Gunsaw Bodies Compared

Compare every Gunsaw body in Casualties: Unknown, from Baron tanks to Chompy swimmers, with stats, counters, and practical loadout tips.

A Casualties: Unknown gunsaw encounter can turn a clean run into a scramble because the name covers far more than one body type. The family ranges from the baseline Experiment with just 80% noticeability to the Baron, a towering body with a massive health pool, 150% noticeability, and a 165% kick. If you treat every Casualties: Unknown gunsaw the same way, you will misread the fight, overcommit in water, or walk into a kick that ends the run. This guide breaks down the variants, stats, special mechanics, and practical counters so you can choose the right body or beat the one in front of you.

How the Casualties: Unknown gunsaw Family Fits Together

Gunsaw bodies are built around firearms, and most have canine traits, but each variant pushes a different stat. The percentages in the advanced info table are best read as relative values: 100% is the baseline, higher numbers are strengths, and lower numbers are weaknesses. Noticeability is especially important because the loudest bodies draw more attention, while low-noticeability bodies are easier to keep quiet.

Use the table below as a quick role snapshot before you inspect exact numbers.

BodyBest field roleStandout strengthMain limitation
ExperimentBaseline all-rounderLow 80% noticeabilityNo special trait
OrangeDurable bruiser114% lung capacity90% swim speed, less skilled
MilkyTactical skirmisher110% swim speed, average regen83% lung capacity, lower endurance
LeapyMobile harasser130% jump, highest regen77% lung capacity, fragile
ChompyAquatic fighterGills, fast swimmingMediocre on land, cumbersome tail
RozaCold-control support110% jump, cold touchFrail and easily stressed
VoyagerStealth attacker112% run force, camouflageFrail, cloak varies
BaronHeavy frontline125% lung, 165% kick, huge health150% noticeability, 88% run, no HP regen
ChikAerial pressureMidair jumps, glide80% swim speed, frail
CrystalGrapple and controlLong sticky tonguePoor with most weapons
VelvetWeb controllerWeb spit, 120% noticeability91% lung, 95% jump
IckeBurst melee threat150% jump, 200% kickReckless, low battle discipline
ShellyArmored tank125% lung, heavy shell60% run force
DuneAquatic ambusherGills, fast swimming, corpse eating135% noticeability, low regen

Stat Extremes That Change the Fight

The biggest mistake with the Casualties: Unknown gunsaw roster is assuming that a bigger body is always a slower, simpler fight. The Baron is huge, but its 165% kick turns close-range mistakes into disasters. The Icke is even more extreme with a 200% kick and 150% jump, yet its body is still vulnerable at range. Meanwhile, the Voyager runs at 112% and the Dune at 110%, so neither should be treated as a slow target.

Water is its own matchup. Chompy has gills, cannot drown underwater, and its stats improve in water. Dune also has gills, fast swimming, and strong run and jump values, while Milky reaches 110% swim speed. Chik is the opposite at 80% swim speed, with Baron, Shelly, and Albino Experiment at 85%. Do not chase a water specialist into deep water and expect the same result you get on dry ground.

The exact per-body stat values matter most when two bodies look similar. A short comparison table makes the differences clearer.

StatNotable highsNotable lowsGameplay read
NoticeabilityBaron 150%, Dune 135%, Velvet 120%Experiment 80%High values draw more attention; low values support quiet play
Lung capacityG4-A 1000%, Baron and Shelly 125%, Orange 114%Leapy 77%, Milky and Albino 83%Low lung capacity is a real liability in extended pressure
Jump forceIcke 150%, Leapy 130%, G4-A 120%Albino and Abomination 90%, Chompy and Velvet 95%Jump matters for vertical pressure and escape routes
Run forceVoyager 112%, Dune 110%, G4-A 108%Shelly 60%, Albino 60%Low run force makes repositioning and kiting much harder
Kick damageIcke 200%, Baron 165%Most others 100%Avoid melee trades against these two
Swim speedMilky 110%, Chompy and Dune fast swimmersChik 80%, Baron and Shelly 85%Water can flip an otherwise favorable matchup

Special Mechanics and Regeneration

Regeneration is not universal across the Casualties: Unknown gunsaw family, so you cannot rely on the same finish threshold for every body. Leapy has the highest regeneration rate in the game. Chik, Milky, Shelly, and Crystal also regenerate health, while Velvet regenerates a small amount and Dune has low HP regeneration. Baron is the important exception: it has a massive health pool but no HP regeneration, so sustained pressure eventually sticks.

