Best Rebecca Build - Cyberpunk 2077
Contents
Rebecca Build
So the goal is to recreate Rebecca from the Edgerunners anime. As you remember she is a gun maniac who could use any weapon. This should be easy to recreate as plenty of attributes and perk points could be spread around all gun types.
Another aspect is her use of cyberware. Generally, I go very heavy on cyberware and technical ability trees. However, here, I will invest a bit less, to reflect that she was not like David Martinez who had almost everything in his body as cyberware.
So with these things in mind, it's not a surprise that this build will be efficient with any gun you find. Of course, as the game progresses you will pick your favorite ones that you use most of the time. Sadly, not everything could be replicated, but those are just minor details.
So if this sounds interesting, let's get into it
Attributes
First, let's go through attributes, they provide stat bonuses and unlock new perks. The more points you invest the better options you unlock to create the Rebecca build.
Starting Game
Here are the attributes you should take at the game's start. You can allocate a total of 7 points.
I recommend checking Cyberpunk 2077 beginner tips to avoid missing or misunderstanding important things early in the game.
Attribute | Allocation | Description |
---|---|---|
Reflexes | +1 | I'm just taking one point to unlock the first perk tier. |
Technical Ability | +1 | Unlocks the first tier of perks |
Cool | +3 | Rebecca used pistols early in the anime and this attribute choice is perfect for that. |
Body | +2 | Unlock first-tier perks and increases HP. |
End Game Attributes
Here is how the end-game setup would look with the build once you have all the attributes sorted out:
Attribute | Allocation | Description |
---|---|---|
Reflexes | 20 | Rebecca can be seen in the anime using Assault Rifles and SMGs. Moreover, this tree will give access to mobility perks. |
Body | 20 | Allows using Shotguns, LMGs, and HMGs effectively. Moreover, gives Adrenaline Rush​ perk. |
Technical Ability | 15 | Technical Ability is used to access some cyberware perks, but most importantly Ambidextrous​ which reflects Rebecca's use of various weapons with precision. |
Cool | 20 | The main perk tree to effectively use pistols and precision rifles like SOR-22. |
Intelligence | 3 | Not relevant for the build |
Perks
Let's go through the perks of the Rebecca Build. You will need about 65~ perk points for the build, and the base game awards about 80 with skills progression and perk shards. So some should be left to adjust the build to your needs.
Cool Perks
Early in the anime, Rebecca uses pistols multiple times, so I think it is relevant that these are the first perks you should be investing in. Moreover, there are some good pistols in the early game that are too good to pass up.
Level 9 perks
Perk | Description |
---|---|
Focus​ | Increases headshot damage and gives a 4-second duration without any stamina usage. |
Head to Head​ | Reset duration of Focus, but most importantly it gives access to the next perk. |
Deep Breath​ | Slows down time, which allows for better targeting when activating Focus. |
Rinse and Reload​ | Improves reload speed when you neutralize an enemy using aim. |
Level 15 Perks
Perk | Description |
---|---|
Deadeye​ | Improved headshot damage and unlocks special shots that further enhance damage. |
High Noon​ | Improved reload speed and slows down time during it. This is great as you can use that to better evaluate your combat situation. |
California Reaper​ | Restored stamina helps maintain weapon damage and accuracy. |
Long Shot​​ | Ensures that you can deal full damage even when in a long rage. |
Quick Draw​ | Faster weapon swap speed, perfectly reflects how Rebecca was able to quickly switch to different weapons when out of ammo. |
Level 20 Perks
Perk | Description |
---|---|
Run 'N' Gun​ | I think this perk perfectly reflects Rebecca's effectiveness with weapons and she can use Pistols without any downsides even when hip-firing. |
Body Perks
The Body tree represents survivability but also gives access to the Shotgun, LMG, and HMG weapon perks.
Level 4 Perks
These perks will ensure that you have sufficient HP regeneration in various combat situations.
Perk | Description |
---|---|
Painkiller | A very valuable perk that is recommended for any build. We also need it for the progression |
Dorph-head | Blood Pump will be one of the main Cyberware that we use to drastically boost HP restoration |
Level 9 Perks
I did skip on the blocking-related perks. They are great early in the game, but as you improve your cooldown times and can sustain Sandevistan longer they become not important.
Perk | Description |
---|---|
Die! Die! Die!​ | Improved weapon handling with low stamina, will be useful with shotguns. |
Like a Feather​ | Better agility when using body tree-related weapons - LMGs, Shotguns. |
Don't Stop Me Now​ | Better mitigation bonuses when stamina is low. This will play well with other cyberware like Neofiber and Spring Joints. |
Bullet Ballet​ | Better accuracy with Body tree weapons while moving. |
Level 15 Perks
The next set of Perks will give a huge survivability boost and unlock new actions.
