Mycopunk Cycler: Stats, Upgrade Nodes and Level Rewards

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.

Last Updated: 2026-10-25

Mycopunk Cycler: Stats, Mods and Upgrade Nodes

The Cycler is the starting weapon of Mycopunk and the one gun every player keeps: a battery-powered SMG with 20 damage, 706 RPM and a 30-round magazine, plus 41 upgrade nodes — the largest pool of any weapon in the 1.0 build.

Quick answer

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.

The Cycler in first person
The Cycler in first person

Full stat block

Stat Value
Damage 20
Element Normal
Fire Rate (RPM) 706
Fire Interval (s) 0.085
Magazine Size 30
Ammo Capacity 240
Reload Duration (s) 1.5
Bullet Speed 28
Falloff Start (m) 20
Falloff End (m) 100
Max Damage Range (m) 800
Max Falloff Damage Multiplier 0.2
Spread (Horizontal) 1.8
Spread (Vertical) 1.8
Recoil X 0.5 – 1.5
Recoil Y 2 – 2
Ammo Pickup Multiplier 2
Ammo Generation Efficiency 1
First Shot Spread Multiplier 0.2

Two numbers define the gun. The 706 RPM fire rate with a 1.5 s reload means the Cycler spends 23% of its uptime reloading, so magazine upgrades pay off more here than on slower weapons. And the falloff window (20 m to 100 m, bottoming out at 0.2× damage) is the widest falloff floor in the game — the Cycler never becomes useless at range, it just becomes a chip-damage tool.

Why the Cycler stays equipped

The Cycler is the only weapon with a 2× ammo pickup multiplier and a 1.0 ammo generation efficiency, which means it prints ammo from kills faster than any other primary. On long missions that alone keeps it in the loadout even after better guns unlock.

It also applies no element by default. That sounds like a weakness and is treated as one by most players, but it is why the Cycler is the weapon that accepts element-conversion nodes without fighting an existing status: Subzero Energy (Epic) turns its bullets into cryo, and the fire conversion nodes work the same way.

Upgrade node breakdown

41 nodes across six tiers:

Rarity Nodes
Standard 9
Rare 13
Epic 10
Exotic 5
Oddity 2
Contraband 2

A sample of the pool:

Node Rarity Effect
Adrenaline Reload Standard
Bigazine Standard
Boundary Incursion Oddity
Bulging Cartridge Standard
Charge Shield Rare
Charged Cartridges Rare
Compact Cartridge Standard
Condensed Ejection Rare
Corrode Siphon Exotic
Corrosive Plasma Rare
Cycling Repairs Epic
Cyclotron Oddity
Decay Energy Rare
Double Shot Rare

Weapon level rewards

The Cycler gives a reward at almost every second level, including two skins and an Oddity node at 32:

Gear level Reward
Level 2 Rare skin
Level 3 upgrade from a curated set
Level 5 upgrade from a curated set
Level 7 upgrade from a curated set
Level 9 Epic skin
Level 10 Epic upgrade
Level 12 Exotic upgrade
Level 15 1 Saxonite
Level 32 Oddity upgrade

Curated drops

Levels 3, 5 and 7 award nodes from a curated set rather than a random roll, which is why two players who levelled the Cycler to 7 often have the same three nodes. After level 7 the pool opens up and the weapon starts to diverge.

Pattern infusion

At player level 13 the Cycler's patterns can be infused: you keep the effect and swap the shape. Because the Cycler has the most nodes of any weapon, it also has the widest choice of patterns to infuse from, and it is the usual first target for a player learning the mechanic.

FAQ

Is the Cycler a good weapon in Mycopunk?

It is the most flexible. The Cycler has the largest node pool, the best ammo economy and no built-in element to conflict with conversions. Whether it stays in your loadout is a build question, which belongs on the guides site.

Can you get a second Cycler?

No. Weapons are account-wide single copies. The skin system gives you 20 cosmetic variants, but the stat block is identical for all of them.

When does the Cycler get its first upgrade?

Level 2 gives a Rare skin, level 3 gives the first curated node. In practice the first node you place usually comes from a mission reward before the weapon reaches level 3.

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.

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