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  3. Mycopunk>
  4. Weapons

All 17 Weapons and How to Get Them in Mycopunk

Updated on November 1, 2026 (3 days ago)

Mycopunk is a co-op sci-fi shooter where a squad of robot rejects fights a fungal outbreak across a planet. Its guns come in two groups, primary weapons and heavy weapons. Every gun can be upgraded, so the same weapon can play very differently depending on how you build it.

View

Slot

Primary

13 items

Au-Si Jackrabbit

Its shells bounce before hitting, making it useful against enemies around corners.

Type
Ricochet Shotgun
Availability
Loadout weapon
How to Unlock
Armament License

DMLR

Accurate energy shots build toward a powerful laser beam.

Type
Precision Energy Rifle
Availability
Loadout weapon
How to Unlock
Armament License

Diffraction Driver

Fires a wide energy cone; spinning its halo tightens the spread and extends its reach.

Type
Ion Scattergun
Availability
Loadout weapon
How to Unlock
Reach level 10 and spend resources

FR.15833 Plate Launcher

Launches metal plates that stick to targets and can be recalled magnetically.

Type
Repurposed Construction Tool
Availability
Loadout weapon
How to Unlock
Armament License

Globbler

Lobs bouncing globs of acid that can leave corrosive puddles.

Type
Acidic Grenade Launcher
Availability
Loadout weapon
How to Unlock
Complete Ground Zero and recover the hidden blueprint

Gunship Cannon

A salvaged gunship cannon that fires large explosive shells.

Type
High-Caliber Repeating Cannon
Availability
Loadout weapon
How to Unlock
Armament License

Lead Flinger

Its heavy slugs fire quickly, and a kill speeds up the next reload.

Type
Revolver
Availability
Loadout weapon
How to Unlock
Armament License

Shocklance

Its electric coil pierces enemies in a line.

Type
Electron Railgun
Availability
Loadout weapon
How to Unlock
Complete the Overtime Assignment

Swarm Launcher

A hovering pellet swarm tracks enemies when released.

Type
Remote-Control Pellet Launcher
Availability
Loadout weapon
How to Unlock
Armament License

The Accelerator

Its bursts grow with successive trigger pulls, and it can fire while sprinting.

Type
Accelerating Burst SMG
Availability
Loadout weapon
How to Unlock
Complete the Oxythane Breach Special Assignment

The Carver

A chainsaw built from salvaged weapon parts for close-range combat.

Type
Industrial Cutting Tool
Availability
Loadout weapon
How to Unlock
Assemble a Broken Frame with four Weapon Modules

The Cycler

This standard energy SMG runs on battery cartridges.

Type
Battery-Powered Submachine Gun
Availability
Loadout weapon
How to Unlock
Armament License

Trident S2

Its automatic fire sends three bullets with each shot.

Type
Kinetic Multishot Rifle
Availability
Loadout weapon
How to Unlock
Armament License

Slot

Heavy

4 items

A16 Beam Ripper

Charges a powerful piercing shot.

Type
Heavy Railgun
Availability
Temporary mission pickup
How to Unlock
Heavy weapon pickup or call-down during a mission

G6 Streetsweeper

A short-range shotgun that fires a heavy burst of acidic energy.

Type
Heavy Shotgun
Availability
Temporary mission pickup
How to Unlock
Heavy weapon pickup or call-down during a mission

Laser Cannon

Its wide laser beam ignites targets along its path.

Type
Heavy Laser Emitter
Availability
Temporary mission pickup
How to Unlock
Heavy weapon pickup or call-down during a mission

The Last Argument

A heavy rocket launcher found as a temporary mission pickup.

Type
Heavy Rocket Launcher
Availability
Temporary mission pickup
How to Unlock
Heavy weapon pickup or call-down during a mission

Primary and Heavy Weapons Explained

Primary weapons are the guns you rely on through most of a mission, and each one has its own job. Some suit precise shots at single targets, while others are better for close, busy fights. Heavy weapons are the second group, and they aren't part of your starting kit, so you only have one when a mission gives it to you.

How Many Guns You Can Carry at Once

A standard loadout holds two primary weapons and one grenade, so you can't bring your whole arsenal into a fight. That makes the two primaries you pick matter a lot, since you'll switch between them for most of a mission. Heavy weapons don't use that loadout. A heavy you pick up goes into a separate stored slot, so it never takes the place of a primary or your grenade.

How Ammo Works in Mycopunk

There are no ammo pickups like in most shooters, so you can't grab more bullets when you run low. Instead, damage you deal with one gun refills the ammo of the other. That's why swapping guns in the middle of a fight matters so much, since both guns stay useful the whole time.

How to Unlock New Weapons

Most primary weapons unlock with Armament Licenses as you play and progress through the game, and you need to unlock one before you can equip it. A few are hidden, so you won't find them on the normal path and have to search for them. Heavy weapons work differently. You find them in heavy weapon crates during missions.

How Weapon Upgrades Work

Every gun has its own upgrade grid, and you fill it with upgrade pieces that change how the gun behaves. Pieces can change damage types, how a gun fires, and what effects it has, and where you place each one matters as much as which ones you pick. The grid has limited room, so you'll have to make trade-offs.

You do this work in the H.U.B., the ship you start on and return to between missions, so you can tune your guns before the next fight.

Best Mycopunk Weapons and How to Choose

There isn't one best gun, because the right pick depends on the mission and the enemies you face. A sensible approach is to pour most of your upgrades into one main gun, then pair it with a second weapon that covers a different job. Since you can switch guns in the middle of a fight, it also helps to keep a few builds ready and change between them as the mission shifts.

FAQ

Q.

Which Mycopunk weapon is best for crowds?

The G6 Streetsweeper, a heavy shotgun you pick up during missions, is built to clear enemies packed close together. It's the gun to switch to when a fight turns into a swarm.

Q.

What's the best long-range weapon in Mycopunk?

The Last Argument is a heavy rocket launcher and the one to look for when targets are far away. It's a mission pickup, not a gun you choose to bring, so you'll have it only when you find it during a mission.

Q.

What's a good weapon for tough enemies?

The DMLR is a precise energy rifle that suits picking off single targets from a distance. That makes it a good choice when the enemies you face are hard to take down.

Q.

Where do I find the hidden weapons in Mycopunk?

The Carver is a chainsaw you build by assembling a Broken Frame with four Weapon Modules. The Globbler comes from a hidden blueprint in Ground Zero, and the Accelerator, an accelerating burst SMG, unlocks through the Oxythane Breach Special Assignment.

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