Johnny Silverhand Build - Cyberpunk 2077
Contents
Johnny Silverhand Build - Rocker Boy
With this build, I aimed to recreate Johnny Silverhand with his quirks (no operating system) and all the expertise - pistols, SMGs, and Shotguns (from his military career in Wiki). I think the setup is kind of interesting as you will have various weapon options to use in combat.
I still want to limit the build in terms of cyberware, so I will be skipping the Edgerunner perk. I think this would reflect perfectly, that he is not a cyberpsycho ready to fill himself with chrome. Of course, he uses his legendary metal arm - from where the nickname comes.
So if you are interested in something not hyper optimized this could be your pick. For example, role-playing that Johnny is taking V over faster than expected and you start mimicking his weapon preferences and skills.
Well, that's some food for thought, let's get into the build!
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 that allow creating the Johnny 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 |
---|---|---|
Cool | +3 | Will allow reaching good pistol perks faster. |
Reflexes | +1 | Will be used for a few early perks. |
Body | +3 | Unlocks the first tier of perks, which will also be used for Shotgun perks |
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 and SMG perks. |
Body | 20 | The Body attribute is important for survivability perk - Adrenaline Rush which will make you sturdier and give some damage bonuses. |
Technical Ability | 15 | Wanted to leave it at 15, to reflect that Johnny was not a fully chromed person. |
Cool | 20 | As Johnny uses Malorian Arms 3516, it is only reasonable to expect him to be very efficient with pistols. |
Intelligence | 3 | Skip this attribute as it is irrelevant to the build. |
You can spend the last 5 points either on Reflexes or Body. I picked Body for Pain to Gain, but that is my preference.
Perks
Let's go through the perks of the Johnny Build. You will need about 57~ 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
These would be the biggest priority perks in my opinion. First, there will be some good Pistol weapons early. Second, this is Johnny's main weapon that he used mostly before his death.
Level 9 Perks
Finally, you will be able to get the first mobility perk. It is useful both for exploration and combat
Perk | Description |
---|---|
Focus | The perk allows for more accurate shots as they do not drain stamina. This is relevant early in the game, later on with various cyberware the negative effect is negated automatically. |
Head to Head | Reset the duration of Focus, making it easier to sustain no stamina drain period. |
Deep Breath | Slows time by 25%. This makes it easier to land precise shots. If this is not a problem, you can skip it. |
Rinse and Reload | Improved reload speed makes it easier to continue shooting after you empty the clip. |
No Sweat | Reduce the stamina cost of Focus after it ends. This is relevant early in the game, where stamina has a huge impact on accuracy. |
Level 15 Perks
Perk | Description |
---|---|
Deadeye | The most powerful perk for any pistol user. Gives a big headshot damage increase. This pairs well with Focus as the effect only applies when stamina is full. |
High Noon | Improved reload speed after you neutralize an enemy. |
Long Shot | Removes any distance penalties that pistols have. |
California Reaper | This perk will allow you to get back to 85%+ stamina so that both Deadeye and Focus can be reactivated. |
Level 20 Perks
Perk | Description |
---|---|
Run 'N' Gun | Optional perk, use it if you want to shoot from hip fire without any penalties. |
Nerves of Tungsten-Steel | If you will use Revolvers this perk is almost mandatory and guarantees critical hits and bonus damage. |
Reflexes Perks
These perks will focus on Johnny's usage of SMGs, which he was using during the Army period. Moreover, perks like Dash will give a huge mobility boost.
Level 4 Perks
Perk | Description |
---|---|
Slippery | Base perk, that we will need to progress to other levels |
Muscle Memory | Gives you more agility in combat as you can reload while sprinting. |
Multitasker | Although not mandatory, having the option to shoot while moving fast can be handy. |
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. |
Steady Grip | You can shoot while in Dash. This pairs well with Kerenzikov, as it can be activated while dashing. |
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 | Faster reloads make it easier to get back in combat after emptying the clip. |
Mind Over Matter | Some SMGs have high recoils and this perk will make it easier to handle them. |
Tunnel Vision | Improved accuracy and range limits while using SMGs. |
Level 15 Perks
Perk | Description |
---|---|
Sharpshooter | By itself, this perk is nothing special |
Practice Makes Perfect | Improves crit chance and crit damage by the sustained fire. This is one of the most important perks for SMGs as it is the only one that gives direct damage increase. |
Shoot to Chill | Improves armor penetration giving more damage against armored foes. |
Air Dash is one perk that I would also recommend, to improve traversing, however, it will not be as useful for combat in my opinion with this build.
