Wheels offer accessible speed, Treads trade speed for durability, Spider Legs balance movement with strong knockback resistance, and Hover is fast but fragile. Choose based on reaching and holding your weapon’s useful range.
Compare the original mobility modules
These are base values before weight, body bonuses, utility effects and combat damage. Your machine’s effective speed can differ substantially from the module’s listed speed.
| Module | HP | Weight | Base speed |
|---|---|---|---|
| Wheels | 160 | 12 | 6 |
| Treads | 320 | 20 | 4 |
| Spider Legs | 250 | 18 | 5 |
| Hover Sled | 115 | 10 | 7 |
Account for displacement and synergy
Treads reduce ordinary knockback by 35%, while Spider Legs reduce it by 50%. Staying in range after a hit can matter as much as reaching the target in the first place. The slower module can be useful when repeated displacement is your main problem.
Treads or Spider Legs with Armor activates Juggernaut. Wheels or Hover with Thruster activates Afterburner, adding speed and reducing the normal Dash recharge by one second. A synergy should support your plan rather than become a reason to ignore a bad matchup.
Watch what happens when mobility breaks
Destroyed mobility changes the battle immediately. A fragile fast platform can win early spacing but lose its advantage after module damage. Rocket splash targets living mobility first, making attachment survival worth watching against projectile-heavy enemies.
Keep two comparison builds with the same weapons if possible: one that emphasizes pursuit speed and another with sturdier movement. Compare when they start attacking, how long they stay in range and whether mobility survives to the decisive exchange.