Perk | Description |
---|---|
Adrenaline Rush | Awesome perk gives a second layer of HP when using healing items. This will give so-needed survivability if you plan on using Edgerunner and also play on Very Hard |
Calm Mind | Delay before Adrenaline starts decaying, prolonging the second layer of HP. |
Juggernaut | Encourages you to have Adrenaline activated most of the time, to get these sweet combat bonuses. |
Spontaneous Obliteration​ |
Unlocks obliterate mechanics that can instantly kill a foe. |
Rush of Blood​ | Greatly improves reload speed after you Obliterate an enemy. |
Close-quarters Carnage​ | Increases Obliteration chance while in close range. |
Dread​ | Reduced enemy armor, making it easier to kill strong enemies. Only works with ranged attacks from Body tree weapons. |
Level 20 Perks
I can say these perks are optional. So take them if you have perk points to spare. They do provide great bonuses.
Perk | Description |
---|---|
Pain to Gain | A big boost to health item recharge rate. Taking this saves some perks from the Technical Ability tree in my opinion. |
Onslaught​ | If you are using Light Machine Guns, this perk is mandatory as it will allow you to sustain continuous fire before reloading. |
Reflexes Perks
The Reflexes perk tree serves two purposes. The first one is access to SMG and Assault Rifle perks. Second, you will get, mobility perks that improve weapon handling and allow you to Dash.
Level 4 Perks
Perk | Description |
---|---|
Slippery | Base perk, that we will need to progress to other levels |
Muscle Memory​ | Improves combat prowess by allowing you to reload while sprinting, giving so-needed agility during short combat moments. |
Multitasker​ | Can shoot while sprinting, making you more agile with ranged weapons during combat. |
Level 9 Perks
Finally, you will be able to get the first mobility perk. It is useful both for exploration and combat
Perk | Description |
---|---|
Dash | Another new perk that gives a short dash to avoid or get close to the enemies. |
Can't Touch This | A 100% mitigation chance while dodging is very valuable. This will give you a higher chance of reaching an enemy if you are under heavy fire. |
Ready, Rested, Reloaded​ | Better stamina management with Assault Rifles and SMGs |
Tunnel Vision​ | Improved accuracy for better landing those headshots. |
Spice of Life​ | Relevant perk, to reflect Rebecca's constant weapon changing. |
Mind Over Matter​ | Better aim and recoil management. |
Level 15 Perks
Perk | Description |
---|---|
Sharpshooter​ | Unlocks special stacking mechanic that improves handling and with a few upgrades damage output. |
Practice Makes Perfect​ | Increased crit chance and crit damage for higher damage with Sharpshooter​ |
Shoot to Chill​ | Better armor penetration for more damage with Sharpshooter​ |
Spray and Pray​ (Optional) | Take it only if you use hip firing, otherwise, skip it. |
Level 20 Perks
Perk | Description |
---|---|
Salt in the Wound​ | Unfortunately, Assault Rifle damage is kind of on the weak side. For this reason, this perk is mandatory if you plan on using these weapons. |
Submachine Fun​ |
Instant clip reloads by switching weapons with SMGs. |
Technical Ability Perks
Rebecca did use some cyberware, however, not as much as David. I will try to reflect this with perk picks. However, one thing that I would add, is that she was effective with any type of weapons so I will pick Ambidextrous​ for this.
Level 4 Perks
Perk | Description |
---|---|
Glutton for War | You will be taking out a lot of enemies, so why not faster healing item recharge? |
Level 9 Perks
Perk | Description |
---|---|
All Things Cyber | Mandatory perk as we will need as much Cyberware as we can. Reduces its costs |
Health Freak​ | Additional health item charge. |
Borrowed Time​ | This is an amazing perk, that you can combo with Reflex Tuner cyberware to ensure you survive close to death experience. |
Renaissance Punk | Improves Cyberware Capacity which will allow for a bit more cyberware options. |
Chrome Constitution | Reduced damage is a great improvement to survivability. Although for late-game levels, I would say it is optional. |
Level 15 Perks
Perk | Description |
---|---|
License to Chrome | Improves Skeleton cyberware and unlocks a new slot for even more chrome |
Ambidextrous​ | Mainly used to unlock the full potential of the Cyborg​ perk. There are not many handles that are useful for this build. |
Perks - Relic
These perks are available with Phantom Liberty DLC. They will give further improvements to some of the game mechanics.
Priority | Perk | Description |
---|---|---|
1 | Vulnerability Analytics | Shows enemy weak spots, which when hit, create an electricity explosion. It is especially useful against robots and stronger enemies which are hard to chip away with just melee weapon attacks. |
2 | Machine Learning | Improves Vulnerability Analytics by making them appear faster and giving a higher critical damage boost |
Overall, as the build is mostly about running and shooting, I don't think any of the perks in this tree are relevant.
