Glider Build: Flight, Rockets & Mods
Build the Mycopunk glider for near-infinite flight: rocket loops, upgrade priorities, Lead Flinger mods, and co-op vs solo loadouts that actually work.
How the Infinite Glide Loop Works
The Glider can stay airborne for an entire mission in Mycopunk, and a properly tuned mycopunk glider build turns that trick into a permanent safety net. Instead of trading shots on the ground, you hover out of reach, dump rockets into cooldowns, and keep the squad topped off with free heals. This guide breaks down a mycopunk glider build that works in both co-op and solo, with the upgrade priorities, weapon mods, and grenade choices that hold the loop together.
The engine under the hood is two upgrades working as a pair. Colonel Rerouter lets your rockets refund glide fuel, and Heat Exchanger cuts rocket cooldown by roughly 95%. The result is simple: you always have rockets, so you can always refuel your glide, so you never touch the ground. That is the rocket-spam flight loop that keeps the Glider airborne through missions that would pin any other employee down.
The tradeoff is real. Colonel Rerouter makes every rocket hit you for about 1 to 1.5 damage, and that self-damage also stalls your health regeneration. So the build is not really a flight build — it is a self-damage management build that happens to fly.
| Upgrade | What it does | Why it belongs in the build |
|---|---|---|
| Colonel Rerouter | Rockets refund glide fuel | The core of infinite flight |
| Heat Exchanger | ~95% rocket cooldown reduction | Rockets are always available |
| High Velocity Targeting | Extra damage while airborne | A free multiplier on every shot |
| Star Fuel | Longer glide timer | Buffer for reloads, grenades, and misses |
| Increased fly speed | Faster repositioning | Helps dodge ground threats |
| Extra rocket damage | Higher burst per lock-on | Speeds up kills between refuels |
High Velocity Targeting is the one upgrade people skip and immediately regret. Since the entire point of a mycopunk glider build is never landing, a damage bonus that applies the whole time you are airborne is effectively always on, and it stacks on top of everything else you are running.
Co-op vs Solo: Choosing Your Setup
The two versions of this build share a skeleton but solve different problems. Co-op solves the self-damage with healing rockets. Solo solves it with damage and better fuel economy.
Co-op: healing rockets carry the loop
In a group, you add two upgrades that close the loop automatically: one that fires a free rocket at an ally whenever you fire your own rockets, and one that heals you whenever you heal an ally. The free rocket tracks across essentially the whole map with no aiming required.
That turns the Glider into a mobile healing station. You keep yourself airborne, keep allies healed from any distance, and never stop firing. For squad composition, the Glider's reliable group healing is exactly what makes it so valuable in team play, even if its personal damage ceiling is lower than a dedicated damage employee.
Solo: trade safety for output
Solo is where you actually have to earn your flight. Swapping in MV pushes a full lock-on to about 18 rockets, which is a huge damage spike, but the extended cooldown makes rocket-fueled glide sustain much harder. Attrition Supply fixes that by removing your glide cooldown and replacing it with damage-based cooldown — as long as you are dealing damage, you stay aloft.
From there, Colonel Rerouter keeps rockets coming roughly every six seconds, and Point Detonators pushes rocket damage up to roughly 400%. Short rocket taps rather than long lock-on holds also keep the health cost down, since a brief single lock costs far less HP than a full hold.
| Element | Co-op setup | Solo setup |
|---|---|---|
| Flight sustain | Rocket spam with reductions | Damage-driven cooldown |
| Health fix | Rocket heals on allies | Health orbs, heal grenades, stop firing |
| Signature upgrade | Ally-healing rocket + self-heal on heal | MV + Attrition Supply |
| Rocket damage | Moderate | Very high (Point Detonators) |
| Risk level | Very low while airborne | Medium — you can kill yourself |
| Best for | Supporting a squad on high threat levels | Carrying missions alone |
Weapon Choices That Keep the Loop Running
Lead Flinger (primary)
The Lead Flinger is the default pick because you can hold the trigger instead of mashing a reload key while also managing glide, sprint, and aiming. It also happens to hit very hard with the right mods.
| Mod | Effect | Notes |
|---|---|---|
| Full Auto | Sustained fire | Pairs with clip size one |
| Double Action | Long range on spread | Keeps your cone useful at altitude |
| Big Fat Doobie | Core damage/refund package | Refund rolls keep you shooting |
| Lucky Bastard | Chance to refund ammo | No longer infinite ammo on its own |
| Shrapnel Loading | Three pellets per shot | Each pellet carries explosions |
| Lucky Last | Explosions on the last shot | Every shot is the last shot at clip one |
| Hipfire | +30 flat damage per hit | Applied to every pellet |
Because you fight from the air and rarely aim down sights, Hipfire's flat bonus lands on all three pellets plus their explosions — around six hits per trigger pull. That flat damage is applied after the build's damage penalty, which is why the gun still deletes targets despite the spread.
