**Far Cry 6 Weapons: Ammo, All 11 Resolver Tools and the Seven Supremos**
A rifle, a backpack full of rockets and a machine that fires compact discs can all belong in the same Far Cry 6 loadout. The useful question is what each one will do when the fight starts.
Start with a dependable weapon for soldiers, give yourself an answer to vehicles, then use the remaining space for a different range or a special effect. That covers more situations than carrying several guns that all struggle with the same target.
**Make the ammunition suit the target**
Weapon names and rarity only tell part of the story. The ammunition changes the job a firearm can handle.
- **Standard rounds:** the ordinary baseline ammunition.
- **Armor-piercing rounds:** penetrate helmets and armor; a sensible choice for a precise infantry weapon.
- **Soft-target rounds:** favor unarmored enemies, particularly when relying on body shots.
- **Blast rounds:** serve an anti-vehicle role.
- **Incendiary rounds:** introduce fire damage and its associated chaos.
- **Poison rounds:** apply poison and can make affected soldiers attack their allies.
Not every weapon offers the same ammunition options. Read the choices on the gun you are actually modifying rather than assuming a shotgun, bow and rifle share an identical menu.
On the updated game, previously unlocked ammunition types can be changed through the weapon wheel. You do not need a workbench for each swap. [Ubisoft's Title Update 5 notes](https://t.co/gOxLaFFzCP).
For an early all-purpose setup, an accurate firearm with armor-piercing ammunition gives you a straightforward way to deal with helmets. Add a different tool for vehicles instead of expecting that rifle to solve every armored problem by itself. A launcher, EMP option or appropriate Supremo can give the second slot a much more useful job.
**Spend modification materials on a small working arsenal**
Use a workbench to fit compatible ammunition, muzzle attachments, sights and other modifications. Normal weapons give you room to change their role. The base game's **Unique Weapons** come with fixed configurations, so finding one does not mean you can rebuild it however you like.
That makes a unique weapon worth inspecting before replacing your regular gun. Look at its ammunition and attachments. If it fills a gap immediately, use it. If it clashes with the way you fight, keep the normal weapon that you have already set up properly.
A comfortable sight and a suitable muzzle attachment can matter more than buying every available upgrade on a gun you rarely carry. Build one reliable setup first. You will have an easier time judging a new weapon when there is a familiar one to compare it against.
For a balanced kit, give each position a purpose:
- **Accurate rifle or pistol:** deliberate shots against infantry.
- **Shotgun or rapid-fire weapon:** a close-range recovery option when somebody gets around your position.
- **Sniper rifle or bow:** a deliberate ranged role, if the coming encounter gives you space to use it.
- **Launcher or specialist tool:** vehicles, concentrated threats or a particular objective.
Choose among those roles rather than trying to carry every category at once. If your sidearm already handles quiet close-range work, another short-range silent weapon may contribute less than an anti-vehicle option.
**All 11 base-game Resolver weapons**
Juan's stock uses **Depleted Uranium**, found in containers at anti-aircraft sites. Collect the container as well as dealing with the installation. More purchases become available as Dani's rank rises. **Tostador** comes through the opening story; **La Varita** comes from **Triada Blessings**. The other nine are Juan purchases.
- **Tostador:** a flamethrower. Useful for burning objectives and creating danger in a confined approach; keep your own exit away from the fire.
- **El Muro:** a compact shotgun paired with a shield. Face the immediate threat, but keep watching for another firing angle.
- **La Clavadora:** a heavy projectile weapon for deliberate shots. Give yourself room to aim rather than treating it like a fast emergency sidearm.
- **El Besito:** sprays poison. Use an affected group as an opportunity to change position while the situation develops.
- **Pyrotechno:** fires a spread of fireworks. It suits a noisy opening better than a precise shot near something you need to protect.
- **El Susurro:** a quiet nailgun. Approach within a comfortable range and make the first shot count.
- **Discos Locos:** launches discs. Its unusual projectile role rewards a little practice before a demanding encounter.
- **Zeusito:** an EMP weapon for disabling equipment and vehicles. Bring it when machinery is the problem you expect to face.
- **El Pequeño:** a minigun. Large targets and open fighting give it a more natural role than careful stealth.
- **La Sorpresa:** fires explosive projectiles. Choose a clear line to the target and keep nearby cover from intercepting the shot.
- **La Varita:** a rifle whose defining combination is with the Triador Supremo. Both come from the Triada quest chain.
For the later shop sequence, the checked unlocks run **El Besito at rank 3, Pyrotechno at 4, El Susurro at 5, Discos Locos at 6, Zeusito at 7, El Pequeño at 8 and La Sorpresa at 9**. El Muro and La Clavadora belong to the early shop selection; look at Juan's stock after the opening story has established his services.
**All seven Supremos**
The backpack's active ability is only one part of the loadout. Its gadget setup matters too, so check the throwables and tools again when changing backpacks.
- **Exterminador:** the story-issued missile barrage. It gives you a direct offensive option without requiring an early shopping detour.
- **Fantasma:** poison-based disruption. Give its effects time to create an opening rather than immediately rushing into the middle of the affected group.
- **Volta:** an EMP pulse. Useful when disabling nearby security or vehicles is more valuable than adding another explosion.
- **Furioso:** a surrounding burst of fire, plus an air-dash movement option. Pay attention to where you will land and what the fire leaves behind.
- **Médico:** healing and revival support. Particularly useful when keeping a co-op push alive matters more than dealing another burst of damage.
- **Gladiador:** temporary close-combat and movement advantages. Plan the route through the enemies before activating it.
- **Triador:** reveals enemies through solid cover. Pair it with **La Varita** to shoot through that cover while the ability is active.
Juan sells Fantasma, Volta, Furioso, Médico and Gladiador for uranium as their rank requirements open. Triador is the quest reward, so repeatedly checking the shop will not unlock it. Go to **Oluwa Cave on Isla Santuario**, begin **Triada Blessings**, recover the three relics and return to complete the chain.
**Put the combination ahead of the spectacle**
For a military position with vehicles, take a weapon you trust against infantry and a separate answer for the machinery. For a careful infiltration, leave yourself a loud fallback instead of assuming the quiet opening will last forever. For a Triador build, remember to bring La Varita; the pair's interaction is the point of that setup.
A new Resolver weapon can be worth a trip on its own, but learn its range, timing and handling before relying on it during a difficult mission. Yara gives you plenty of ways to make a mess. A good loadout lets you decide which kind of mess you are prepared to handle.
**Far Cry 6 Weapons: Ammo, All 11 Resolver Tools and the Seven Supremos**
· Games / Far Cry 6