Weapons

Weapons

Every Mycopunk weapon explained: baseline roles, the Armament License unlock system, grenade lines and which guns carry a run before upgrades arrive.

16+
Base Weapons
5
Grenade Types

Introduction

Weapons in Mycopunk are less about raw damage and more about which upgrade pool they open up. Each weapon carries its own set of modules, so picking a gun is effectively picking a build direction before you have found a single upgrade. Unlocking is deliberately flexible: until you have every normal weapon, levelling up grants an Armament License that can be spent on any weapon in any order, which means there is no single correct unlock sequence. Grenades sit in their own slot and follow the same pattern, with Photon Disc, Incendiary, Voltaic and Caustic lines each playing differently. This section covers what each base weapon does before upgrades arrive, how the unlock system works, and which weapons carry a run early on.

Weapon Quick Reference

WeaponRoleSignature TraitNotes
G6 StreetsweeperClose-range baselineSpread-friendly shotgun damageThe safest first unlock; scales well with cheap spread modules
CarverMelee-range bruiserBuilds blood stacks you can spendRewards staying close and converting stacks into burst windows
CyclerElemental platformSubzero Energy applies cryo bulletsThe 1.0 upgrade trades fire rate for elemental application
ShocklanceLine piercingRewards lining enemies upUnlocks only after completing the Overtime Assignment
Diffraction DriverIon scattergunSpinning halo tightens the cone1.0 weapon, unlocked with resources at level 10
The GlobblerAcid grenade launcherLobs acid payloadsPairs naturally with corrosive and rot-focused modules

Weapon Roster

G6 Streetsweeper

common

Starting Tier — Close-range baseline shotgun

RoleA straightforward shotgun that does meaningful damage before any upgrades are fitted, which makes it the least punishing first unlock.
SignatureIts spread responds well to cheap modules, so it is the natural home for the low-rarity patterns you accumulate early.
Best ForPlayers who are still learning threat 3 pacing and want a weapon that forgives a missed shot.
WeaknessFalls off sharply at range, so bring a grenade for anything that insists on standing behind cover.

Carver

rare

Stack Engine — Melee-range bruiser that builds blood

RoleA close-quarters weapon that generates blood stacks as it connects, giving you a resource to spend during a fight.
SignatureThe stacks convert into a temporary damage window, so the weapon rewards committing to a target instead of kiting.
Best ForBruiser and Wrangler players who expect to be inside enemy formations anyway.
WeaknessBlood-focused modules compete for the same cells as defensive ones, and the playstyle leaves little room for retreating.

Cycler

epic

Elemental — Dedicated elemental platform

RoleAn elemental workhorse whose upgrade pool is built around applying status effects rather than raw bullet damage.
SignatureThe 1.0 upgrade Subzero Energy makes bullets apply cryo, at the cost of a lower fire rate.
Best ForPlayers building around freeze and shatter, or anyone who wants crowd control without a dedicated grenade.
WeaknessThe fire-rate penalty is real, so a cryo-focused Cycler feels sluggish against scattered light enemies.

Shocklance

legendary

Mission Gated — Piercing coil weapon

RoleA coil weapon that rewards aiming through a line of targets, converting positioning into damage.
SignaturePiercing shots mean the value of the weapon scales with how well you group enemies together.
Best ForCorridor fights and the layered Incursion facilities, where enemies queue up naturally.
WeaknessLocked behind the Overtime Assignment, so you cannot simply buy it with an Armament License.

Diffraction Driver

legendary

1.0 Weapon — Ion scattergun with a tightening cone

RoleA 1.0 ion scattergun that fires a short-range cone by default and rewards a deliberate spin-up.
SignatureHolding the alternate fire spins the halo, tightening the cone and extending effective range.
Best ForMid-range engagements where a shotgun would normally force you to close the gap.
WeaknessUnlocked with resources at level 10, and the developers have not published its upgrade pool.

The Globbler

rare

Elemental Support — Acid grenade launcher

RoleA grenade launcher that delivers acid payloads, giving you elemental application at launcher range.
SignatureAcid leaves corrosive puddles, so the weapon keeps working after the shot lands.
Best ForPlayers who want corrosive uptime without spending the grenade slot on it.
WeaknessPuddle damage is positional; enemies that move out of the splash waste the shot entirely.

