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

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
The Au-Si Jackrabbit's full 1.0 stats, fire application, bounce mechanic, 33 upgrade nodes and every turbocharge on the starting shotgun.
Every Mycopunk boss: Amalgamation, Cranius and the Necky Wormy Boss, plus all ten abomination variants with shell health, arms and spawn maps.
Every Carver upgrade node in Mycopunk 1.0 — the blood package, Deflector, range trade-offs, status nodes, level rewards and grid notes.
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.
How Mycopunk's decay element works: the 20% damage amplifier, the 10% part-detach rule, exact tuning values and how it compares to Rot.
Every Mycopunk element with damage multipliers, saturation rules, status lifetimes and what Fire, Shock, Acid, Decay, Rot and Cryo actually do.
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.
