Mycopunk Lead Flinger Build: Lucky Doobie Mods, DPS, and Tuning Tips

Copy the Mycopunk Lead Flinger build: the Lucky Doobie's seven mods, dated DPS benchmarks, flat-damage math, and range or ammo variants.

The Lead Flinger hits harder per pellet than almost anything else in Mycopunk's arsenal, so the right Mycopunk lead flinger build turns a slow-looking pellet gun into a steady damage engine. Get the mod package wrong, though, and you burn seven slots on a weapon that posts middling numbers. The community-standard Mycopunk lead flinger build is called the Lucky Doobie, and its benchmark — 3,582 burst DPS and 3,582 sustained DPS — is the number every mod swap should be judged against.

Below you will find the full mod list, a dated DPS comparison against the builds that beat it, the flat-damage math that explains why the weapon keeps drawing balance attention, and two alternate setups for players who want more range or a close-range spam variant.

Why Flat Damage Makes the Lead Flinger Punch Above Its Base Number

The Lead Flinger's listed base damage is 44 per pellet, the highest per-pellet figure in a player-compiled weapon comparison. What matters more is how its damage upgrades apply: the Lead Flinger gains flat damage, while most other weapons in the same comparison use percentage-based damage upgrades. On a low base value, a flat bonus is a much bigger slice of the final hit.

That is the entire argument behind the weapon's reputation. It is not that 44 is miles ahead of the pack — it is that 44 plus flat bonuses scales faster than a lower base plus percentages.

WeaponListed base damageNote from the comparison
Lead Flinger44 per pelletHighest per-pellet value listed; flat damage upgrades
AU-SI Jackrabbit16 × 6Six-projectile listing
Cycler20No damage-increasing upgrades in the comparison
Swarm Launcher32Lower listed base
DMLR40Lower than the Lead Flinger
Laser42Close to the Lead Flinger
Gunship Cannon24Low base, high burst benchmark
Trident S215Low listed base
Globbler33Mid-range listed base
Carver19Low listed base

Base values compiled by Steam user Sparroh in a "Lead Flinger Balance" thread posted August 15, 2025.

Read that table as a diagnostic tool, not a tier list. The Gunship Cannon sits at 24 base damage and still owns the highest burst figure in the benchmark set. Raw base damage alone does not rank a Mycopunk weapon; the upgrade type riding on top of it does a lot of the work.

The Mycopunk Lead Flinger Build: Full Lucky Doobie Mod List

Assemble all seven mods. The benchmark is tied to the complete list, so a six-mod approximation is a different build with a different result.

OrderMod
1Big Fat Doobie
2Lucky Bastard
3Ralph's Conundrum
4Shrapnel Loading
5Lucky Last
6Fan Fire
7Lead Poisoning

A seven-mod list is short enough to audit line by line, which is one of the build's real strengths. Before you start swapping pieces, record your own burst and sustained numbers with the stock list so you have a personal baseline — the published figures come from someone else's testing setup, and your aim, engagement range, and mod rolls may behave differently.

Two practical rules for this Mycopunk lead flinger build:

  • Change one mod at a time. Multi-swap testing tells you almost nothing about which change helped.
  • Treat name swaps as build swaps. If you drop Big Fat Doobie or Lucky Bastard, you are no longer running the Lucky Doobie — you are running an experiment.

The build's signature trait is that its listed sustained DPS equals its listed burst DPS. There is no spike to chase and no falloff to compensate for; the value is consistency across a full engagement.

DPS Benchmarks: Where This Lead Flinger Build Actually Stands

The Lucky Doobie is strong but not dominant. In the same community benchmark set, two builds outpace it in raw output — one in burst, both in sustained.

BuildWeaponBurst DPSSustained DPSProfile
Lucky DoobieLead Flinger3,582.003,582.00Flat, consistent output
PummelatorAU-SI Jackrabbit2,992.007,480.00Low burst, high sustained
Prism GunshipGunship Cannon10,534.747,522.68Highest burst and sustained in the set

Figures posted to the Mycopunk Steam forums on August 15, 2025 and repeated in a Lead Flinger Lucky Doobie build write-up published October 21, 2026. These are unpatched snapshots — recheck them after any balance update.

