Best Adam Smasher Build - Cyberpunk 2077
Contents
Adam Smasher Build
With this build, I wanted to recreate the strongest Night City merc - Adam Smasher. He is almost 100% cyberware and uses anything at his disposal to win. Of course, it's not possible to recreate him perfectly due to limited cyberware options.
The main aspects that I want to touch are the weapons he uses - Light Machine Guns and Shotguns. The good thing is that these two categories belong to the same perk tree, saving valuable points. These weapons are very satisfying to use if you are in for some bloodbath!
Another aspect is the Projectile Launch System, which reflects his rocket launcher and hand cannon. Unfortunately, the cyberware is somewhat underwhelming. The main problem is that it does not deal huge damage and needs Relic Perks, to make it a contender for weapon damage. Still, with this in mind, it is a perfect option for the grenades and some options to stagger enemies.
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 Adam Smasher 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 | +2 | I'm just taking one point to unlock the first perk tier. |
Technical Ability | +2 | Unlocks the first tier of perks |
Body | +3 | Unlock first-tier perks and increases HP. This will be the main attribute of the build. |
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 | 15 | Unlocks mobility-related perks and improves critical chance. |
Body | 20 | Allows using Shotguns, LMGs, and HMGs effectively. Moreover, gives Adrenaline Rush perk. |
Technical Ability | 20 | As Adam Smasher, you will want all the perks accessible to maximize Cyberware effectiveness. |
Cool | 15 | Although you will not take any perks from this tree, the Cool attribute improves critical damage. |
Intelligence | 3 | Not relevant for the build |
With additional levels, I would recommend maximizing Cool, for a bit more damage.
Perks
Let's go through the perks of the Adam Smasher Build. You will need about 60~ 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.
Body Perks
The main perk tree for Adam Smasher, as it represents his sturdiness and proficiency with heavy weapons like machine guns and shotguns.
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 boost HP restoration drastically |
Comeback Kid | Faster health regeneration the closer to death you are. |
Level 9 Perks
Perk | Description |
---|---|
Die! Die! Die! | Improved weapon handling with low stamina, is perfect to maintain sustained fire with Light Machine Guns. |
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 boost survivability 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 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. |
Unstoppable Force | Better handle knockbacks and other detrimental effects while Adrenaline Rush is active. |
Spontaneous Obliteration |
Unlocks obliterate mechanics that can instantly kill a foe. |
Rush of Blood | Greatly improves reload speed after you Obliterate an enemy. |
Bloodlust | Gives bonus Adrenaline, however, I would say this is optional as the effect is very weak. |
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
Perk | Description |
---|---|
Pain to Gain | Ensures consistent health item recharge as you eliminate foes. |
Onslaught | Huge boost for sustained fire using Light Machine Guns, which greatly delays the reload. |
Reflexes Perks
The purpose of this tree is to enable Adam Smasher to move freely and swiftly around the battlefield to inflict maximum damage.
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. |
Parkour! | Just a slight quality of life improvement during intense combat. |
Stuntjock | As I had a free point, I chose this perk, to have a way to exit a vehicle in style. |
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. |
Steady Grip | As I used Dash to activate Kerenzikov, this perk is almost mandatory to be able to constantly shoot. |
Mean Streak | Stamina regeneration allows you to sustain accurate shots. |
Level 15 Perks
Perk | Description |
---|---|
Air Dash | Allows Dashing in air giving another option to move around the battlefield. This is an excellent pick that allows you to get behind enemy lines. |
Aerodynamic | Better mitigation strength in the mid-air to increase survivability. |
Aerial Acrobat | Improved maneuverability allows for more precise dashes. |
Technical Ability Perks
As Adam Smasher you are almost 100% cyberware, which means that a lot of investment will go into the Technical Ability tree. This will give extremely powerful improvements to the overall combat capabilities.
