Choose bodies by role: Titan and Brawler support heavier close-range plans, Scout and Skipper favor quick turning, and Reactor supports energy-hungry equipment. Core health alone does not tell you which chassis fits a build.
Compare the original six bodies
The following base values come from the current item reference. Body core health does not gain the attachment-level upgrade multiplier. Later Arsenal bodies expand the choices beyond these six.
| Body | Core HP | Carry limit | Rage |
|---|---|---|---|
| Junk Titan | 1,100 | 110 | Slam |
| Scout | 940 | 90 | Pounce |
| Skipper | 880 | 78 | Pounce |
| Brawler | 1,020 | 116 | Slam |
| Spider Guardian | 950 | 90 | Pounce |
| Reactor Guardian | 1,050 | 120 | Overload |
Battery and turning are build decisions
Reactor has a larger battery and more base energy generation than the original lighter bodies, but also a long turn delay. That can support an energy-heavy setup while leaving it vulnerable when an opponent changes sides. Scout and Skipper turn more quickly but have lower carrying capacity.
A capacity limit is a hard construction requirement. Engineering cost is separate legacy information and is not currently enforced as a build-budget ceiling. Check actual total weight instead of trying to spend an imagined budget.
Fit the Rage to your plan
Slam, Pounce and Overload have different commitments. A body’s Rage should support the positions your weapons want to hold. Watch a replay after changing body: a build with unchanged guns can behave differently because of turning, movement bonuses and the new Rage.
A useful comparison keeps the attachment package constant where weight permits, then tests one body at a time. If the heavier chassis survives longer but misses more firing windows, the extra health may not improve that matchup.