If you are running a Napalm fire grenade instead, swap Hipfire for Burning Tips and add some recoil reduction. Burning Tips adds a 15% bonus that applies after other modifiers, and it is worth more than Hipfire in that specific setup.
Swarm Launcher (secondary)
The Swarm Launcher exists in this build for two reasons, and neither involves actually equipping it.
| Mod | Purpose |
|---|---|
| Crop Duster | Fires swarms while airborne without drawing the weapon |
| High Caliber Pellets | Extra damage on those swarms |
| Electrify Pellets | Adds shock damage |
Crop Duster gives you free chip damage while your Lead Flinger does the real work. More importantly, damage dealt by the unequipped Swarm Launcher still counts as gun damage, which refunds ammo back into the Lead Flinger. Since Lucky Bastard's ammo refund was toned down, that interaction is what keeps your primary fed indefinitely. Everything else on the Swarm Launcher is basically cosmetic — do not waste time swapping to it.
Grenade Options and Keybind Tips
Grenades are the most flexible slot in the build. Both practical options start from a fire grenade.
Healing fire grenade. Add Napalm and Two's Company for two charges; it heals you on throw and heals allies on impact. Throw it at your feet for a full self-heal or at a teammate to top them up. If you run this, remember to swap Lead Flinger's Hipfire over to Burning Tips.
Cluster fire grenade. Cluster plus Volatile Explosives gives a bouncing spread of around 10 grenades across a wide area, and Two's Company doubles the charge count. Restoration Protocol keeps the self-damage safety valve, while Homebrew Combustion and Cheap Material improve damage and cooldown. It is a fun option rather than a top-tier one — grenade damage in general is modest compared to your guns.
| Grenade setup | Key mods | Role |
|---|---|---|
| Healing fire grenade | Napalm, Two's Company | Sustain for you and the squad |
| Cluster fire grenade | Cluster, Volatile Explosives, Two's Company, Restoration Protocol, Homebrew Combustion, Cheap Material | Area chip damage at range |
Controls and finger strain. Flying this build means WASD to move, Shift to sprint mid-air, holding Space to glide, and spamming F for rockets — all while aiming and shooting with your other hand. That is a lot of inputs. Rebinding rockets to a mouse button or setting up a macro is the standard fix, and it makes long missions far less punishing.
Mistakes That Break the Loop
- Firing rockets nonstop in solo. Without co-op healing rockets, constant rocket fire will kill you. Stop firing, let regeneration kick in, or grab health orbs.
- Holding a full lock-on. Long holds cost more HP than quick taps for very little extra value.
- Skipping Star Fuel. Without the extended glide timer, a reload or a missed shot can drop you out of the sky.
- Forgetting the Hipfire / Burning Tips swap. Running Burning Tips with a non-Napalm grenade wastes the slot, and running Hipfire with Napalm leaves damage on the table.
- Assuming altitude equals immunity. The Glider still gets punished by accurate, fast-traveling attacks, so keep moving and use terrain.
- Ignoring vertical gaps. The Glider has no dedicated upward movement tool, so a Shock Grenade with Cloud Skip covers the one hole in your mobility.
FAQ
Is the mycopunk glider build viable without co-op partners? Yes, but it changes shape. Swap in MV and Attrition Supply, deal damage to keep your glide cooldown refreshing, and accept that you cannot fire rockets constantly. Solo play is more dangerous but still fully sustainable in the right conditions.
Which upgrades are non-negotiable? Colonel Rerouter and Heat Exchanger. Without both, you do not have an infinite glide loop — you just have a Glider with a long hover.
What is the best primary weapon for this build? The Lead Flinger, built around Full Auto, Double Action, Big Fat Doobie, Lucky Bastard, Shrapnel Loading, and Hipfire. It is easy to fire one-handed while flying and its multi-hit damage scales hard with flat bonuses.
How do I keep my Lead Flinger fed if ammo refunds were nerfed? Run the Swarm Launcher with Crop Duster. The swarms fire while it is holstered, deal gun damage, and that damage returns ammo to your primary without you ever swapping weapons.
Can I die from my own mycopunk glider build? Yes. Colonel Rerouter's self-damage stacks quickly and suppresses regeneration. That is why every version of this build includes a healing answer — ally-healing rockets in co-op, or damage-based sustain and heal grenades when solo.
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