Level 4 Perks
Perk | Description |
---|---|
Glutton for War | You will be taking out a lot of enemies, so why not faster healing item recharge? |
First Aid | Better health item recharge rate. |
Transfusion | Urgent improved healing from the last charge. |
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. |
Driver Update | Additional stat modifier on your cyberware. |
Chipware Connoisseur | Allows you to choose from different stat rolls. This is great as you can optimize for a particular stat, like damage, accuracy, etc. |
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. |
Extended Warranty | Improves duration of all cyberware - sandevistan, kerenzikov, etc. |
Pyromania | Great stacking buff, that will give a big survivability boost with a few upgrades. |
Friendlier Fire | Because Pyromania gives a stronger effect when you hit yourself, this perk is not bad and unlocks the next progression. |
Doomlauncher | A slight upgrade for the Projectile Launch System to improve recharge speed. |
Heat Shield | This is an important upgrade as it will easily give a decent boost to mitigation chance. This encourages you to use grenades and Projectile Launch System. |
Cyborg | Reduced Cyberware Cooldowns. |
Level 20 Perks
Perk | Description |
---|---|
Edgerunner | The ultimate perk for maximum cyberware capacity and damage boost. |
Ticking Time Bomb | As the build uses Sandevistan, this perk is a perfect way to get a little bit more damage and additional Pyromania stacks. |
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 |
3 | Jailbreak |
The improved Projectile System is a huge boost as it can release multiple shots, activating Pyromania and wreaking havoc. |
4 | Launch Capacity Override | Additional charge for more rocket launches. |
Equipment
This section will cover what gear I recommend using with the Adam Smasher build. Always try to obtain the highest tier equipment as it provides the best stats and most modification slots.
Light Machine Guns
You can use base versions of the weapons until you get access to the iconic ones below:
Item | Description |
---|---|
MA70 HB X-Mod2 | I would recommend trying out this light machine gun. With Firecracker modification it deals big splash damage and has a good headshot multiplier. |
Wild Dog | Has a large clip, and increases its critical chance as it keeps firing. |
Modifications
Modification | Description |
---|---|
Firecracker | Very powerful modification, that you should use. It gives the area of effect splash damage and bonus burn chance. |
Swiss Cheese | Using Kerenzikov, you can negate stamina consumption, making this an excellent modification to improve LMG damage. |
Ready Steady | The modifications reduce recoil, however, it becomes irrelevant in the late game when you get the best cyberware - Shock Absorber + Immovable Force |
Equalizer | Improved damage against elite enemies. |
Better Half | Improved critical chance with the second part of the magazine. |
Shotguns
Here are my recommendations for the best Katanas that you should be on the lookout for
Item | Description |
---|---|
Ba Xing Chong | The shotgun that you obtain from Adam Smasher's ship. It also stacks Pyromania making it a deadly option. |
Pozhar x-MOD2 | I recommend using this one with the modifications below. |
Crusher | I recommend using this one with the modifications below. |
Here is a shotgun mod combination that I urge you to try out if you can land 2 modification slots.
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 |
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 |
---|---|---|
Frontal Cortex 1 | Kerenzikov Boost System | Very cheap cost and can be used to gain an advantage with targeting while Kerenzikov is active. |
Skeleton 1 | Spring Joints | Improves mitigation strength, which will make you sturdier once Defenzikov and other mitigation chance perks activate. |
Skeleton 2 | Epimorphic Skeleton | Improves armor and health for greater survivability. |
Nervous System 1 | Neofiber | Improves both mitigation chance and strength, giving. |
Nervous System 2 | Kerenzikov | As you will be constantly shooting, using this together with Defenzikov and Kerenzikov Boost System will greatly improve your survivability and give you better control to hit enemy weak spots with Light Machine Guns. |
Integumentary System 1 | Defenzikov | Enables a 90% mitigation chance after Kerenzikov ends. Greatly improving the survivability of the build. |
Countershell | Can be used before you obtain Defenzikov. | |
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 | Militech "Falcon" Sandevistan | A bit weaker version, but enough for the the end game. Has 10 10-second duration and adequate combat bonuses. |
Dynalar Sandevistan | This is the base version that I recommend using from early levels. | |
Hands 1 | 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 | Blood pump is the most powerful healing item in terms of total health restoration. |
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 | Axolotl | This cyberware will take the build to the ultimate level. It has a very steep capacity cost. But it gives cooldown reductions for every cyberware. |
Newton Module | Gives a cyberware cooldown reduction after taking out an enemy. It is not much, however, with multiple kills, the effect adds up. | |
Arms | Projectile Launch System | One of the cyberware that Adam Smasher uses. It will be used to activate Pyromania and stagger enemies. |
Integumentary System 3 | Painducer | One of the best cyberware to improve the survivability of Commando. This is perfect for avoiding those one-shot kills that enemy snipers may land. |
Carapace | Gives bonus armor effectiveness when being attacked from flanks. | |
Subdermal Armor | A simple cyberware that has a high armor-to-cyberware capacity cost ratio. | |
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. | |
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. |
Final Cyberware setup
The last tier of cyberware options. Here is how the build should look in the end. The goal is to fill all the slots to activate the Cyborg perk.
