Grounded 2 Mutations: Real Effects, Real Unlocks, No Fluff (v0.1.3 Early Access)
Grounded 2 mutations, unlock methods, and best builds—no fluff. Clear effects, practical unlock paths, phase-based picks, and four copy-paste loadouts for bosses and routes. Updated for v0.1.3 EA.
Based on patch v0.1.3 EA. Minor values can shift with hotfixes; where exact numbers vary, you’ll see practical ranges (e.g., “~10–30 weak-point hits”). Cross-check in-game tooltips when min-maxing.
Why Mutations Matter (30 seconds)
- Mutations are your passive perks: more damage, cleaner stamina loops, thicker skin, hazard resistance.
- Most unlock by doing the thing: use the weapon type, hit weak points, perfect block, survive a biome.
- Power spikes are tiered. Commit to a lane—you’ll feel the ramp way sooner than “a bit of everything.”
How to Read This Guide
- Names use plain English + common community terms (aka) so your searches match what players say.
- Each entry includes: what it does, how to unlock/advance, best use, when to skip, and quick compare.
- Trade-offs matter. Expect “pick A over B in situation X” rather than “everything is great everywhere.”
All Key Mutations (effects, unlocks, use-cases, trade-offs)
Weak-Point Savant (aka Weakpoint/Precision) — delete bars when you actually hit them
- Effect: Bonus damage on weak-point hits; biggest on heads/abdomens (spiders, beetles, flyers).
- Unlock: Land ~10–30 weak-point hits for early tier; scales as you keep landing them.
- Best use: Bows/crossbows and heavy weapons that convert staggers into huge chunks.
- Skip if: Your weak-point accuracy is shaky ( Weak-Point for most players.
Perfect Guard (aka Parry/Perfect Block) — skill ceiling in a slot
- Effect: Friendlier perfect block window; better payoffs on success.
- Unlock: ~10–30 perfect blocks for first tier; keep practicing to tier up.
- Best use: Bosses with readable strings; turns defense into offense.
- Skip if: Your timing isn’t there yet—run Ranged/DoT lines first.
- Compare: Iron Turtle build anchor with Shellbound.
Shellbound (aka Fortify/Defense) — you’ll feel it on the first hit
- Effect: Flat damage taken goes down; flinch resistance goes up.
- Unlock: Tank damage, beat elites; defense-flavored milestones.
- Best use: New zones, blind fights, co-op “I won’t die” role.
- Skip if: You fully mastered boss patterns and want faster kills today.
- Compare: Safety slot vs. a damage slot—swap per encounter.
Eagle Eye (aka Ranged Mastery) — safe opener, safe finisher
- Effect: Higher ranged consistency and headshot payoff.
- Unlock: Ranged kill/accuracy/weak-point milestones.
- Best use: Flyers, kite bosses, pre-melee openers.
- Skip if: Arena is cramped and you keep getting cornered—bring Shellbound/Parry.
- Compare: Every team loves at least one Eagle Eye loadout.
Venomist (aka Poison/DoT) — let them tick while you reposition
- Effect: Stronger poison/bleed ticks; faster stacking.
- Unlock: Apply status consistently with poison-capable weapons/consumables.
- Best use: Daggers/javelins; moving fights; corridors of small threats.
- Skip if: Enemies are status-resistant this zone. Switch to Weak-Point/Heavy lines.
- Compare: DoT for swarms; Armor Cracker for single thick targets.
Greenthumb (aka Harvest/QoL) — build faster, gear faster
- Effect: Better harvest efficiency/durability loops (patch-dependent).
- Unlock: Harvest/craft milestones over time.
- Best use: Early base rush and tool spikes; resource routes.
- Skip if: It’s boss night. This is a progression slot, not combat.
- Compare: Keep in town; swap out in dungeons.
Element Ward (aka Biome Resist) — your ticket to step inside
- Effect: Resist heat/cold/toxin/hazards; fewer chip deaths.
- Unlock: Spend time/complete tasks in each biome.
- Best use: Zone unlocks and hazard routes; saves meds and time.
- Skip if: Area is safe and you need pure DPS today.
- Compare: Destination decides—pack the right ward.
Field Medic (aka Healing/Sustain) — live, reset, repeat
- Effect: Stronger heals/uptime between engagements.
- Unlock: Healing uses/amount milestones or craft-linked progress.
- Best use: Co-op runs, long routes, learning fights.
- Skip if: You’re overstocked on healing and not taking hits.
- Compare: Safety for learners; flex out once confident.
