The Cycler's full 1.0 stat block, all 41 upgrade nodes by rarity, weapon level rewards and why the starting SMG stays in the loadout.
Mycopunk Cycler: Stats, Mods and Upgrade Nodes
The Cycler is the starting weapon of Mycopunk and the one gun every player keeps: a battery-powered SMG with 20 damage, 706 RPM and a 30-round magazine, plus 41 upgrade nodes — the largest pool of any weapon in the 1.0 build.
The Cycler's full 1.0 stat block, all 41 upgrade nodes by rarity, weapon level rewards and why the starting SMG stays in the loadout.

Full stat block
| Stat | Value |
|---|---|
| Damage | 20 |
| Element | Normal |
| Fire Rate (RPM) | 706 |
| Fire Interval (s) | 0.085 |
| Magazine Size | 30 |
| Ammo Capacity | 240 |
| Reload Duration (s) | 1.5 |
| Bullet Speed | 28 |
| Falloff Start (m) | 20 |
| Falloff End (m) | 100 |
| Max Damage Range (m) | 800 |
| Max Falloff Damage Multiplier | 0.2 |
| Spread (Horizontal) | 1.8 |
| Spread (Vertical) | 1.8 |
| Recoil X | 0.5 – 1.5 |
| Recoil Y | 2 – 2 |
| Ammo Pickup Multiplier | 2 |
| Ammo Generation Efficiency | 1 |
| First Shot Spread Multiplier | 0.2 |
Two numbers define the gun. The 706 RPM fire rate with a 1.5 s reload means the Cycler spends 23% of its uptime reloading, so magazine upgrades pay off more here than on slower weapons. And the falloff window (20 m to 100 m, bottoming out at 0.2× damage) is the widest falloff floor in the game — the Cycler never becomes useless at range, it just becomes a chip-damage tool.
Why the Cycler stays equipped
The Cycler is the only weapon with a 2× ammo pickup multiplier and a 1.0 ammo generation efficiency, which means it prints ammo from kills faster than any other primary. On long missions that alone keeps it in the loadout even after better guns unlock.
It also applies no element by default. That sounds like a weakness and is treated as one by most players, but it is why the Cycler is the weapon that accepts element-conversion nodes without fighting an existing status: Subzero Energy (Epic) turns its bullets into cryo, and the fire conversion nodes work the same way.
Upgrade node breakdown
41 nodes across six tiers:
| Rarity | Nodes |
|---|---|
| Standard | 9 |
| Rare | 13 |
| Epic | 10 |
| Exotic | 5 |
| Oddity | 2 |
| Contraband | 2 |
A sample of the pool:
| Node | Rarity | Effect |
|---|---|---|
| Adrenaline Reload | Standard | |
| Bigazine | Standard | |
| Boundary Incursion | Oddity | |
| Bulging Cartridge | Standard | |
| Charge Shield | Rare | |
| Charged Cartridges | Rare | |
| Compact Cartridge | Standard | |
| Condensed Ejection | Rare | |
| Corrode Siphon | Exotic | |
| Corrosive Plasma | Rare | |
| Cycling Repairs | Epic | |
| Cyclotron | Oddity | |
| Decay Energy | Rare | |
| Double Shot | Rare |
Weapon level rewards
The Cycler gives a reward at almost every second level, including two skins and an Oddity node at 32:
| Gear level | Reward |
|---|---|
| Level 2 | Rare skin |
| Level 3 | upgrade from a curated set |
| Level 5 | upgrade from a curated set |
| Level 7 | upgrade from a curated set |
| Level 9 | Epic skin |
| Level 10 | Epic upgrade |
| Level 12 | Exotic upgrade |
| Level 15 | 1 Saxonite |
| Level 32 | Oddity upgrade |
Curated drops
Levels 3, 5 and 7 award nodes from a curated set rather than a random roll, which is why two players who levelled the Cycler to 7 often have the same three nodes. After level 7 the pool opens up and the weapon starts to diverge.
Pattern infusion
At player level 13 the Cycler's patterns can be infused: you keep the effect and swap the shape. Because the Cycler has the most nodes of any weapon, it also has the widest choice of patterns to infuse from, and it is the usual first target for a player learning the mechanic.
FAQ
Is the Cycler a good weapon in Mycopunk?
It is the most flexible. The Cycler has the largest node pool, the best ammo economy and no built-in element to conflict with conversions. Whether it stays in your loadout is a build question, which belongs on the guides site.
Can you get a second Cycler?
No. Weapons are account-wide single copies. The skin system gives you 20 cosmetic variants, but the stat block is identical for all of them.
When does the Cycler get its first upgrade?
Level 2 gives a Rare skin, level 3 gives the first curated node. In practice the first node you place usually comes from a mission reward before the weapon reaches level 3.
If you are planning what to open next, the upgrade grids explained page covers node shapes and rarity, while the threat levels page shows what the harder tiers actually pay.
Sources
Weapon, grenade and heavy-weapon values were read from the Mycopunk 1.0 build and cross-checked against the official patch notes and the Steam store page. Rarity and unlock wording follows the Steam community guide index for the game.
More Mycopunk Guides
How employee upgrades work in Mycopunk: six tiers, 5/9/14/18 skill-point gates, per-class node counts, drop-only nodes and the Amalgamation exclusive.
Every Mycopunk employee with mobility and utility abilities, skin counts, unlock conditions, and what each upgrade tree actually changes.
All 38 Mycopunk enemies: grunts, brutes, abominations and bosses with shell health, leg and arm counts, overclock chances and the part system explained.
Mycopunk's heavy slot holds one weapon, the A16 Beam Ripper. Full 1.0 stat block, falloff numbers, heavy upgrade pool and unlock level.
The hidden Mycopunk achievements with exact conditions: Roachard waving, killing a teammate, the Hornet slap, the fall deaths, Ground Zero and X11-B.
How Mycopunk works: the mission loop, controls, loadout slots, hex upgrades, elements, threat levels and a first-hour checklist for new players.
What the Mycopunk hub contains after the 1.0 rework: mission table, crafting bench, 129 Fulfillments, Lottery Larry, Starrunner, the wheel and the couch.
Every Mycopunk mission with unlock level, region, category and rewards, from The Fungal Moon and Regulated Rampage to Ouroboros and X11-B.
