The PRAWN Suit—short for Pressure Reclamation And Utility Nexus, though nobody actually calls it that—is without a doubt the most versatile vehicle in Subnautica 2. Where the Seamoth is fast and nimble, the PRAWN is a walking tank that can drill through solid rock, punch Leviathans (don't ask me how that went for me...), and reach depths that would crush anything else you own.

I spent the first 10 hours ignoring the PRAWN because I thought it was too slow. Massive mistake. Once I finally built one and started experimenting with loadouts, I realized this thing is an absolute game-changer. It's basically the difference between "surviving" and "dominating" in the deep zones.

Let me break down everything you need to know about the PRAWN Suit, from its arm systems to the optimal upgrades for different situations. By the end of this guide, you'll know exactly what to slap into those four upgrade slots.

PRAWN Suit Arms: Picking Your Tools

Unlike other vehicles, the PRAWN has two arm slots that define what you can actually DO with it. You can swap these out at the Vehicle Upgrade Console in your Moonpool, so don't think of them as permanent choices.

Drill Arm (Essential for Resource Gathering)

Look, I'm just gonna say it: the Drill Arm is the most important upgrade in the game. No exaggeration. It harvests Large Resource Deposits that yield 4-8x the normal materials compared to just picking up small nodes. I've mined the same deposit with and without the drill—the difference is absolutely insane.

From my experience, you'll want this equipped whenever you're doing serious resource runs. The only time I'd swap it out is if you're specifically doing something that needs another arm's capabilities.

Grappling Arm (Mobility Beast)

Okay, this one's tricky. The Grappling Arm lets you latch onto surfaces and pull yourself along, which sounds gimmicky but is actually incredibly useful once you master the timing. Combined with Jump Jets, you can cross huge gaps and scale vertical walls that would otherwise require complex base structures.

What I found surprising was how much easier the Grappling Arm makes navigating the Mineralized Caverns. Those tight passages that seem impossible? Grab onto a rock ceiling and pull yourself through. It's also great for those moments when you need to quickly escape a Leviathan—you can grapple to safety while it tries to figure out what happened.

Claw Arm (The Default, Mostly for Construction)

The Claw Arm comes standard and is... fine. It's useful for picking up objects, interacting with technology, and doing base construction while you're outside. But honestly? For combat or harvesting, the other arms outperform it. Think of this as your "I need to do some building" arm.

Propulsion Cannon (Fun but Situational)

The Propulsion Cannon can grab objects and fling them with significant force. It's hilarious for clearing debris or even... let's say... dealing with aggressive fauna. But in terms of practical utility, it's more of a niche tool than a core upgrade.

Common Upgrade Modules

The PRAWN shares some upgrade compatibility with other vehicles, which is nice because it means you can move modules around. Here's what works:

Storage Module

Adds inventory space. This might seem obvious, but the difference between having one and not having one is huge. The base PRAWN inventory is... limited. With a Storage Module, you can actually do serious mining runs without constantly returning to base. I'd consider this mandatory for any serious playthrough.

Vehicle Power Cell Module

Adds extra power capacity, which means longer dive times before you need to swap cells. Essential for those deep expeditions where retreat isn't an option. I usually run two of these in my endgame builds.

Thermal Reactor Module

Generates power from heat sources. In the deeper biomes near thermal vents, this thing is incredible—you basically get infinite power as long as you're near heat. In shallow water? Useless. Know your biome before equipping this one.

Solar Panel (Less Useful Here)

The PRAWN operates at depths where sunlight doesn't reach, so solar panels are basically dead weight. Skip these for the PRAWN.

PRAWN-Specific Upgrades

These upgrades only work with the PRAWN Suit, making them unique to your exosuit experience:

Jump Jet Upgrade

Oh man, this is FUN. The Jump Jet Upgrade greatly increases thruster power and gives you insane acceleration and maneuverability. Combined with the Grappling Arm, you can pull off some ridiculous mobility moves. Even by itself, the vertical reach is incredible—useful for those high ledges and for getting out of tight spots.

Pro tip from my many failed jumps: Hold the jump button for a burst-fire effect. This dramatically increases your lateral jump range. I wasted so many attempts going for full jumps when short bursts would've been more controlled.

Thermal Power Upgrade

Converts heat to power—just like the Thermal Reactor but specifically designed for the PRAWN's systems. If you're spending time in thermal zones, this is basically your "you will never run out of power" card. I always swap to this loadout when doing deep lava zone runs.

Drill Arm MK2/MK3 (Mods)

For those who like efficiency, the Drill Arm can be upgraded further. MK2 doubles your drilling speed, and MK3... well, MK3 drills 50x faster than the base. It's absolute overkill for most situations, but if you're doing massive mining operations, the time savings add up.

💡 Pro Tip: You can swap arms while inside the PRAWN by accessing the Vehicle Upgrade Console through the hatch. No need to exit and manually swap—though exiting does let you grab resources you might've missed while inside.

Depth Modules: Going Where No One Goes

The base PRAWN has a depth rating of 900m. That's respectable, but it's not enough for the really deep stuff. Here's where depth modules come in:

Configuration Max Depth What You Can Reach
No Depth Modules 900m Sparse Plains, early Mineralized Caverns
Depth Module Mk1 (x2) 1300m Most accessible deep biomes
Depth Module Mk2 (x2) 1700m Inactive Lava Zone, Primary Containment Facility

In my experience, Mk2 modules are worth the extra resources. Yeah, Mk1 is cheaper, but you're gonna want to reach the really deep areas eventually, and the Primary Containment Facility is basically required for the ending sequence. Plan ahead—grind for those Mk2 modules early.

