Forza Horizon 6 Best S2 Cars: Road-Legal Hypercars Ranked

The top S2 cars in Forza Horizon 6, from the do-everything Ferrari FXX-K Evo to the Mercedes-AMG One drag monster, plus how to keep them on the road.

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What S2 actually is now

S2 is the road-legal hypercar class, and in Forza Horizon 6 it changed shape. The new R class took the top off it, pulling the most extreme track cars out of S2 and into their own tier. What’s left in S2 is still ferociously fast, but the lineup is a little different from what you remember.

This is the class for huge speed with just enough handling to survive Japan’s twisty roads. S2 cars are not forgiving. They have more power than most surfaces can handle, and a cold touge pass will spit out a careless driver instantly. Get the car and the tune right, though, and nothing in the regular calendar keeps up.

Here are the picks leading the early meta.

Ferrari FXX-K Evo — the all-rounder

If S2 has a default pick, this is it. The FXX-K Evo is the closest thing the class has to a do-everything car. It’s got the speed you expect from the tier, but its real strength is balance. Strong aero, strong handling, and a chassis that stays planted where lesser hypercars get nervous.

That balance is what you want in S2, because the hard part of this class isn’t going fast in a straight line. It’s keeping the car pointed the right way through a tight sequence of corners at speeds the road was never meant for. The FXX-K Evo does that better than almost anything else here.

Depending on how you tune it, this car can sit right at the top of S2 or push into R territory, so watch your PI if you’re building for a class-restricted event.

Tune it for: circuit and road racing. Lean into its aero and handling strengths rather than chasing the highest possible top speed.

Mercedes-AMG One — the drag and straight-line monster

The AMG One is the car you bring when the event rewards raw acceleration and top speed. It’s a drag terror. That F1-derived hybrid powertrain launches hard and pulls relentlessly, which makes it brutal on drag strips and any road race with long straights.

The trade-off is the usual S2 story: all that power demands respect. It’s less of an all-rounder than the FXX-K Evo and more of a specialist. On a tight, technical layout it’ll lose time to a better-handling car. On a straight, it embarrasses everything.

Tune it for: drag racing and high-speed road events. Build for launch and top speed, accept that tight corners aren’t its job.

Other S2 picks worth knowing

S2 is deep, and the right car depends on the event:

  • Koenigsegg Jesko family — when you want pure top speed in S2 and don’t mind a handful of a car on tight sections. These sit near the ceiling of the class and bleed into R depending on the tune.
  • McLaren and Pagani hypercars — strong handling-focused options for circuit-heavy seasonal events where cornering speed beats trap speed.
  • Track-bred specials — several WTAC-style and motorsport-derived cars land in S2 and reward players who want maximum grip over comfort.

The lesson across all of them: in S2, handling and stability separate the good builds from the ones that finish in a wall. Speed is a given. Control is the variable.

Driving S2 without crashing

S2 cars punish the habits that work in lower classes. A few things that keep them on the road in FH6:

  • Brake earlier than feels right. You’re carrying far more speed into corners than in A or S1, and these cars take longer to slow down. Trail off the throttle sooner.
  • Be gentle with the throttle on cold tarmac. FH6’s roads are cold and technical. Stamping the gas mid-corner in a 1,000-plus horsepower hypercar is how you end a race early.
  • Use the aero. Many S2 cars rely on downforce to stay stable at speed. Don’t strip it out chasing a higher top speed unless the event is all straights.
  • Mind the R-class line. Because R now sits just above S2, an aggressive tune can bump your S2 car out of the class entirely. Check the in-game PI bar before you lock in a build for a restricted event.

Start with the Ferrari FXX-K Evo if you want one S2 car that handles most events. Add the Mercedes-AMG One when the calendar throws drag strips and long straights at you. Between those two, you’ve got the class covered.

When you actually need an S2 car

It’s worth saying plainly: you don’t need S2 for most of Forza Horizon 6. The bulk of the seasonal calendar, online lobbies, and Wristband-grinding events sit in A and S1, where the racing is closer and cheaper. S2 shows up for specific high-speed championships, certain Festival Playlist events, and the lobbies where players want to drive the wildest road-legal cars in the game.

So build an S2 car when the event demands it, not before. Dropping 400,000-plus CR on a hypercar that only fits a handful of restricted events is a poor early-game move. Climb the Wristband tiers in cheaper classes first, then add an S2 car or two once your garage is broad and your credits are healthy.

When you do build one, pick based on the event. A circuit-heavy championship wants the handling of the FXX-K Evo. A speed-trap or drag-focused event wants the launch and top end of the AMG One. There’s no single best S2 car, only the right one for what’s in front of you.

Earning your S2 hypercars

Most of these cars come from the Autoshow for credits, but several of the best S2 and R-class machines are tied to the Festival Playlist and Collection Journal rewards. That’s by design. The game wants you racing across disciplines to unlock its top cars, not just buying them.

Two practical tips. First, keep an eye on the Festival Playlist each season, because the headline reward cars are often the ones that don’t appear in the Autoshow. Second, the Auction House is your friend for chasing a specific hypercar you missed, though prices on the meta picks run high once the community figures out what’s strong. Patience and a steady credit income beat panic-buying at the top of the market.

These picks reflect early meta right after the game launched on May 19, and will shift as patches land. Exact PI figures and class boundaries point to what shows in-game.