- Mycopunk weapons list: 12 primary weapons plus 3 grenades are confirmed on the official Steam page
- Tier rankings: All-round and high-impact area weapons currently sit in S-Tier for mission value
- Upgrade synergy: Weapons scale through the grid-based upgrade system with 587 upgrade options
- Best pairing: Control weapons shine brightest in 4-player co-op squads
- Balance note: Recheck rankings after every official balance patch
Mycopunk Weapons List Overview
Mycopunk, the cooperative biopunk looter shooter from Pigeons at Play and Devolver Digital, arms its robot misfits with a focused arsenal of 12 weapons and 3 grenades. Rather than an overwhelming catalog, the game emphasizes deep customization: each weapon can be reshaped through the grid-based upgrade system, meaning two players using the same gun can produce entirely different combat results.
The current arsenal breaks down into functional categories, each covering a distinct battlefield role:
| Weapon Category | Damage | Crowd Clear | Ammo Efficiency | Handling | Best Role |
|---|---|---|---|---|---|
| Reliable All-Round | High | Good | Good | Easy | General damage |
| High-Impact Area | High | Excellent | Medium | Medium | Grouped enemies, defense |
| Fast-Firing Flexible | Medium-High | Good | Medium | Easy | Mobile skirmishing |
| Precision | Very High (single target) | Limited | Excellent | Hard | Priority targets |
| Close-Range | Very High (near) | Good | Good | Medium | Distance control |
| Utility & Control | Low-Medium | Good via control | Good | Medium | Team support |
| Highly Specialized | Variable | Variable | Variable | Hard | Niche builds |
Rankings below evaluate weapons by practical mission value — objective contribution, crowd handling, ammunition use, precision demands, and upgrade potential — not raw damage numbers alone. A weapon that wins boss fights but leaves you empty before extraction is not an S-Tier tool.
Weapon Tier List by Mission Value
Tier placements reflect how consistently a weapon contributes across the 9 missions and 4 regions currently in the game. Squad context matters: several B-Tier options climb sharply in coordinated 4-player teams.
| Tier | Weapon Archetype | Solo Rating | Co-op Rating | Upgrade Potential | Mission Adaptability |
|---|---|---|---|---|---|
| S | Reliable all-rounders | S | A | High | Excellent |
| S | High-impact area weapons | A | S | High | Very good |
| A | Fast-firing flexible guns | S | A | Good | Very good |
| A | Precision weapons | B | A | High | Good |
| B | Close-range weapons | A | B | Medium | Situational |
| B | Utility & control weapons | C | A | High | Good in teams |
| C | Highly specialized weapons | B | B | Situational | Limited |
S-Tier: All-Rounder
- Consistent target elimination
- Forgiving handling for new players
- Strong upgrade scaling across the grid
- Safest pick for any mission type
S-Tier: Area Impact
- Excellent crowd clearing when enemies cluster
- Best during objective defense and extraction waves
- Watch ammunition consumption in longer runs
A-Tier: Precision
- Very high single-target damage
- Excellent ammo efficiency per kill
- Demands accurate target selection; pair with crowd tools
Devolver-published looter shooters receive regular balance updates. A weapon that dominates today may be adjusted tomorrow — verify current standings on the official Steam announcements page before committing heavy upgrade resources.
Grenades and Utility Options
The 3 grenades in Mycopunk serve distinct tactical purposes, and choosing the right one often matters more than your primary weapon in high-pressure encounters.
| Grenade Role | Primary Function | Best Situation | Squad Synergy |
|---|---|---|---|
| Damage / Finishing | Eliminates weakened targets | Cleaning up after area weapons | Pairs with damage builds |
| Control / Area Denial | Restricts enemy movement | Defending objectives, enabling revives | Pairs with all-rounders |
| Defensive Utility | Protects firing space | Extraction defense | Pairs with precision builds |
Throw control grenades before the squad is surrounded, not after. A control tool used proactively creates the safe window your teammates need to reload, revive, or complete mission interactions.
Building Loadouts Step by Step
Turning the weapons list into an effective loadout follows a repeatable process. Follow these steps to avoid wasting early resources:
Define Your Combat Purpose
Choose one role — sustained damage, crowd control, support, or mobility. Every weapon and grenade pick should reinforce that single purpose before anything else.
Select a Primary From the List
Pick a weapon archetype that matches your role: all-rounders for general damage, area weapons for control-heavy teams, precision guns for target prioritization.
Choose a Complementary Grenade
Select a grenade that covers your primary weapon's weakness. Area weapons pair well with finishing grenades; precision guns benefit from control tools that manage groups.
Plan the Upgrade Grid
Commit early upgrade points to one branch that improves your main role. Take general improvements only when they support the selected loadout.
Review After Each Mission
Identify whether failures came from positioning, ammo, or target priority — then adjust one part of the build at a time so improvements are measurable.
Early resources have the greatest impact when concentrated on a single consistent loadout. Upgrade the weapon that defines your role before spending on secondary options — a focused build outperforms a scattered one in nearly every mission.
Co-op Weapon Distribution
In 4-player squads, weapon distribution determines whether your team thrives or wipes during extraction waves. Use this distribution framework:
| Squad Slot | Recommended Weapon Type | Responsibilities |
|---|---|---|
| Slot 1 | Reliable all-rounder | Stable damage foundation, objective focus |
| Slot 2 | High-impact area | Wave control, grouped-enemy clearing |
| Slot 3 | Utility & control | Area denial, revive windows, objective defense |
| Slot 4 | Precision or fast-firing | Priority targets, flanking pressure |
Pre-Mission Loadout Checklist:
- Confirm your weapon covers one clear combat role
- Verify your grenade complements the squad's weakest area
- Check upgrade grid points are spent on your main role
- Review the mission's expected fungal threats before deploying
- Agree on who handles objective activation and who controls crowds
Teams that stack four damage weapons struggle during extraction defense. A single control or support slot dramatically increases squad survival — its value rises exactly when missions get hardest.
FAQ
Q: How many weapons are in the Mycopunk weapons list?
The official Steam page confirms 12 weapons and 3 grenades at launch, alongside 4 playable characters, 587 upgrades, 35 achievements, 4 regions, and 9 missions.
Q: What is the best weapon in Mycopunk right now?
Reliable all-round weapons currently offer the safest value across missions, with high-impact area weapons close behind in co-op. Precision weapons reward skilled players but need teammate support against groups. Rankings may shift with balance patches, so check the official Steam announcements for updates.
Q: Do weapon tiers change with upgrades?
Yes. The grid-based upgrade system significantly reshapes weapon performance. A B-Tier close-range or control weapon with heavy upgrade investment can outperform an unmodified A-Tier pick, especially in coordinated squads.
Q: Which weapons suit solo play versus co-op?
For solo play, favor all-rounders, fast-firing flexible weapons, or close-range options that let you control engagement distance. In 4-player co-op, area and control weapons become significantly stronger because teammates can exploit the space they create.