The Au-Si Jackrabbit's full 1.0 stats, fire application, bounce mechanic, 33 upgrade nodes and every turbocharge on the starting shotgun.
Mycopunk Au Si Jackrabbit: Stats, Mods and Turbocharges
The Au-Si Jackrabbit is Mycopunk's starting shotgun: 21 damage per shell, 8 shells, 200 RPM, fire element, and a bounce mechanic that sends shells off surfaces instead of stopping them. It is the only shotgun in the roster and the only weapon that applies fire by default.
The Au-Si Jackrabbit's full 1.0 stats, fire application, bounce mechanic, 33 upgrade nodes and every turbocharge on the starting shotgun.

Full stat block
| Stat | Value |
|---|---|
| Damage | 21 |
| Element | Fire |
| Element Amount | 3 |
| Bullets per Shot | 6 |
| Fire Rate (RPM) | 200 |
| Fire Interval (s) | 0.3 |
| Magazine Size | 8 |
| Ammo Capacity | 72 |
| Reload Duration (s) | 1.5 |
| Bullet Speed | 100 |
| Max Bounces | 1 |
| Falloff Start (m) | 13 |
| Falloff End (m) | 37 |
| Max Damage Range (m) | 150 |
| Max Falloff Damage Multiplier | 0.1 |
| Spread (Horizontal) | 6 |
| Spread (Vertical) | 6 |
| Recoil X | 1.5 – 2 |
| Recoil Y | 7.5 – 7.5 |
| Ammo Generation Efficiency | 0.7 |
The 6° spread is the widest of any gun, and the falloff window is 13–37 m with a 0.1× floor: past 37 m a shell does a tenth of its damage. The Jackrabbit is a zero-to-fifteen-metres weapon, and every node that extends its range is fighting the stat block rather than working with it.
The bounce is what makes it different. Shells that hit a surface ricochet and keep their damage, so the practical range is longer than the falloff number suggests if you can bank shots into a crowd.
Fire element on every shell
Each shell applies 3 fire on hit, which is low per pellet but stacks fast at 200 RPM × 8 pellets. Ten stacks ignites the target for 160 damage over 3 s; a full magazine into a large enemy body reliably reaches that threshold.
Two Exotic nodes convert that further: Wildfire turns all of your outgoing damage into fire, and Immolation gives infinite ammo, +33.3% damage and guaranteed fire on every bullet — but only on the Jackrabbit.
Turbocharges
The Jackrabbit has the largest turbocharge list of any weapon, and 1.0 added two more:
| Turbocharge | Effect |
|---|---|
| Flamethrower | More damage while you are ignited |
| All Powdered Up | More damage the higher you are above your target |
Both reward the same thing: staying airborne and on fire. The Jackrabbit is the only weapon where a player's own status can be a damage buff.
Upgrade node breakdown
33 nodes:
| Rarity | Nodes |
|---|---|
| Standard | 6 |
| Rare | 10 |
| Epic | 10 |
| Exotic | 4 |
| Oddity | 1 |
| Contraband | 2 |
| Node | Rarity | Effect |
|---|---|---|
| All Powdered Up | Exotic | |
| Boundary Incursion | Oddity | |
| Delicious Cores | Epic | |
| Double Barrel | Rare | |
| Double Time | Rare | |
| Edge Fault | Contraband | |
| Fire In My Heart | Epic | |
| Focus Spread | Rare | |
| Friction Compensators | Epic | |
| Ghosting | Epic | |
| Heavy | Rare | |
| Hot Potato | Rare |
The Standard pool is unusually small (6 nodes) because so much of the Jackrabbit's power sits in Exotics. Shell Packer is the one node that can be stacked, and stacking it is the standard way to keep the magazine from running dry.
Weapon level rewards
| Gear level | Reward |
|---|---|
| Level 3 | Rare skin |
| Level 4 | Rare upgrade |
| Level 7 | Epic upgrade |
| Level 9 | Epic skin |
| Level 12 | Exotic upgrade |
| Level 15 | 1 Saxonite |
| Level 20 | Exotic upgrade |
| Level 32 | Upgrade: 1042560 |
The level 3 reward is 3 Romphus rather than a node, which is a quirk of the weapon's table: the Jackrabbit pays you in crafting material early and in nodes later.
FAQ
How many pellets does the Jackrabbit fire?
Eight per shell. Each pellet rolls its own bounce and its own fire application, so a single shot into a wall at an angle can hit the same target twice.
Is the Jackrabbit the only shotgun in Mycopunk?
Yes. The Diffraction Driver is the closest thing to a second one — a scattergun with a cone instead of pellets — but it fires a cone hitbox, not bouncing shells.
Does the Jackrabbit work at range?
Only through bounce geometry. Its falloff floor is 0.1× damage at 37 m, so shots that do not ricochet close the distance are effectively wasted.
Still weighing options? The full weapon roster lines up every gun, grenade and gadget side by side, and the upgrade grid basics explain how the nodes on each one are laid out.
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.
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