Equipment
This section will cover what gear I recommend using with the Rebecca build. Always try to obtain the highest tier equipment as it provides the best stats and most modification slots.
For weapons, I will recommend those that Rebecca has used and some iconic variants.
Shotguns
Here are my recommendations for the best Katanas that you should be on the lookout for
Item | Description |
---|---|
Order | Very strong Tech shotgun that will most likely one-shot any enemy. The main downside is that it reloads after each shot. |
DB-2 Satara | The most satisfying shotgun to use, thanks to its sound effects. |
Crusher | One of the shotguns that Rebecca has used. Offers a good headshot multiplier and a decent fire rate. |
Here are some weapon mods that could be useful to improve weapons if you drop a good non-iconic one. There are two combos that I suggest with shotguns:
Modification | Description |
---|---|
Kneel | Use this together with Firecracker to create exploding puddles that dismember targets. This is the ultimate destroyer that will make enemies die instantly. |
Firecracker |
For Tech shotgun:
Modification | Description |
---|---|
Wallpuncher | The perfect modification for DB-2 Satara for even more damage. |
Pistols
These are the pistols that Rebecca has used or had equipped in the anime. I also include iconic versions of some of them as they are just too good to pass up.
Item | Description |
---|---|
Lizzie |
One of the best pistols in the game, due to powerful charge shots. |
Omaha | Tech pistol, with okay damage, you will obtain its iconic version Lizzie which is much more powerful. |
Unity | A solid weapon, used a few times by Rebecca. |
Here are some weapon mods that could be useful to improve weapons if you drop a good non-iconic one.
Modification | Description |
---|---|
Wallpuncher | Improves tech weapon charge damage. |
Pinpoint | Reduces bullet spread after you land a headshot |
Zenith | Improve weapon handling and crit chance, but require you to draw a weapon for this effect to initiate. |
Better Half | Improves crit chance with the second half of the magazine. |
Equalizer | Improved damage against elite enemies |
Precision Rifles
Item | Description |
---|---|
SOR-22 | Very satisfying rifle to use. Was used in one of the last episodes of Edgerunners. |
Submachine Guns
Item | Description |
---|---|
Prototype: Shingen Mark V | Iconic submachine gun that also shoots explosive rounds. Can target 3 enemies at the same time, making it effective against multiple enemies at the same time. |
TKI-20 Shingen | The base version of the smart submachine gun offers up to two modification slots. |
Assault Rifles
Item | Description |
---|---|
Prejudice | Very strong assault rifle with good iconic effects. The only downside is that is available just before finishing the game or after it. |
Psalm 11:6 | Explosive rounds and burn chance, are the perfect effects for burning your targets. |
Masamune | Has a good headshot damage multiplier. |
D5 Copperhead | One of the weapons used by Rebecca. |
Cyberware
Cyberware is a unique mechanic that allows us to fill the build with implants. Early games can be quite difficult as you will have limited capacity. However, as you progress and drop more Capacity Shards, you will be able to equip more.
I cover cyberware with different priorities. This gives a way to progress from the early game with the most important options that are available as you level up. By the late game, you can access all the recommended cyberware and get your character fully chromed.
First Priority Cyberware
This is what is essential to make the build work. I would even recommend dropping everything else to equip these if cyberware capacity doesn't allow it. These cyberware selections make the core of the build.
Slot | Cyberware | Description |
---|---|---|
Skeleton 1 | Spring Joints | Improves mitigation strength, complementing other cyberware like Countershell and Neofiber. |
Skeleton 2 | Epimorphic Skeleton | Improves armor and health for greater survivability. |
Nervous System 1 | Neofiber | Improves mitigation chance and strength. This synergizes well with Countershell + Spring Joints. |
Integumentary System 1 | Countershell | One of my favorite cyberware. With this, in case you are under heavy fire it will activate to give a huge boost to mitigation chance. Thanks to other cyberware you will have 70-90% damage reduction for 4 seconds. |
Integumentary System 2 | Shock-N-Awe | A very powerful cyberware that I recommend if you plan on using melee weapons or shotguns. The proximity will trigger shock explosions staggering nearby foes. |
Operating System 1 | Chrome Compressor | As Rebecca did not use any kind of operating system, this pick fits the build right. |
Face 1 | Kiroshi "Cockatrice" Optics | The best eye cyberware for the Katana build. However, the cost is very steep, so I would leave this for the end game. |
Kiroshi "Doomsayer" Optics | A lightly improved version that also gives bonus critical chance based on the Reflexes attribute. | |
Basic Kiroshi Optics | Simple eye cyberware, that I think does the job for this build as you get bonus headshot damage. | |
Hands 1 | Microgenerator | Excellent choice if you plan on using Shotguns more, their small clips will make this effect activate more often. |
Shock Absorber | Reduces recoil and gives a headshot damage bonus from Cool attunement. | |
Circulatory System 1 | Biomonitor | Automatically heals, makes the combat somewhat easier, as you do not have to worry how long it takes to use a healing item. |
Circulatory System 2 | Second Heart | This is an alternative if you are okay with less healing amount, but want to revive if you die. This is very powerful as Axolotl will constantly reduce its cooldown time |
Blood Pump | The most powerful healing item in the game, if calculating the total healing amount. | |
Legs | Reinforced Tendons | My personal favorite makes traversing much easier. |
Fortified Ankles | Gives the highest jumps and high boost to armor compared to cyberware capacity cost. But you need to hold the jump button. |
Second Priority Cyberware
This is what you should be getting once you have the core cyberware, or you have free capacity.