Slot | Cyberware | Description |
---|---|---|
Frontal Cortex 3 | Quantum Tuner | If you can obtain this one, it is one of the best cyberware to have for cooldown heavy build. Just remember that it will be used up fast due to multiple cyberware utilizing it - Sandevistan/Berserk, Reflex Tuner, Countershell, etc. I would remove Reflex Tuner if you started using this one as this would greatly extend the duration of the operating system. |
Mechatronic Core | Just an alternative cyberware to fill the slot. It is also okay, for some bonus damage against mechs. | |
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 3 | Deep-Field Visual Interface | It gives a big bonus to critical damage if you have high Cool damage. |
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. | |
Hands 2 | Immovable Force | If you use fast-firing weapons like Light Machine Guns with large recoil, the Immovable Force cyberware makes it much easier to handle. Of course, it comes with a steep cyberware capacity cost so it is meant for the end game. |
Any cheap cyberware to fill the slot |
Filling a slot to activate Cyborg if you are low on cyberware capacity. | |
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
With this build, I decided that using Kerenzikov Cyberware is an excellent choice to complement the constant ranged weapon usage. This way you can slow down time and sustain a 100% mitigation chance from Defenzikov.
Another important thing is that the Kerenzikov Boost System ensures -100% stamina cost. This makes it easy to sustain constant fire with Light Machine Guns.
To activate Kerenzikov, hold - aim down sights and either Dash or slide. I prefer Dashing as it also gives a 100% mitigation chance with Can't Touch This.
Kerenzikov + Sandevistan
As the build uses two time slowing cyberware they can interrupt and break each other's functionality. Generally, I follow these steps or rules to make the best use of them:
- Avoid activating Sandevistan while Kerenzikov is active, this breaks Sandevistan functionality or slows time too much.
- You can initiate Kerenzikov while in Dash, so if you are Dashing and start aiming this will activate the Cyberware.
- By activating Sandevistan, Kerenzikov is disabled, so you can freely Dash and aim during its effect.
By following these steps, and with a little bit of practice you should have no issues maximizing the combat effectiveness of both cyberware.
Pick Heavy Machine Guns from turrets
One important mechanic that you may overlook is that you can pick up heavy turrets and use them yourself. The animation makes you invulnerable and they deal good damage.
The main downside is that you move slowly with them. For this reason, I would recommend them in these scenarios:
- The enemy has not seen you and you can pick up the turret before initiating combat
- You have good protection and cyberware, to effectively combat enemies without having good mobility.
The weapon is fun to use, but I would not rely on it too much.
Stacking Pyromania
This is one of the main reasons to use the Projectile Launch System or grenades. By using it you can stack up Pyromania to 5. This results in a 50% mitigation chance. Now with, Burn This City you can further get stacks and reach 60-90%, which will give another layer of protection on top of Defenzikov.
However, one thing to add is that the Projectile Launch System is kind of average. You could also just use normal grenades which are thrown faster and don't interrupt your normal weapon firing as much. They would do the same effect and in the end, could create even more damage.
Another option is Ba Xing Chong, one of the late-game weapons that you obtain from Adam Smasher's Stash. This is a Smart explosive shotgun dealing good damage but most importantly activating Pyromania.
To top it off, you will be able to easily stack the effects using Shock-N-Awe and Ticking Time Bomb. These will happen naturally when you receive damage or activate your operating system.
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.
Generally, without many options for cyberware and equipment using anything on hand, and being tactical in your combat approach is the best success in the early game.
Use Cover and health items
Early in the game, it is normal to hide from enemies and wait for a health item to recharge or get health restored. Do not overexert yourself as especially on Very Hard it can take a few shots to flatline you.
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. This will give access to your first Sandevistan and greatly improve your overall combat performance from various bonuses.
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
Adam Smasher's build is all about explosions, fast-shooting weapons, and creating destruction. The a few main things that I would like to mention:
- Use a Projectile Launch System to maintain Pyromania and High Mitigation chance.
- Use Dashing with Kerenzikov, to give another layer of high Mitigation Chance from Defenzikov.
- Kerenzikov is great for managing stamina consumption
Otherwise, it is fairly simple and you release as many shots as possible while aiming for weak spots.
Conclusion
Thank you for reading this post on the Adam Smasher build in Cyberpunk 2077. I hope you enjoyed reading it and found it useful how to recreate the scariest merc in Night City. Although there are some limitations, overall Projectile Launch System and Light Machine Guns give a strong feeling of power.
Feel free to leave a comment below!
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