Mycopunk Amalgamation Hunt Guide: Beating the Weekly Boss With Any Team
Arm priority, shell-layer uptime and the builds that finish Mycopunk's Amalgamation Hunt in a four-player lobby.
Amalgamation Hunt is Mycopunk's weekly boss assignment, and it is the fight that separates builds with good numbers from builds with good uptime.
The Amalgamation does not die to burst. It dies to whoever keeps firing while dodging three different attack types at once.
The shape of the fight
Three things define it:
- A core behind three shell layers. You have to chew through the shells before the core takes damage.
- Four arms in solo, scaling to seven in a four-player lobby. Each arm carries a different weapon.
- Arms regrow. Around 2.5 seconds to rebuild, with a cooldown before it can start again — faster than Cranius's legs, which is why limb-chasing loses the fight.
The arms are: an Autocannon (sustained fire), a Decay Launcher (area denial), and a Sweeping Laser (the one that kills stationary players). You will see duplicates at higher player counts.
Arm priority
| Situation | Target |
|---|---|
| Autocannon arm up | Kill it first, always |
| Sweeping Laser charging | Move, then kill |
| Decay Launcher only | Ignore it, pressure the core |
| Two arms regrowing | Push the shell phase hard |
The Autocannon is the damage source that ends runs because it does not require you to be out of position. The Laser only kills people who stand still. The Decay Launcher only denies ground you can give up.
So: Autocannon → Laser → core. Ignore the Decay Launcher unless it is the only arm left.
What to bring
| Slot | Pick | Reason |
|---|---|---|
| Primary | The Cycler | Highest uptime in the game |
| Cell | Diffraction Driver |
Turns uptime into area damage for the adds |
| Cell | Sunder |
Shell layers fall faster for the whole team |
| Secondary | Shocklance | Answers the Autocannon arm quickly |
| Heavy | Laser Cannon | Long-range shell damage while repositioning |
Reload-heavy weapons underperform here. Every second you spend reloading is a second the arms spend regrowing, and the fight's difficulty is entirely a function of how many arms are alive.
Team composition
A four-player lobby sees seven arms. That is not a rounding error — it is nearly double the solo fight's threat. Two rules follow:
- Everyone must do damage. A support-only player in a four-stack makes the fight longer, and a longer fight means more arms, not fewer.
- Split into pairs. One pair holds the Autocannon side, the other pushes shells. Four players on one arm wastes three weapons.
The Sharing Lunch fix in 2.0.2 matters here: healing that actually heals teammates makes a DMLR support viable in a two-player hunt, which is the most efficient team size for this fight.
Phases and what to do with them
- Shell phase. Pure damage check. Do not chase arms unless the Autocannon is up.
- Add phases. Clear with area damage; infection and Gunship
Prismare strong because the adds arrive in groups. - Invulnerable windows. Reload, reposition to the far side, and re-establish line of sight on the core. Do not stand and wait.
Threat and level requirements
Amalgamation Hunt scales with threat. The practical bands:
| Threat | Requirement |
|---|---|
| Risky–Perilous | Any coherent build clears it |
| Treacherous | One armour answer needed |
| Deadly | Full board recommended |
| Onslaught+ | Two-player minimum, coordinated |
If you are failing at Deadly, the problem is almost always uptime — a build that spends a third of the fight reloading cannot kill seven arms before they come back.
Common mistakes
- Killing limbs instead of arms. Legs are irrelevant here; the Amalgamation's legs do not gate the core.
- Standing in the open during a Laser sweep. The beam kills in a straight line, and players die because they are aiming.
- Burning the invulnerable window. Nothing you do during it matters except preparation.
- Four-stacking with an under-geared player. The arm count scales regardless of whether that player contributes.
FAQ
How many arms does the Amalgamation have? Four in single player, scaling to seven in a four-player lobby.
What is the best weapon for Amalgamation Hunt?
The Cycler with Diffraction Driver — uptime plus area damage for the adds.
Can you solo the hunt? Yes. Four arms is a much easier fight than seven, and a finished Cycler board handles it.
Does the weekly modifier apply?
Yes, and it can flip the fight. A Horde week makes add phases the real threat; a Bullet Hell week makes the Autocannon lethal.
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The Mycopunk XP table by threat, which missions pay best per minute, and when to stop grinding and start climbing.
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