Mutations

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.

Published on
7 min read

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.

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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.”

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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.

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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.

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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.

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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.

Grounded 2 Mutations: Real Effects, Real Unlocks, No Fluff (v0.1.3 Early Access)