Mycopunk Shotgun Build: Making the G6 Street Sweeper Work Above Deadly
A close-range shotgun build for Mycopunk: Street Sweeper cells, adjacency scaling and surviving the approach.
Shotguns in Mycopunk are a commitment. The G6 Street Sweeper hits harder per trigger pull than anything short of the heavies, and it does so inside a range band where most enemies are already trying to touch you.
That is not a weakness to work around. It is the build.
Why the Street Sweeper is the shotgun
The game has one proper shotgun in the heavy slot: the G6 Street Sweeper. Everything else that reads like a shotgun is either a spread rifle (Lead Flinger) or a lobbed area weapon (Globbler). The Street Sweeper is the one with a pellet cone and a heavy-weapon fire delay.
Two consequences:
- It occupies the heavy slot, so it competes with the A16 Beam Ripper, the Laser Cannon and The Last Argument rather than with the Cycler.
- Its damage is front-loaded into a cone, which means the correct upgrades are the ones that reward being close and the ones that convert a burst into a group kill.
The build's central idea: adjacency is range
2.0.2 rescaled Pattern Infusion so that infusing with a larger pattern grants more stats. A shotgun build exploits this more than any other, for a structural reason: you are always inside the pellet cone's falloff, so every point of damage you add actually lands. A Cycler at 30 metres loses half its bullets to spread and range. A Street Sweeper at three metres loses nothing.
So the build is:
- One deeply-infused damage cluster, placed touching, in the corner of the board with the most contact edges.
- A movement option to close distance.
- A survival floor, because closing distance means taking hits.
Cell layout
| Slot | Cells | Function |
|---|---|---|
| Damage cluster | 4–6 | Front-loaded stats, infused at 13 |
Kinetic Effect |
3 | Rewards impact, scales with a slow heavy |
Reinforced Plating |
2 | Floor, mandatory at this range |
| Movement cell | 2–3 | Close the gap |
Ammo Processor or reload cell |
2–3 | The Street Sweeper's reload is long |
| Fillers | 4–6 | Standards, resistance first |
Roughly 20 cells. Notice there is no cooldown package and no utility package — a shotgun build spends everything on the approach and the burst.
Which employee
| Employee | Fit | Why |
|---|---|---|
| Bruiser | Best | Modular Construction cubes give you cover to approach behind |
| Wrangler | Strong | Lasso pulls a target into your cone instead of you walking into theirs |
| Glider | Poor | Flight and pellet spread do not cooperate |
| Scrapper | Poor | Altitude wastes the range band |
| Mycologist | Poor | DoT wants time; the shotgun wants a single window |
Bruiser is the natural home. The cube wall is the only reliable way to cross open ground at Onslaught without eating a full wave, and the shotgun's job is to punish whatever comes around the corner.
The approach
Range is the build's only real problem, so treat movement as a damage stat:
- Cube-hop in. Place a shield cube at chest height, jump it, drop behind it, fire over the top. Repeat.
- Lasso in, not out. As Wrangler, pull a distant enemy to you, then delete it. Pulling yourself to a group is how shotgun players die.
- Clear the edges first. The pellet cone kills whatever is in front of you. Anything at your flank is a two-shot problem you do not have time for.
- Reload behind cover, always. The Street Sweeper's reload is the longest window of vulnerability in the build. Never reload in the open.
Best mission types
- Cleanup Detail — fungal infestations spawn in clusters, which is exactly what a cone kills.
- Planetary Defense — enemies path down fixed lanes toward the railgun. Stand on the lane and hold.
- Saxonite Transport — the loader area is a chokepoint with hard cover.
- Avoid: Satellite Salvage, where the fight is spread across a wide orbit-side platform, and any
Sharpshooterweek.
Modifiers that break it
Bullet Hell— projectile density at close range is unsurvivable without a shield build behind it.Explodungus— enemies that explode on death punish the range you fight at.Tread Carefully— floor hazards plus a build that wants to stand still is a bad combination.Fog— the Street Sweeper does not care, actually. Fog is a good week for shotguns.
Leveling order
- Levels 1–12: run the Cycler while banking heavy ammo; take
Reinforced Platingtwice if it appears. - Level 13: infuse the damage cluster large, in one cell, deeply.
- Levels 14–18:
Kinetic Effect, then the reload cell. - Level 19+: movement cell, then resistance standards.
- Level 25+: test in a Deadly mission before Onslaught. If you cannot cross a room without losing half your health, the movement cell is the problem.
FAQ
Is the G6 Street Sweeper a good weapon? At close range, yes — it has the highest burst in its slot. At range, it is the worst weapon in the game. The build exists to remove the range problem.
Can I use the Lead Flinger as a shotgun? It plays similarly but is a spread rifle, not a shotgun: less burst, more sustain, and it does not occupy the heavy slot.
What is the best shotgun for co-op? The Street Sweeper with a Bruiser holding the doorway. Shotguns need someone else to control the approach.
Should I infuse a big pattern or a small one? Big. Since 2.0.2, large-pattern infusion grants more stats — and the build guide covers why that reshaped every damage build, not just this one.
More Mycopunk Guides
Scrapper built around Eye in the Sky: near-permanent flight from duration stacking, plus weapon and cell choices.
Eyes Up Here as a damage amp, Dust Kick plus Tuck'n'Roll for stacked movement, and the Wrangler grid to fit it.
How Cranius, Amalgamation and Abomination Assault each punish a different build, and the loadout that answers them.
The solo build that clears Deadly alone: why Bruiser beats Wrangler above threat 5 and the cells that replace support.
How Mycopunk's Abomination Assault scores kills, which build maximises throughput, and why boss-killer loadouts lose.
Arm priority, shell-layer uptime and the builds that finish Mycopunk's Amalgamation Hunt in a four-player lobby.
Five Mycopunk builds worth a full upgrade grid, what threat each one clears, and the cells that make them work.
How Mycopunk scales with players, the lobby rules that prevent wipes, and the role split that works in a four-stack.
