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Vehicle Comparison

JoBuilt Rubble vs Brute Tipper

Compare base and upgrade-tested performance where available, switch HSW or custom states per side, and keep the base vehicle economy and handling view visible underneath.

Tested Performance Comparison

These rows follow the selected compare state on each side, including HSW and other reviewed upgrade states when available.

RubbleΔTipper
Tested Top Speed
Rubble78 MPH (Base Tested)
7 MPH
Tipper71 MPH (Base Tested)
Tested Lap Time
Rubble1:42.953
1.284 s
Tipper1:44.237
Class Rank
Rubble#5 in Industrial
2 places
Tipper#7 in Industrial
Overall Rank
Rubble#610
7 places
Tipper#617

Base Vehicle Economy & Ownership

Economy rows stay tied to the canonical base vehicle, even when an upgrade state is active above.

Base-canonical economy only

JoBuilt RubbleΔBrute Tipper
Purchase Price
JoBuilt Rubble-
N/A
Brute Tipper-
Owned Resale
JoBuilt Rubble-
N/A
Brute Tipper-
Trade Price
JoBuilt Rubble-
N/A
Brute Tipper-
Cost per MPH
JoBuilt Rubble-
N/A
Brute Tipper-

Base Vehicle In-Game Stat Bars

These rows stay on the base vehicle because HSW and custom upgrades do not have a reliable in-game HUD model in this compare view.

Base-canonical handling only

JoBuilt RubbleΔBrute Tipper
Acceleration Score
JoBuilt Rubble35/100
8 pts
Brute Tipper28/100
Braking Score
JoBuilt Rubble8/100
Even
Brute Tipper8/100
Traction Score
JoBuilt Rubble48/100
Even
Brute Tipper48/100

Base Vehicle Handling Radar

Shape tells the story for the base vehicles only: wider polygons usually mean a more balanced handling profile, while spikes indicate specialization.

SpeedAccelBrakingTraction
JoBuilt Rubble
Brute Tipper

Base value snapshot

JoBuilt Rubble: -

Brute Tipper: -

Base Vehicle Street Profile

These handling notes stay tied to the base vehicles, regardless of any HSW or custom state selected above.

Ram Rating

JoBuilt Rubble is heavier, so it is usually harder to ram off line.

Launch Profile

Both share a similar drivetrain layout, so launch behavior should be closer.

Braking Edge

Braking coefficients are matched, so stopping performance should be similar.