Slot | Cyberware | Description |
---|---|---|
Frontal Cortex 1 | Kerenzikov Boost System | Together with Kerenzikov, this will ensure you get better benefits of time slow and eliminate stamina costs. |
Skeleton 3 | Rara Avis | The ultimate protection cyberware if you have the capacity. However, I would leave this for the late game, once you have all of the slots covered. |
Para Bellum | Gives a substantial boost to armor values. | |
Kinetic Frame | Improves mitigation chance, however, this requires high sustained stamina. For this reason, I am not recommending it as the best option. | |
Bionic Joints | A cheap cyberware to get bonus armor. | |
Nervous System 2 | Kerenzikov | Ultimate cyberware for ranged weapon builds. Together with Defenzikov, gives a huge increase to mitigation chance allowing them to survive most difficult encounters. |
Integumentary System 3 | Defenzikov | When used with Kerenzikov, it ensures you get a big mitigation chance boost for improved survival. |
Hands 2 | Immovable Force | This Iconic cyberware gives almost perfect control of the weapon. |
Final Cyberware setup
The last tier of cyberware options. Here is how the build should look in the end.
Slot | Cyberware | Description |
---|---|---|
Frontal Cortex 3 | Mechatronic Core | Just an alternative cyberware to fill the slot. It is also okay, for some bonus damage against mechs. |
Arms 1 | Gorilla Arms | This was the main arms cyberware she used, for better weapon handling. However, this is more of a role-playing flavor as Gorilla Arms doesn't bring much benefit to the build. |
Nervous System 3 | Revulsor | Improved version of Reflex Tuner, which works similarly to Sandevistan and does not slow you down. |
Reflex Tuner | Excellent cyberware that kicks in when your health drops below 25%. This has a good synergy with Borrowed Time, which gives a chance to gain a health item when on Low HP. | |
Circulatory System 3 | Clutch Padding | This cyberware is good enough to limit stamina drain with your ranged weapons. |
Heal-On-Kill | I would say this is the safest option, it gives an additional layer of HP restoration. | |
Threatevac | Low-cost alternative to fill the slot |
How to Use the Build
Here I would like to share some general tips that I would like to recommend for the best approach with this build.
Core Mechanics
Let's go through what I think are the core mechanics of the build to maximize its effectiveness. To be honest, the build does not rely on some major mechanics. It is mostly - running and shooting anything that stands in your way. However, there is one thing to be aware of:
Kerenzikov
This is the main mechanic that in my opinion Rebecca's build can use and gives a time dilation effect. The important addition is also Defenzikov, which ensures you can have a 100% mitigation chance for 4 seconds.
Another addition i the Kerenzikov Boost System which gives you an edge on the time-slow effect compared to enemies and eliminates stamina costs for shooting, giving you pinpoint accuracy. So with these in mind, you should be using Kerenzikov as much as possible.
Early Game Combat
Okay, let's go through some early-game combat approaches. I recommend checking Cyberpunk 2077 beginner tips for additional information on the early game combat.
At level 10 get the improved operating system
From level 10 be sure to visit ripperdocs and get access to the Tier 2 Operating Systems. Before you get a Chrome Compressor, using Sandevistan is a great way to get an edge in combat.
Use Grenades
Consumables like grenades are another great choice to give some crowd control for free. Just throw them on the enemy that you want to stagger. This is perfect when there is a group of foes, that could easily overwhelm you.
Late Game Combat
As I mentioned the build is pretty straightforward. You just run in and shoot everything and anything that moves. Most of your effectiveness relies on how well you can land headshots and manage the character's stamina.
Besides that, Kerenzikov usage will ensure that you would have time to land the perfect shot and improve survivability. But I think this perfectly resembles Rebecca in the Edgerunners anime, with her straightforward combat approach.
Conclusion
Thank you for reading this post on the Rebecca build in Cyberpunk 2077. Although the build is simple it perfectly reflects the character from the anime. I recommend this build for those who are looking for a simple combat approach, without worrying too much about quickhacks, managing sandevistan cooldowns, and other advanced things.
Feel free to leave a comment below!
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