Technical Ability Perks
I will not be maximizing Technical Ability as Johnny Silverhand was not chromed as other personas like David Martinez. So it is reasonable to leave it at 15. I also want to access a few perks that greatly improve cyberware slots.
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 |
---|---|
Health Freak | You now have 3 health recharge items, making combat a bit easier. |
Borrowed Time | Gives instant health item recharge when taking out an enemy when being close to death. |
All Things Cyber | Mandatory perk as we will need as much Cyberware as we can. Reduces its costs |
Renaissance Punk | With this build, we will have 4 attributes above 9, so worth taking it. |
Chrome Constitution | With Samurai build we are filling all the slots with chrome, so reduced damage is nice. |
Level 15 Perks
Perk | Description |
---|---|
License to Chrome | Improves Skeleton cyberware and unlocks a new slot for even more chrome |
Extended Warranty | The increased duration will work on Kerenzikov and other cyberware effects, although without an operating system, it is not as impactful. |
Ambidextrous | Mainly used to unlock the full potential of the Cyborg perk. There are no useful hands cyberware for melee setup, so you will use anything with low capacity cost. |
Cyborg (Optional) | This perk should be taken if you have all cyberware slots filled and want a bit of improved cyberware cooldown for Countershell and Kerenzikov. The bonus is negligible so I would say it is relevant only for the late game. |
Pyromania (Optional) | If you use Shock-N-Awe cyberware this perk is mandatory together with the next upgrade you will be able to securely stack an increased mitigation chance. |
Heat Shield (Optional) | Activating Pyromania will give you a decent increase in mitigation chance. |
Body Perks
This tree will improve Silverhand Build's survivability. It will also improve shotgun damage to fit the theme.
Level 4 Perks
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
Perk | Description |
---|---|
Die! Die! Die! | Gain better control of shotguns when stamina is low. |
Bullet Ballet | Lower bullet spread for better accuracy when you are moving with shotguns |
Don't Stop Me Now | Additional boost for mitigation stats with low stamina. |
Like a Feather (Optional) | This perk has very minimal improvement to overall mobility. So if you have a free point you can put it here. |
Level 15 Perks
Perk | Description |
---|---|
Adrenaline Rush | This perk will make sure that we have an additional buffer of health. It will counteract the negative effects of Edgerunner. |
Juggernaut | With more movement speed and damage, it gets better and better. |
Unstoppable Force |
Allows you to resist various effects while Adrenaline Rush is active. |
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 attacks |
2 | Machine Learning | Improves Vulnerability Analytics by making them appear faster and giving a higher critical damage boost |
Now, the next investments depend on how you further want to develop Johnny Silverhand's build. You could assume that his hand is a hand cannon, so you could invest in Jailbreak + Launch Capacity Override. However, you could also assume it's Gorilla Arms, in which case you would go Jailbreak + Limiter Removal.
However, if you go for Gorilla Arms, you would then have to pick some Blunt weapon perks from Body Tree. For me, personally? I did not take anything as his arm was intended as a replacement rather than a weapon upgrade.
Equipment for Silverhand Build
This section will cover what gear I recommend using with the Silverhand build. Always try to obtain the highest tier equipment as it provides the best stats and most modification slots.
Pistols
So Johnny is famous for his Malorian Arms 3516. However, I will include some other options. The main downside is that the pistol is somewhat underwhelming in terms of damage compared to other options.
However, it has a strong unique melee attack and is very satisfying to use.
Item | Description |
---|---|
Malorian Arms 3516 |
The iconic Johnny Silverhand's pistol. It has cool reload animation and can activate special exploding melee attacks. |
Pride | The strongest pistol in the game, but requires you to finish the game first. If Johnny borrowed, it wouldn't be a problem, eh? |
Lexington X-Mod2 |
Comes with multiple modification slots and a very high headshot multiplier bonus. |
Lizzie | One of the best pistols in the game, due to powerful charge shots. |
Dying Night | Early game pistol, that has a fast firing rate and is excellent while you are learning the ropes of the game. |
Seraph | This pistol applies Burn on the enemies and increases damage. Overall, Seraph is a good choice in mid-game, but you won't see huge damage as with other suggested weapons. |
There are many more pistols to find and use in the game. These are just some that I enjoyed
Revolvers
I think revolvers also fit well into Johnny's Arsenal, especially as he is a person who would not concern himself with sneaking.
Item | Description |
---|---|
Archangel | Very satisfying weapon to use that was used by Kerry. It has a shock chance bonus and a decent headshot multiplier. |
Bald Eagle | Has an extremely high headshot modifier and armor penetration. |
Ol' Reliable | Requires you to switch to this weapon to get the full boost of headshot damage. |
Mancinella | Has a silencer, but deals a lot of damage and is very satisfying to use. I would recommend taking Killer Instinct with this weapon. |
If you find a higher-tier revolver you may be on the lookout for these modifications. However, I do not think it's worth switching them with Iconic ones.
