keep dodging.
The special weapon occupies a separate, limited-ammo slot that you choose per mission. Because you commit to one special before you launch, reading the mission's likely challenge and picking accordingly is a core skill. The limited ammunition is the key constraint: you cannot lean on your special for everything, so the real decision is which handful of targets in a mission genuinely warrant it and which you will handle with your standard kit.
It is also worth noting that your standard missiles are usually generous in supply but not unlimited in the heat of a furball, so even they reward discipline. Firing wildly at long range or into hard turns empties your racks and leaves you reliant on the gun at the worst moment. The players who never seem to run dry are not carrying more ammo; they are simply choosing better shots.
Air-to-air special weapons
The series' air-to-air specials typically come in a few flavors. High-maneuverability missiles track jinking, hard-turning targets far better than standard missiles, making them the go-to for dogfight-heavy missions and boss aces. Long-range air-to-air missiles let you engage before the enemy can respond, which is useful for thinning distant formations. Multi-lock air-to-air missiles let you lock and fire on several aircraft at once, which is invaluable when a mission swarms you with fighters. Which of these exist in AC8 is unconfirmed, so treat the categories as expected and verify the exact names in-game.
Choosing between them is about the mission. If you will be in tight turning fights, prioritize maneuverability. If you face large formations, a multi-lock option clears them faster than anything else. If you want to pick targets off from range, the long-range option shines. Against a single tough boss ace, the high-maneuverability missile is usually the safest pick, because that fight is decided by whether your missiles can follow a relentlessly jinking target rather than by how many you can fire at once.
Air-to-ground and anti-ship special weapons

For strike missions, the series offers ground-focused specials. Unguided bombs and rockets deliver heavy damage to clustered or stationary targets if you can line up the pass. Guided or stand-off ground-attack missiles let you hit defended targets without flying directly into their fire, which matters on higher difficulties. Multi-lock ground ordnance can tag several ground or naval targets in one pass, dramatically speeding up missions that are a long checklist of objectives under a timer. Anti-ship options exist in some entries for naval set-pieces. As with air-to-air, the specific AC8 names and stats are not confirmed.
The practical rule is to equip a ground special whenever a mission briefing points to a heavy ground or naval objective, and to prioritize stand-off or multi-lock options on the hardest difficulties where flying into defenses is deadly. Unguided bombs and rockets reward a confident, well-planned approach and can be the highest-damage option of all, but they punish sloppy lineups, so match the weapon to both the targets and your own comfort with precise bombing runs.
How to plan your loadout
Good loadout planning starts with the mission's dominant threat. Air-heavy mission: bring a dogfighting or multi-lock air-to-air special. Ground-heavy mission: bring a ground special, favoring stand-off or multi-lock ordnance. Mixed mission: lean on your standard missiles and gun for the lighter half and pick the special for the harder half. Also consider your aircraft, since each airframe can only equip certain specials, so sometimes the right loadout means switching planes rather than just weapons.
On replays for score, pick the special that maximizes fast kills on that mission's target mix, because scoring usually rewards clearing targets quickly and completely. Finally, do not forget ammo discipline. Special weapons have limited stock, so use them on the targets that genuinely need them and clean up the rest with standard missiles and the gun. This habit keeps you armed for a mission's most dangerous moments rather than empty-handed when the boss ace finally appears.
A loadout decision walkthrough
It helps to see how these principles come together in practice, so here is the thought process to run through before every mission, using only series-standard logic rather than invented AC8 specifics. Start with the briefing: what does the mission mostly consist of? If the screen is full of enemy aircraft icons, you are flying an air-superiority sortie. If it is a list of ground structures or ships, it is a strike mission. If it is a mix, identify which half is the harder, more dangerous portion, because that is the part your special weapon should be chosen to solve.
Next, match the special to that dominant threat. A dogfight-heavy mission points you toward a high-maneuverability air-to-air missile so you can follow jinking targets, or a multi-lock air-to-air option if you expect to be swarmed by many fighters at once. A strike mission points you toward stand-off or multi-lock ground ordnance, especially on higher difficulties where flying straight into defenses to drop unguided bombs is a quick way to get shot down.
Then confirm your aircraft can actually carry that special, because compatibility is not universal. If your preferred plane cannot mount the weapon the mission calls for, the smarter move is often to switch to a plane that can, even if its raw flight stats are slightly lower. The right weapon on an average plane usually beats the wrong weapon on a great one for the specific job in front of you.
Finally, set your plan for ammo. Decide roughly which targets will get special-weapon shots and which you will handle with standard missiles and the gun, so you do not waste limited special ammo early and arrive at the mission's toughest moment empty. Run this quick checklist every time and your clear rate, and your scores on replays, will climb noticeably without any change to your actual flying skill.
It is worth remembering that loadout choice is not permanent, so experimentation costs you nothing but a mission attempt. If a special weapon is not pulling its weight, swap it next time; if a mission keeps defeating you, the fix is often a different special rather than a different flying approach. Over a full campaign you will build an instinct for which weapon suits which mission shape, and that instinct is one of the most transferable skills in the series, carrying from older entries straight into AC8 the moment you understand what its specials actually do.
As a closing reminder, every weapon type named here reflects the series' long-standing conventions rather than a confirmed AC8 feature list. High-maneuverability missiles, multi-lock options, stand-off ground ordnance and the rest are categories the series has used repeatedly, and AC8's exact specials, their names, their ammo counts and their precise behavior, will only be known once the game ships. Use these categories as a mental model for how to think about loadouts, then confirm the particulars in-game and on the wiki. The underlying skill, matching a weapon to the mission and spending limited ammo wisely, is what truly carries over, whatever the specials turn out to be called.
Testing loadouts freely from day one
Experimenting with every special weapon and aircraft combination the traditional way means grinding currency across many missions. If you would rather spend launch week freely testing loadouts in your own offline campaign, our Ace Combat 8 modded save is built for that, and completionists can add our platinum trophy service. See everything on the Ace Combat 8 page. To put these weapons to work, pair this with our dogfighting guide and our best aircraft overview.
Frequently Asked Questions
What is the best missile in Ace Combat 8?
There is no single best. The right special weapon depends on the mission, and AC8 has not confirmed its weapon list, so verify the exact options in-game at launch.
What is a special weapon?
A per-mission weapon in a separate limited-ammo slot, chosen before you launch, alongside your always-available gun and standard missiles.
When should I use a multi-lock missile?
When a mission swarms you with many air or ground targets. Locking several at once clears them far faster than engaging each individually.
Are standard missiles still useful?
Very. They are your reliable general-purpose weapon; fire them in pairs at settled targets and save special weapons for the toughest threats.
Do all planes carry the same specials?
No. Each airframe can equip only certain special weapons, so the best loadout sometimes means switching planes, not just weapons.
Will these weapon types be in Ace Combat 8?
The series has used this family of specials consistently, so they are reasonable to expect, but the exact AC8 names and stats are unconfirmed.