Weapons · 1
| Family | Fire cycle | Damage per second |
|---|---|---|
| Projectile | 4.65 s | 64.5 vs infantry · 53.8 vs vehicles · 21.5 vs buildings |
Damage per second = damage ÷ fire cycle, computed by the build script.
What it is
Mass of flesh costs 1 300 minerals and 60 population, with an eighty-second production time. Its health record contains 9 000 base hit points and reserve capacity 300. The description states “A revived, standing-up pile of everything. Lots of health and a very large size.” In build 23882143, uniform armour is 50, with fire coefficient 1.0 and area coefficient 0.7. Those values describe a heavily protected body without proving a global toughness ranking or immunity. The reserve is a maximum capacity, and the extracted initial reserve is empty; it must not be treated as guaranteed starting health.
Where it comes from
The developer’s 3 June 2026 demo announcement described Mutants with “Lots of heavy armor”. Mass of flesh fits that broad faction presentation. In this build, the separately named Giant shares its catalogue health, armour, resistance and projectile profile, as well as its listed mineral and population costs. Matching selected fields does not establish identical models, behaviour or availability. These records should remain separate entities, and the reason for their overlap remains unverified rather than attributed to an unfinished design.
How it is actually used
Fire coefficient 1.0 does not by itself prove immunity. The recorded projectile gives calculated rates of 64.5 against infantry and 53.8 against vehicles; these describe a single firing record rather than all battlefield effects. Its 60 population requirement makes army composition part of the decision to field it. The moving-fire flag and minimum range matter when placing this large body ahead of support. It can occupy an approach while other units engage, but neither its health nor its weapon rate guarantees that it will absorb every attack safely.
How to beat it
The commitment is 1 300 minerals and 60 population, with 9 000 base hit points. That is enough to make replacement and concentration of force relevant, without inventing a fixed share of every army’s supply. Trying to destroy it may be necessary when it blocks the objective; bypassing it may be useful when its support is exposed. Neither choice is always correct. Check its minimum range and the forces behind it before committing. A large health pool is not proof of an unwinnable damage race, and comparing separate weapon rates does not establish a guaranteed duel result.
Values read from game files · version 23882143