The gap column is the interesting part. The Prism Gunship loses roughly 3,000 DPS between burst and sustained. The Pummelator Jackrabbit spikes low and settles high. The Lucky Doobie does neither: it starts at 3,582 and stays there.

That shapes how you should use the build. It is not the opener you pick to delete a priority target in two seconds, and it is not the top sustained option in this dataset. It is the reliable middle — a straightforward damage package that behaves the same in the first second of a fight as in the tenth. Judge it against the fight in front of you rather than against the biggest number on the table.

Range, Ammo, and Recoil: Tuning the Build

The Lucky Doobie is one way to run the Lead Flinger, not the only one. Community players describe two alternates that solve different problems.

VariantCore ideaStrengthTradeoff
Lucky DoobieThe seven-mod benchmark listStable, easy to auditTied to all seven mods
Charged triple-projectileCharge-up triple bullet with explosive and fire modifiers, plus timed reload for rate of fireMore usable range; each projectile triggers its own explosionRequires committing to the charge cycle
No-charge ammo refillHigh chance to refill a bullet into the clip per shot, plus triple shot and explosiveClose-range spamRecoil becomes a real problem

The explosive-plus-triple interaction is the recurring favorite in player discussion, because every projectile in the volley carries its own explosion. The charge version buys range at the cost of a wind-up window; the no-charge version trades range and control for volume of fire.

If neither appeals, Mycopunk's Steam Guides hub lists a player-written "Handcannon" Lead Flinger build advertising 500 damage per shot. That headline describes a single-shot burst goal rather than sustained output, so do not compare it directly to the 3,582 DPS figures above.

Balance Watch: Small Numbers Move This Build a Lot

Flat damage cuts both ways. It makes the Lead Flinger scale hard, and it makes the weapon hypersensitive to nerfs. In the same August 15, 2025 thread, the poster noted Lucky Bastard dropping from 95% to 89% — a six-point change that lands with more weight on a flat-damage pellet weapon than it would on a percentage-based one.

Use this checklist whenever a patch drops:

FactorWhy it mattersWhat to check
Base damage per pelletListed at 44 per pelletCompare per-pellet values, not headline totals
Flat damage sourcesFlat gains are large relative to a low baseConfirm none of your flat bonuses changed
Burst vs. sustainedThe build lists the same number for bothRe-test both, not just burst
Mod completenessBenchmark assumes all seven modsReplace one at a time
Lucky Bastard valueMoved from 95% to 89% in a reported nerfRe-measure consistency after changes

Three questions will catch most problems: does the change touch base damage per pellet, does it add or remove a flat bonus, and does it alter the full mod list? If the answer to any is yes, rebuild your benchmark instead of trusting the old number.

For context on how the rest of the roster is tuned, see the original Lead Flinger balance discussion on Steam, where players argue for buffing weaker weapons rather than trimming the strong ones.

FAQ: Mycopunk Lead Flinger Build

What is the best Mycopunk lead flinger build to start with? The Lucky Doobie: Big Fat Doobie, Lucky Bastard, Ralph's Conundrum, Shrapnel Loading, Lucky Last, Fan Fire, and Lead Poisoning. Its community benchmark, posted August 15, 2025, is 3,582 burst DPS and 3,582 sustained DPS.

Is this Mycopunk lead flinger build the highest DPS option in the game? No. In the same benchmark set, the Prism Gunship build on the Gunship Cannon posted 10,534.74 burst DPS and 7,522.68 sustained DPS (as of August 15, 2025), and the Pummelator Jackrabbit reached 7,480 sustained DPS. The Lead Flinger's case rests on consistency, not peak output.

Why does flat damage matter so much on the Lead Flinger? Its listed base is 44 per pellet and its damage upgrades are flat rather than percentage-based. A flat bonus is a much larger proportion of a 44-damage hit than of a 15- or 20-damage hit, so the weapon scales unusually hard — and also loses more when a modifier gets trimmed.

Can I run this Mycopunk lead flinger build at longer range? Yes. Try the charged triple-projectile version with explosive and fire modifiers plus a timed reload for rate of fire. For close-range spam, the no-charge ammo-refill version with triple shot and explosive works, but expect recoil to fight you.