Modification | Description |
---|---|
Firecracker | The weapon will now shoot explosive rounds, which will have a small area of effect. |
Swiss Cheese | Improves armor penetration at the cost of increased Stamina. This is not a problem for Pistols and Revolvers as Focus will somewhat negate this effect. |
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 |
Shotguns
I think the shotguns below, are what fit the theme. They may not be the most powerful but will get the job done satisfyingly.
Item | Description |
---|---|
The Headsman | As the name tells, this is the weapon that you will want to land headshots, thanks to its high accuracy and high headshot multiplier. |
Pozhar x-MOD2 | Use it together with the mods below, to insta-kill any enemy you see. It is also extremely satisfying to use and will give a high chance of applying the Obliterate effect. |
Crusher | Use this together with the mods, below to instantly kill enemies with leg shots. |
Sovereign | Very powerful shotgun, that you can use together with a Microgenerator for consistent additional damage. |
Dezerter | A very satisfying shotgun to use that kills most of the foes with a single shot. |
Modifications
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 |
Submachine Guns
For SMGs, I will be recommending those of Power type, as I think they relate the most to what Johnny would be using.
Item | Description |
---|---|
Problem Solver | Extremely fast submachine gun, which can be hard to control without perks and cyberware. However, it's very satisfying to use as you just melt enemies. |
Guillotine x-MOD2 | Besides having the highest headshot multiplier out of all SMGs it also comes with 2 mod slots. |
Buzzsaw | One of a few SMGs that come with bonus armor penetration. It can also be obtained early on, making it the perfect weapon in Act 1. |
Modifications
Modification | Description |
---|---|
Firecracker | The weapon will now shoot explosive rounds, which will have a small area of effect. |
Ready Steady | Reduces recoil, making it easier to control these fast-firing weapons. |
Better Half | Improves crit chance with the second half of the magazine. |
Equalizer | Improved damage against elite enemies |
Clothing
Now for the main aspect of Johnny Silverhand's build - the looks. Throughout the game, you can obtain various parts of his attire to customize the looks fully. Remember, the items have minimal impact on any of the stats!
Item | How to find |
---|---|
Replica of Johnny's Samurai jacket | Obtained in the late-game side quest - Chippin' In. This becomes available late in the main story after you have finished Search and Destroy. |
Johnny's aviators | Obtained as the part of Chippin' In quest which is called A Cool Metal Fire. |
Johnny's tank top | Obtained after the late-game main story quest - Search and Destroy. |
Johnny's pants | You will need to do the first batch of Padre's Gigs in Heywood. After that you will be able to start the Psychofan quest: |
Johnny's shoes | Obtained during Gig: Family Heirloom. This is available later in the game and is given by Rogue. To access it you first have to finish all Wakako gigs. |
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 can equip more.
I will be covering here what is your goal for the end game, to make the build as powerful as possible
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 | Together with Kerenzikov it will remove stamina cost from shooting and slow down time more for you compared to enemies. |
Skeleton 1 | Spring Joints | Improves mitigation strength, complementing other cyberware like Countershell, Defenzikov, and Neofiber. |
Skeleton 2 | Epimorphic Skeleton | A big boost to HP and armor greatly improves survivability. |
Nervous System 1 | Neofiber | Thanks to Defenzikov, the bonus mitigation strength will prove effective in ensuring you receive as little damage as possible. |
Nervous System 2 | Kerenzikov | This will allow for better weapon control when shooting as you can slow down time. It will also activate additional effects from Defenzikov. |
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. |
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 | Blood Pump | The most powerful healing item in the game, it heals during a few-second span. |
Heal-On-Kill | I would say this is the safest option, it gives an additional layer of HP restoration. | |
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 |
---|---|---|
Skeleton 3 | Kinetic Frame | It should be easy to maintain high stamina with Pistols especially when using Focus. |
Bionic Joints | A cheap cyberware to get bonus armor | |
Integumentary System 3 | Shock-N-Awe | If you use Shotguns and engage in somewhat close combat with Johnny's build, the area of effect damage will also stack Pyromania. |
Painducer |
For medium or long-ranged combat this is my recommended pick. | |
Subdermal Armor | A simple cyberware that has a high armor-to-cyberware capacity cost ratio. | |
Operating System 1 | Chrome Compressor | From all encounters with Johnny, it doesn't look like he used any kind of cyberware. |
Militech "Falcon" Sandevistan | The game might be too difficult with Chrome Compressor so if you want an operating system that can help with with ranged weapons, here are some options. | |
Dynalar Sandevistan | ||
Face 1 | Kiroshi "Cockatrice" Optics | The best eye cyberware for the maximum crit chance with the 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 2 | Immovable Force | Gives a good recoil and spread reduction making it easier to make perfect shots. |
Final Cyberware setup
The Arms cyberware is optional, my preferred choice is Projectile Launch System as it fits into the build seamlessly.
