Mycopunk Weapons List: All 21 Guns, Grenades and Stats

Every Mycopunk 1.0 weapon with damage, element, magazine, reserve ammo and upgrade node counts, plus how each gun and grenade unlocks.

Last Updated: 2026-10-25

Mycopunk Weapons List: Every Gun and Its Stats

Mycopunk 1.0 ships 20 weapons: 13 primaries, 1 heavy weapon and 6 throwables. The numbers below come from the 1.0 build (patch 2.0.3), not from a guide written during Early Access, and every magazine size, element and node count is what the weapon actually does with no upgrades equipped.

Quick answer

Every Mycopunk 1.0 weapon with damage, element, magazine, reserve ammo and upgrade node counts, plus how each gun and grenade unlocks.

Mycopunk weapon roster overview
Mycopunk weapon roster overview

How many weapons are in Mycopunk?

Twenty named weapons plus the generic grenade slot, which is why datamined gear tables list 21 entries. The split is unusual for a looter shooter: almost everything sits in the primary slot, one gun is heavy, and the rest are throwables you keep on a separate button.

Slot Count Weapons
Primary 13 Cycler, Au-Si Jackrabbit, Accelerator, DMLR, Diffraction Driver, Trident S2, Swarm Launcher, Plate Launcher, Globbler, Gunship Cannon, Lead Flinger, Carver, Shocklance
Heavy 1 A16 Beam Ripper
Throwable 6 Photon Disc, Incendiary, Shock, Acid, Caustic, Snowball

Full weapon stat table

Damage is per bullet or per projectile before upgrades, element is the status the weapon applies on hit, and the node column is how many hex upgrades exist for that weapon in the current build.

Weapon Slot Damage Element Mag Reserve Nodes
The Cycler Primary 20 Normal 30 240 41
Au-Si Jackrabbit Primary 21 Fire 8 72 33
The Accelerator Primary 20 Shock 38 304 35
DMLR Primary 50 Normal 20 90 38
Diffraction Driver Primary 75 Normal 3 30 31
Trident S2 Primary 15 Normal 75 450 34
Swarm Launcher Primary 32 Normal 36 288 34
FR.15833 Plate Launcher Primary 76 Normal 1 100 35
Globbler Primary 33 Acid 7 63 29
Gunship Cannon Primary 24 Normal 60 180 33
Lead Flinger Primary 50 Normal 6 126 35
The Carver Primary 21.85 Normal 100 200 32
A16 Beam Ripper Heavy 840 Shock 1 5 10
Photon Disc Throwable 20 Shock 8 8 30
Acid Grenade Throwable 10 Acid 8 8 27
Shock Grenade Throwable 10 Shock 8 8 27
Incendiary Grenade Throwable 10 Fire 8 8 27
Snowball Grenade Throwable 10 10 8 8 26
Caustic Grenade Throwable 10 Acid 8 8 27
Shocklance Primary 60 Shock 8 32 34

Two values look odd until you fire the gun. The Diffraction Driver lists 3 rounds and the A16 Beam Ripper lists 1, because both are charge-and-release weapons: the magazine is one shot, the damage number is the whole shot.

Primary weapons

The Cycler is the starting battery SMG: 20 damage, 706 RPM, 30 rounds, and the tightest spread of the automatic weapons at 1.8°. It is the baseline every other primary is measured against.

Au-Si Jackrabbit is a bouncing shotgun that applies fire on impact. 21 damage, 8 shells, 200 RPM, and a 13–37 m falloff window that makes it a point-blank tool rather than a mid-range one.

The Accelerator trades per-shot damage for volume: 20 damage at 857 RPM, 38 rounds, shock element, and burst size that grows with each pull of the trigger.

DMLR is the precision option. 50 damage on the bolt, a charged laser for the alt-fire, 300–500 m falloff, zero spread, and 20 rounds.

Diffraction Driver is 1.0's ion scattergun: 75 damage in a short cone, 3 rounds, 0.4 s reload, and a halo you spin up with alt-fire to tighten the cone and stretch its range.

Trident S2 fires three bullets per shot for 15 damage each, with a 75-round magazine and 450 in reserve, which makes it the most forgiving gun in the game for sustained fire.

Swarm Launcher is a remote-control pellet launcher: 32 damage per pellet, 36 in the magazine, and the pellets only dive at what you marked when you released the trigger.

FR.15833 Plate Launcher fires one plate for 76 damage that sticks into whatever it hits; the plates can be recalled magnetically, so its real magazine is however many plates you have already thrown.