Core Mechanics

You start with a baseline loadout and improve it through two parallel tracks. The first is the weapon itself: Armament Licenses earned from levelling let you unlock normal weapons in whatever order you prefer, and each weapon then levels independently, with its own reward track running up to level 32 where a Boundary Incursion upgrade is granted. The second track is the upgrade grid, where weapon-specific modules slot into the same shared space as your employee abilities. Grenades follow the same logic through a separate slot, and the 1.0 release renamed two of them, turning the Shock Grenade into the Voltaic Grenade and the Acid Grenade into the Caustic Grenade, so older guides may use the previous names for the same items.

Advantages

The weapon roster is broad enough that almost any playstyle has a home. Shotgun players get the G6 Streetsweeper, players who like staying airborne get the Au-Si Jackrabbit with its airborne damage Turbocharge, melee-range bruisers get the Carver and its blood stacks, and players who want to sit back and pick targets get the DMLR. The Cycler is the dedicated elemental platform and its 1.0 upgrade, Subzero Energy, makes bullets apply cryo at the cost of fire rate, which is a genuinely interesting trade rather than a straight upgrade. Because unlock order is free, you can chase the weapon that matches the modules you already own instead of grinding toward a fixed progression.

Challenges

Every weapon starts weak, and the gap between a stock weapon and a kitted one is large enough that threat 3 can feel unfair with an unfitted gun. Because each weapon has its own upgrade pool, spreading attention across several weapons splits your module collection and leaves all of them mediocre, which is a trap the game never warns you about. Some signature weapons sit behind missions or level gates that are easy to miss: the Diffraction Driver only unlocks around level 10, and the Shocklance requires completing the Overtime Assignment first. The developers have also not published upgrade lists for the newest weapons, so expect to discover their best modules by playing rather than by reading.

Frequently Asked Questions

What is the best order to unlock weapons?+
There is no single correct order, because Armament Licenses let you unlock normal weapons in any sequence you like until the roster is exhausted. The practical advice is to pick a weapon that matches the upgrades you already own rather than chasing a tier list. If you have collected a pile of close-range spread modules, unlock the G6 Streetsweeper next; if you have elemental rolls, the Cycler will use them better than a raw damage gun will.
How do I unlock the Diffraction Driver and the Shocklance?+
The Diffraction Driver is the 1.0 ion scattergun and is unlocked with resources once you reach level 10, after which its alternate fire spins up the halo to tighten the cone and extend range. The Shocklance is gated behind the Overtime Assignment, so if you have not seen it in the unlock list, check whether that assignment is still outstanding. Both are worth owning, but neither replaces a weapon you have already invested twenty upgrades into.
Are grenades worth building around?+
Yes, and they are easy to underestimate. Photon Disc, Incendiary, Voltaic and Caustic grenades each have their own upgrade pools, and the 1.0 Snowball Grenade adds a cryo option that is unlocked from the X11-B region. A grenade with the right modules can apply an element to an entire group, which is often worth more than another ten percent of weapon damage. The developers have deliberately not published the Snowball's upgrade list, so treat that one as a discovery project.

Quick Tips

💡

Pick one weapon and commit for a while. Because each gun has its own upgrade pool, splitting drops between three weapons leaves all three underpowered, and you will feel it first on threat 4 when enemy health scaling outpaces your half-finished builds. Choose the weapon whose modules you already own the most of, level it, and only branch out once it can carry a run on its own.

💡

Do not sleep on grenades as an elemental delivery system. A single Caustic or Voltaic grenade with the right modules applies a status to everything in a radius, which is far more efficient than trying to proc an element one bullet at a time. Keep one grenade upgraded alongside your main weapon rather than treating the slot as an afterthought you only use when out of ammo.

💡

Check the in-game Codex before you scrap a weapon-specific module. The Codex lists every weapon, upgrade and skin, so it is the fastest way to see which pool a module belongs to and whether it is worth holding for a weapon you have not unlocked yet. This matters most during the level 10 window, when new weapons start appearing faster than you can test them.

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