BodyRecovery or special mechanicPractical note
LeapyHighest regenerationDo not assume a wounded Leapy is finished
ChikRegeneration, midair jumps and glideExpect vertical repositioning and slow falls
MilkyAverage regeneration, 110% swimStrong in water, but 83% lung is a weak point
ShellyRegeneration, heavy shell armorSlow at 60% run, but resistant to conventional damage
CrystalRegeneration, sticky extendable tongueTongue can grapple; clawed hands make weapons awkward
VelvetSmall regeneration, web spitWeb can immobilize and set up a punish
DuneLow HP regeneration, crouch to eat and healCorpses extend its staying power
ChompyGills, underwater stat boostsForce the fight onto land where it is only mediocre
RozaCold body, bullets slow enemiesCold touch can chill bullets and tools; it can regulate the effect
VoyagerCamouflage while moving slowlyWatch for quiet movement rather than only visible silhouettes
BaronNo HP regenerationIts durability comes from raw health, not recovery
IckeRage builds with injuries; better dexterity near deathA wounded Icke is not a safe Icke

Chompy and Dune are the clearest water checks. Chompy filters oxygen endlessly underwater, so waiting it out in deep water is not a plan. Dune uses gills for long water travel and can recover from corpses, which makes it a strong holder of messy areas. Roza’s cold touch is optional, but its bullets still slow enemies, so extended exposure is worse than a quick trade. Crystal’s tongue and Velvet’s web are control tools first and damage tools second; break line of sight or keep distance when either is active.

Combat Counters by Body Type

When you face a Casualties: Unknown gunsaw, identify the body before choosing the engagement. The silhouette and movement tell you more than the name. A tall, loud frame is likely Baron; a fast, low frame with sudden jumps may be Icke or Leapy; a water-bound shape with fins is Chompy or Dune.

ThreatWhat gives it awayPractical counter
BaronTall frame, 150% noticeability, heavy kicksFight at range, avoid corners, and use its 88% run against it
Icke200% kick, 150% jump, reckless pressureDo not trade melee; force it to cross open ground
ChompyGills, fins, strong water movementStay on land and punish its mediocre land game
DuneGills, 135% noticeability, corpse eatingClear bodies where possible; avoid fighting beside water
VoyagerCamouflage and 112% runWatch for slow, deliberate movement and keep open sightlines
VelvetWeb spit and 120% noticeabilityBreak line of sight; do not stand in open lanes
CrystalLong sticky tongueKeep outside tongue range and pressure its poor weapon handling
ShellyHeavy shell and 60% runReposition around it; do not expect quick damage
RozaCold touch and slowing bulletsUse short trades and avoid sustained exposure
Leapy130% jump and high regenerationFinish decisively; wounded Leapy remains dangerous

Baron and Icke are the two bodies that punish lazy spacing. Baron has a 125% lung capacity and huge health, but its 88% run force means it cannot chase forever. Icke is faster in burst movement with 150% jump and 100% run, but its 200% kick is the real threat. Back away, use cover, and make it spend its approach. If a Baron or Icke reaches you in a corner, the kick damage can erase a healthy bar in one exchange.

Shelly is the opposite problem. It is slow at 60% run, but its shell provides mild to moderate protection from conventional dangers. Do not waste time trying to out-armor it. Instead, use its poor speed to rotate, reload, and attack from a different angle. Chik and Leapy demand vertical awareness: Chik has midair jumps and a glide, while Leapy’s 130% jump makes it hard to track. Keep your aim at body height rather than chasing every hop.