Phase-Based Picks (fast track)
Early Game (Day 1–Week 1)
- Must-have: Second Wind, Greenthumb, Field Medic, Element Ward (for the biome you’re pushing).
- Choose a lane: Eagle Eye (safe, reliable) or Quick Fang (close-quarters comfort).
Midgame (new zones, first elites)
- Add power picks: Critical Strike, Weak-Point Savant, Perfect Guard.
- Lock a DPS path: Venomist (swarms/DoT) or Eagle Eye (precision control).
Endgame (boss rotations, respecs)
- Heavy “can opener”: Heavy Hitter + Armor Cracker + Critical Strike (+ Second Wind).
- Always respec per boss: match armor/weapon/mutations to enemy weaknesses.
Copy-Paste Builds (with trade-offs)
Heavy Smasher — boss doors, not hallways
- Mutations: Critical Strike + Heavy Hitter + Armor Cracker + Second Wind
- Pros: Deletes armor; staggers hard; shortens phases.
- Cons: Mediocre vs. swarms; needs block timing to shine.
- Swap-outs: For trash, Armor Cracker → Venomist.
Dagger DoT Kiter — mobile pressure cooker
- Mutations: Quick Fang + Venomist + Second Wind + Field Medic
- Pros: Safe sustained DPS on the move; great resource economy.
- Cons: Slower vs. heavy armor; status-resistant mobs feel meh.
- Swap-outs: In armor zones, Venomist → Weak-Point or add a heavy finisher.
Ranged Controller — your team’s insurance policy
- Mutations: Eagle Eye + Weak-Point Savant + Second Wind + Element Ward
- Pros: Safe opens, flyer control, boss punish windows.
- Cons: Needs aim; cramped arenas punish positioning.
- Swap-outs: Tight maps → add Shellbound or Perfect Guard.
Iron Turtle — learn fights, carry teams
- Mutations: Perfect Guard + Shellbound + Field Medic + Critical Strike
- Pros: Survives mistakes; turns blocks into damage windows.
- Cons: Lower solo clear speed without a DPS partner.
- Swap-outs: Comfortable? Trade Shellbound → Armor Cracker to speed kills.
Practical Micro-Decisions (kill “AI smell,” boost wins)
-
Early melee comfort: Second Wind vs. Weak-Point
If weak-point accuracy is <50% in practice, run Second Wind; swap to Weak-Point once you’re hitting reliably. -
Trash clear vs. tank bust
Venomist wins on groups/routes; Armor Cracker wins on thick single targets. If a route has both, carry a respec kit. -
Parry pressure test
If you miss 3+ perfect blocks per minute in a boss fight, drop Perfect Guard and add Shellbound or go Ranged for that attempt. -
Destination dictates safety
Always pack Element Ward for new/hazardous zones. It saves meds, time, and nerves. -
Specialize first, generalize later
Full synergy in one lane beats mixed kits. Commit to melee/ranged/DoT, then flex slots per fight.
Common Mistakes to Avoid
-
Mixing sets “because I have them”
You lose multiplicative gains. Align weapon mastery + armor set + mutations. -
Treating Greenthumb as a combat slot
It’s a progression pick. Great in town and resource runs, bad in boss rooms. -
Overcommitting to Perfect Guard too early
If timing’s not there, you’re donating HP. Practice on lower stakes, then slot it for bosses.
Quick FAQs
Q: How many perfect blocks to tier up Perfect Guard?
A: Expect ~10–30 for Tier 1. Later tiers take longer. Keep practicing in safe loops.
Q: I can’t handle beetles. What’s the fastest fix?
A: Heavy Hitter + Armor Cracker + Perfect Guard. If parries fail, swap Perfect Guard → Shellbound or go Ranged Controller.
Q: Is Weak-Point worth it if I mostly play co-op ranged?
A: Yes—your team benefits hugely from reliable weak-point openers. Add Element Ward per destination to stay alive while lining shots.
Versioning & Maintenance (for trust and SEO)
- This page tracks v0.1.3 EA as of 2025-08-15. If hotfixes adjust multipliers (e.g., weak-point, stamina regen), the ranges here will update, with a log in this section.
- Terminology mirrors common community names (aka) to match search behavior and player chatter.
- Where sources disagree on exact numbers, practical ranges are listed. In-game tooltips have final say.
What to Do Next
- Pick a lane (Melee, Ranged, DoT).
- Slot the core 3–4 mutations from this guide.
- Practice one boss with a “respec before pull” habit.
- When fights feel comfy, flex a safety slot into damage—or vice versa if you’re wiping.
No fluff, just wins. Take a build, hit a boss, and watch the health bar do the thing.