Also worth noting: unlike some games, Subnautica 2 doesn't mess around with depth pressure. Without proper depth modules, your PRAWN will CRUSH. I've seen it happen, and it's not pretty. Always check your depth rating before diving into unknown waters.

Best Loadout Builds for Different Situations

Here's where people usually ask "but what's BEST?" and the answer is... it depends. Sorry, but there genuinely isn't one perfect loadout. Here's what I run for different scenarios:

🛠️ Resource Harvester (Best for General Play)

  • Arm: Drill Arm
  • Slot 1: Storage Module
  • Slot 2: Storage Module
  • Slot 3: Vehicle Power Cell Module
  • Slot 4: Depth Module Mk2

This is my daily driver. Maximum inventory space for big hauls, extra power for long sessions, and enough depth rating to hit most resource deposits. Swap one Storage for a second Power Cell if you're doing really far runs.

🚀 Speed Demon (Deep Exploration Build)

  • Arm: Grappling Arm
  • Slot 1: Jump Jet Upgrade
  • Slot 2: Jump Jet Upgrade
  • Slot 3: Depth Module Mk2
  • Slot 4: Depth Module Mk2

This is for when you NEED to get somewhere fast and the Seamoth just won't cut it. The mobility is insane—you can basically parkour across the ocean floor. Takes practice to master the controls, but oh so satisfying once you do.

🔥 Lava Zone Specialist (For the Deepest Depths)

  • Arm: Drill Arm (for resources) or Grappling Arm (for mobility)
  • Slot 1: Thermal Power Upgrade
  • Slot 2: Thermal Power Upgrade
  • Slot 3: Depth Module Mk2
  • Slot 4: Depth Module Mk2

Near thermal vents, you'll literally never run out of power. This is specifically for the Inactive Lava Zone and areas where heat is abundant. Don't bother with this in shallow waters—you'll be swapping modules constantly.

⚔️ Combat Ready (When You Gotta Fight)

  • Arm: Claw Arm or Propulsion Cannon
  • Slot 1: Jump Jet Upgrade
  • Slot 2: Vehicle Power Cell Module
  • Slot 3: Storage Module
  • Slot 4: Depth Module Mk1

Honestly, the PRAWN isn't ideal for combat, but if you're determined to fight something... mobility is key. Keep your distance, use terrain, and be ready to retreat. Also? The game really doesn't encourage combat with big creatures. Just saying.

Pro Tips from 50+ Hours with the PRAWN

I've made just about every mistake you can make with this vehicle. Here's what I wish someone had told me earlier:

  1. You can exit and re-enter while it's deployed. If you're inside your base's Moonpool, you can actually climb out, grab some stuff, and climb back in without calling the PRAWN. Super convenient for quick swaps.
  2. The PRAWN fits through hatches. Wait, what? Yeah, the hatches on your base are just the right size for the PRAWN to pass through. This means you can actually drive it INTO your base for repairs and recharging. Very space-efficient base design possible here.
  3. Jump jets work OUTSIDE the water too. If you somehow get the PRAWN onto land... it can still use jump jets. Not sure why you'd need this, but the option exists.
  4. Storage modules stack. More storage modules = more inventory rows. Two modules gives you significantly more space than one. I run dual storage for all my builds.
  5. Drill arm CAN break Leviathan teeth. Yeah, I tried fighting a Reaper with the drill arm. It... worked? Sort of? But the damage to MY suit wasn't worth it. Don't recommend this strategy.
⚠️ Worth Knowing: The PRAWN is heavy. Really heavy. If you're building platforms or bridges, make sure they're reinforced enough. I've had bases collapse because I parked my PRAWN on a roof that couldn't handle the weight. Also means it won't fit in the small Moonpool variant—make sure your base has the full-size version.

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Frequently Asked Questions

How many upgrade slots does the PRAWN Suit have?

The PRAWN Suit has four upgrade slots that accept common modules like Storage and Pressure Compensator, plus PRAWN-specific upgrades like Jump Jet Upgrades and Thermal Power Upgrade. Note that Mk1 and Mk2 modules each take up one slot, so you can fit two of each type maximum.

What's the best PRAWN Suit loadout for beginners?

For beginners, we recommend: Drill Arm, Storage Module, Vehicle Power Cell Module, and Depth Module Mk2. This gives you harvesting capability, inventory space, power capacity, and depth access. You can always swap modules as you learn what works best for your playstyle.

How deep can the PRAWN Suit go?

With two Depth Module Mk2 upgrades, the PRAWN Suit can reach 1700m—enough for the Inactive Lava Zone and Primary Containment Facility. The base depth without any modules is 900m. Mk1 modules get you to 1300m, which is sufficient for most mid-game content.

Should I get the Drill Arm or Grappling Arm?

Get both and swap based on the situation. The Drill Arm is essential for efficient resource gathering from Large Resource Deposits (4-8x yield), while the Grappling Arm provides unmatched mobility. Honestly, the Drill Arm is more universally useful, but the Grappling Arm is incredibly fun once you master it.

Can the PRAWN fight Leviathans?

In theory, yes. In practice? Not really recommended. The drill arm can damage them, and the propulsion cannon can push them back, but the risk-to-reward ratio is terrible. You're better off avoiding them or using terrain to your advantage. The PRAWN excels at resource gathering and exploration, not combat.