Best Gunsaw Picks by Playstyle

Choosing a Casualties: Unknown gunsaw body is easier when you start from the job you want to do. The profiles support clear roles, but none is free from a drawback. The table below keeps the recommendations tied to supported stats and mechanics.

PlaystyleBest pickWhy it worksCaveat
First-time or forgivingExperimentClean baseline and only 80% noticeabilityNo standout stat or special tool
Durable pressureOrange114% lung and a bulky, durable frame90% swim and less skill
Tactical water playMilky110% swim, average regen, intelligent profile83% lung and lower endurance
Dedicated aquaticChompy or DuneGills and fast swimmingLand performance drops, especially for Chompy
StealthVoyager112% run and camouflageFrail body and variable cloak
Frontline anchorBaron or ShellyHuge health and kick, or heavy shellBaron has no HP regen; Shelly has 60% run
Aggressive close pressureIcke200% kick and 150% jumpReckless profile and poor discipline
Vertical mobilityChikMidair jumps and glide80% swim and low durability

For most players, the Experiment is the cleanest learning body because its stats sit at 100% with the lowest noticeability in the family. If you want more staying power, Orange trades swim speed for a 114% lung capacity and a durable frame. If your plan involves water, Milky is the safer generalist pick at 110% swim, while Chompy and Dune are specialists that should stay near water rather than abandon it.

Baron is the best choice when you want a frontline body that can absorb attention and punish bad spacing. The tradeoff is severe: 150% noticeability, 88% run, and no HP regeneration. Shelly is slower still at 60% run, but its shell changes how much conventional damage it can absorb. For players who prefer disruption, Velvet’s web and Crystal’s tongue offer control that raw stat lines do not capture.

Edge Cases: Albino, Abomination, and G4-A

The Casualties: Unknown gunsaw family also includes special bodies that do not behave like normal species picks. Albino Experiment appears only on level 1 and level 8. It shares the Experiment’s basic profile, but its 83% lung capacity, 120% noticeability, 90% jump, 60% run, and 85% swim make it louder and slower than the standard version.

Special bodyKey stats or ruleHow to treat it
Albino ExperimentLevel 1 and 8 only; 120% noticeability, 60% runA louder, slower baseline; do not expect normal Experiment mobility
Abomination80 health, 85% aim, 85% reload, 75% moveLow-stat fallback used when no bodies are nearby
G4-A140 health, 135% aim, 135% reload, 114% move, 1000% lungHigh-performance robotic outlier with regeneration

The Abomination is what you get when the body-changing device has no nearby body to take over and tries to restore the mercenary from remains. Its 80 health, 85% aim speed, 85% reload speed, and 75% move speed make it a desperation pick, not a combat upgrade. G4-A is the opposite: 140 health, 135% aim, 135% reload, 114% move, 120% jump, and 1000% lung capacity put it far outside the normal range. Treat G4-A as a special encounter or special pick, not as proof that every Gunsaw body is overpowered.

FAQ

Which Casualties: Unknown gunsaw body is best? There is no single best body. Baron is the strongest raw frontline pick with huge health and a 165% kick, but it has 150% noticeability, 88% run, and no HP regeneration. Icke has the highest kick at 200% and 150% jump, but it is reckless. Experiment is the best baseline, and Shelly is the best armored tank.

Do all Gunsaw bodies regenerate health? No. Leapy has the highest regeneration rate, while Chik, Milky, Shelly, and Crystal also regenerate health. Velvet has small regeneration and Dune has low HP regeneration. Baron has no HP regeneration at all, so its massive health pool must be worn down through sustained pressure.

How should I counter Baron and Icke? Keep range and avoid melee trades. Baron’s 165% kick and Icke’s 200% kick are the main dangers, and both can punish a cornered player. Use Baron’s 88% run against it, and force Icke to spend its jump before you commit to damage. Do not stand still in front of either body.

Are Chompy and Dune better in water? Yes. Chompy has gills, cannot drown, and gains underwater stat boosts, while Dune has gills and fast swimming. Chompy is only mediocre on land, and Dune’s 135% noticeability makes it easier to track. Force both onto dry ground whenever possible.