Globbler is the acid grenade launcher: 33 impact damage plus 6 acid, 7 rounds, and arcing globs that bounce before they burst.

Gunship Cannon is the heavy-hitting automatic: 24 damage, 60 rounds, 240 RPM, and the only weapon with a prism slot for its exotics.

Lead Flinger is a revolver that fires as fast as you can pull the trigger, 50 damage, 6 rounds, and a reload that shortens after each kill.

The Carver is a chainsaw: 21.85 damage per tick at 526 RPM, 100 in the magazine, and a 4–5 m falloff window that forces you into melee range.

Shocklance is a close-range electron railgun: 60 damage, 8 rounds, 5.5 shock per hit, and a shot that passes through everything in a 16–22 m line.

Heavy weapons

There is exactly one: the A16 Beam Ripper, a heavy railgun that charges a single 840-damage piercing shot. The heavy slot unlocks its own upgrade pool at player level 5, and the details live on the /guides/mycopunk-heavy-weapons page.

Throwables

Six throwables share one slot. Five of them are elemental grenades at 10 impact damage plus a full 10-stack elemental application, and the sixth is the Photon Disc, an energy disc that tumbles across surfaces for 20 damage per bounce.

  • Incendiary Grenade — fire, 8 in the pouch
  • Shock Grenade — shock, 8 in the pouch
  • Acid Grenade — acid, 8 in the pouch
  • Caustic Grenade — acid with a different upgrade pool, 8 in the pouch
  • Snowball Grenade — cryo, unlocked from X11-B, detonates on the second press
  • Photon Disc — shock, 8 charges, bounces until it runs out

How weapon upgrades work

Every weapon uses the same 5×5 hex grid and the same six rarity tiers: Standard, Rare, Epic, Exotic, Oddity and Contraband. Across all 19 upgradeable gear entries the 1.0 build contains 618 weapon upgrade nodes, which is why two players with the same gun rarely have the same gun. Nodes drop from missions, from gear levels, from curated sets and from crafting; the full breakdown is on the /guides/mycopunk-upgrades page.

Which weapons unlock at which level

Weapons arrive through the player level track, through missions, and through crafting, not through a shop. The level track adds a new weapon at levels 3, 4, 5, 6 and 7, then stops; everything after that is mission-gated or crafted. Heavy weapon upgrades open at level 5, and the resource-bought unlocks for the late guns need level 10 and level 15.

FAQ

What weapon do you start with in Mycopunk?

Every employee starts with the Cycler and the Au-Si Jackrabbit. The Cycler is the battery SMG you keep for the whole run, the Jackrabbit is the bouncing shotgun you swap to when something gets close.

Is there a best weapon in Mycopunk?

There is no single best gun, because the slot system only gives you one primary: the answer depends on range and element, and both change with the mission. This wiki tracks stats and unlock paths; loadout advice belongs to the guides site.

Can you get every weapon on one save?

Yes. Weapons are account-wide unlocks, not per-run drops, and the crafting station can roll a weapon you have not unlocked yet once you reach level 9.

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

Au-Si Jackrabbit: Stats, Mods and Turbocharges

The Au-Si Jackrabbit's full 1.0 stats, fire application, bounce mechanic, 33 upgrade nodes and every turbocharge on the starting shotgun.

Mycopunk Bosses: All 3 Bosses, Spawns and Rewards

Every Mycopunk boss: Amalgamation, Cranius and the Necky Wormy Boss, plus all ten abomination variants with shell health, arms and spawn maps.

Mycopunk Carver Upgrades: All 32 Nodes and Blood Loop

Every Carver upgrade node in Mycopunk 1.0 — the blood package, Deflector, range trade-offs, status nodes, level rewards and grid notes.

Mycopunk Cycler: Stats, Upgrade Nodes and Level Rewards

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 Decay Element: +20% Damage and Part Loss

How Mycopunk's decay element works: the 20% damage amplifier, the 10% part-detach rule, exact tuning values and how it compares to Rot.

Mycopunk Elements: All 7 Elemental Effects and Numbers

Every Mycopunk element with damage multipliers, saturation rules, status lifetimes and what Fire, Shock, Acid, Decay, Rot and Cryo actually do.

Mycopunk Employee Upgrades: All 5 Trees and Tier Gates

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.

Mycopunk Employees: All Five Classes and Their Abilities

Every Mycopunk employee with mobility and utility abilities, skin counts, unlock conditions, and what each upgrade tree actually changes.