Mycopunk Grenades: Arsenal Basics, the Globbler, and the Last Upgrade

A source-checked look at Mycopunk grenades: how they fit the 2.0.2 arsenal, the hidden Globbler launcher, and the community-known final upgrade.

Why Grenades Deserve a Second Look in Mycopunk

Mycopunk grenades sit in an awkward spot in the arsenal: they are not counted among the 13 main weapons, they are not one of the four heavies, and yet they carry their own upgrade slots. That matters because one grenade upgrade can change how often you throw — and the rarest combination reportedly trades health for cooldown-free throws. If you have been treating Mycopunk grenades as a panic button you press when a swarm gets close, the sourced details below are worth a few minutes of your time.

This guide sticks to what the available references actually confirm: a patch-scoped weapons list checked against 2.0.2, plus a player-reported method for the upgrade that shows up in Steam discussions. Where the evidence runs out, we say so instead of guessing.

What the 2.0.2 Snapshot Says About Mycopunk Grenades

The clearest public breakdown of the arsenal comes from the Mycopunk weapons list and unlock guide, which was checked on 2026-10-23 against patch 2.0.2. That page groups the arsenal into three buckets: 13 main weapons taken from the Miraheze list, four heavies, and grenades.

The practical takeaway is that Mycopunk grenades are a separate category, not a footnote to the gun list. Guides that stop at the 13 weapon names leave the grenade side of your loadout unexplained. The same snapshot also treats The Carver, the Globbler, and the Accelerator as hidden weapons, meaning they fall outside the normal license path — a license board will not simply hand you the chainsaw, for example, since The Carver starts from a Broken Frame instead.

Arsenal bucketWhat the 2.0.2 snapshot confirms
Main weapons13 names, from The Cycler and AU-SI Jackrabbit through Shocklance, Accelerator, and Diffraction Driver
HeaviesFour, tracked as their own group
GrenadesA separate category with upgrades that attach to the grenade itself
Hidden weaponsThe Carver, the Globbler, and the Accelerator

Snapshot scope: mycopunk.net weapons list, checked 2026-10-23, patch 2.0.2. Counts are version-scoped and may change in later patches.

Where Mycopunk Grenades Sit Next to the Main Weapons

Putting grenades beside the guns clarifies why they get overlooked. The 13 main weapons are the ones players trade resources and licenses for, and most tier chatter revolves around them. Grenades do not appear in that list at all, so they rarely show up in ranking videos — which is exactly why the upgrade layer is easy to miss.

It is also why community rankings should be read with care. The weapons page points out that a Gamerch tier list dated October 21, 2026 is a player ranking, not a developer ranking, and that it may not have absorbed every 2.0.2 number change. The same caution applies to Mycopunk grenades: if a video does not state its patch, treat the numbers as historical.

One more warning from that page is worth repeating. The wiki's sample stat block — including 21.85 damage and 526 RPM for The Carver, and 33 damage, 150 RPM, and a 7-round magazine for the Globbler — was not re-measured against patch 2.0.2 by the site author. Those figures are useful context, not a live stat sheet.

The Globbler: The Grenade Launcher Hidden Behind a Puzzle

If you want a weapon that plays like a dedicated grenade platform, the Globbler is the entry to watch. The 2.0.2 weapons snapshot describes it as the acid grenade launcher, and it is gated behind a switch puzzle rather than a license purchase — one of three hidden weapons alongside The Carver and the Accelerator.

Two practical notes follow from that. First, because the Globbler is hidden, checking the license board repeatedly will not get you there; you need to solve the puzzle. Second, because the stat figures floating around are older wiki samples, do not build a whole run around a specific damage number until you confirm it in your own patch. The Globbler's real draw, per the source, is its acid grenade-launcher role rather than a headline DPS figure.

How to Get the Last Upgrade for Mycopunk Grenades

The most detailed player-facing answer about the final grenade upgrade comes from a Steam Community discussion thread about the missing grenade upgrade, posted December 28, 2025. Treat everything in this section as player experience rather than developer documentation, and re-verify it on your current patch.

According to the reply in that thread, the combined upgrade is called "In for a penny, in for a pound." The method described works like this:

  • Equip "In for a penny" (epic) on your grenade.
  • Equip "In for a pound" (contraband) on the same grenade. This is the piece that reportedly lets you throw without a cooldown at a health cost.
  • Do this during an ouroboros run, where the two mods can combine into a single copy of the merged upgrade.
  • Cleanse the result the same way you would any other upgrade if you want to keep it.

The original poster's suspicion — that the missing upgrade removed the throw cooldown in exchange for health — lines up with how the reply describes the contraband half. That said, the thread is a single exchange from late 2025, so the exact steps may have shifted since.

Practical Tips for Building Around Mycopunk Grenades

A few habits make the grenade slot easier to manage, all of them grounded in the two sources above.

Audit grenade upgrades separately from licenses. The 2.0.2 list makes grenades their own category, so a loadout review that only checks unlocked guns will miss them. Set aside a moment each run to look at what is actually socketed into your throwable.

Plan the ouroboros run around the combo. If you are chasing the merged upgrade, do not burn your ouroboros attempt on a build that cannot hold both halves at once. Get "In for a penny" and "In for a pound" onto the same grenade first.

Hold off on cleansing until you have the merged copy. The community method requires both mods present simultaneously before the combination appears, so an early cleanse can cost you the setup.

Do not trust undated numbers. The weapons page explicitly flags that older DPS videos may not reflect 2.0.2, and newer patch notes can supersede older known-issue entries. Patch context matters more than a thumbnail.

Check the official Mycopunk Steam store page for patch news before assuming a community method still applies. Build guides age quickly in a game that is still shipping balance changes.

FAQ

How many grenades are in Mycopunk? The available references do not give a grenade count. The 2.0.2 snapshot, checked 2026-10-23, lists grenades as a category alongside 13 main weapons and four heavies but does not enumerate them. Check your in-game loadout screen for the full set rather than relying on a number from a guide.

Is the Globbler a grenade? The Globbler is described in the 2.0.2 weapons snapshot as an acid grenade launcher, and it is one of three hidden weapons. It is a gun that fires grenades rather than a thrown grenade, so it occupies a weapon slot while your throwable still uses its own upgrades.

How do you get the no-cooldown throw for Mycopunk grenades? Community reports from a December 28, 2025 Steam discussion say you need "In for a penny" (epic) and "In for a pound" (contraband) equipped on the same grenade during an ouroboros run, then cleanse the merged result to keep it. Verify the steps on your current patch.

Do Mycopunk grenades use the same unlock path as weapons? Not according to the sources. The weapons list separates grenades from the 13 main weapons, and the hidden weapons follow their own routes — The Carver starts from a Broken Frame and the Globbler requires a switch puzzle. Grenade power comes from upgrades socketed onto the grenade itself, which is a separate track from license unlocks.

The Bottom Line

Mycopunk grenades are a small category with an outsized effect on how a run feels, mostly because their upgrade layer runs parallel to the gun license grind. Confirm your patch, solve the switch puzzle if you want the Globbler, and treat community methods like the "In for a penny, in for a pound" combo as leads to test rather than laws. The arsenal is still moving, and the sources here are dated snapshots — not timeless truth.