Slot | Cyberware | Description |
---|---|---|
Frontal Cortex 2 | Mechatronic Core | Just an alternative cyberware to fill the slot. It is also okay, for some bonus damage against mechs. |
Frontal Cortex 3 | Self-ICE | Just to fill the slot, especially if you need to activate the Cyborg perk. |
Arms | Projectile Launch System | To be honest, any cyberware works here, so pick the one that you prefer. The Projectile Launch System is great as it allows activating Pyromania for additional mitigation chances. |
Nervous System 2 | Deep-Field Visual Interface | If you want to maximize damage at the cost of survivability using this cyberware will give 20% critical damage with 20 cool. |
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 | Second Heart | Gives a revival in case you go under and get flatlined. |
Isometric Stabilizer | Gives a substantial stamina decrease for when you are not able to activate Focus. | |
Clutch Padding | This cyberware is good enough to limit stamina drain with your ranged weapons. | |
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.
Stamina Management
This is an important mechanic for almost any build in Cyberpunk 2077 that uses weapons. The good thing is that Pistols get access to Focus perk making it easy to sustain it. With some further perk upgrades and cyberware you can easily maintain 80-100%.
However, I would still recommend always being aware of your stamina as in early to mid-game, having it low will reduce your accuracy. In the late game, you will have some amazing cyberware that can compensate for this.
Using Kerenzikov
I like this cyberware. It brings a few benefits that I would like to go through:
- It slows down time making it easier for you to prepare that perfect shot.
- As the time slows you can evaluate your next steps and what you will do when the combat goes back to normal speed.
- The last - with Defenzikov you can reach a very high mitigation chance that will give a huge survivability boost. I will briefly cover it in the section
So this is what makes Kerenzikov attractive, especially as the build doesn't use Sandevistan
Maintaining high Mitigation Chance
This is an important aspect of the build, that will allow it to survive against multiple enemies at the same time. Mitigation Chance is like a second layer of armor, that works with a specific chance. Mitigation Strength is what goes together to ensure how "Strong" the mitigation effect will be.
Thanks to the game mechanics and various choices the build makes, you can pump this for almost 100%, reducing damage to negligible numbers. Here are all the ways that we will pump up the Mitigation stats:
- Dorph-head - 100% mitigation chance
- Can't Touch This - 100% mitigation chance
- Countershell + Neofiber + Spring Joints + Kinetic Frame - 78% mitigation chance and 80% mitigation strength.
- Kerenzikov + Defenzikov - 90% mitigation chance.
- Pyromania + Heat Shield - up to 50% mitigation chance
So for most of the combat, you will be able to soak up a lot of damage. Of course, there will be a second or two intervals, where none of these effects will apply as they will be on cooldown. So that's when you will be the weakest.
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.
Use anything on hand
The early game for melee builds is very punishing, especially on harder difficulties. So just use anything you have on hand - pistols, assault rifles, etc. With some practice and more knowledge of the game encounters it will become fairly easy to survive difficult encounters with only melee.
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 you are waiting for the throwing item to return.
Operating System
Playing without Operating System can be very challenging, For this reason, I do recommend using Sandevistan, at least until level 30, until you fully understand game mechanics and can enforce yourself with other cyberware choices.
However, if you are an experienced player, going without Sandevistan or Cyberdeck is a welcome challenge, where your main strength is knowledge of the game combat!
Late Game Combat
For Johnny Silverhand's build, the late game is pretty simple as with most builds that use Chrome Compressor, you mostly rely on your gun skills and combat knowledge:
- Use Kerenzikov to maintain a high mitigation chance and land perfect shots.
- Aim for Headshots, especially with pistols as these weapons deal huge damage on weak spots.
- If using shotguns I recommend equipping Shock-N-Awe + Pyromania + Heat Shield, for bonus damage and improved survivability.
Otherwise, everything depends on your weapon usage skills and accuracy!
Conclusion
Thank you for reading this post on the Johnny Silverhand build in Cyberpunk 2077. I hope you enjoyed it and I try to recreate how Johny did. I have limited some picks to better roleplay, what he would use and reflect his personality.
Feel free to leave a comment below!
Discussion