Builds for Beginners - Different playstyles - Cyberpunk 2077
I would like to offer some beginner builds for Cyberpunk 2077. The idea is to go to about level 25, to get a glimpse of some powerful perks that you can access showing the potential of different playstyles.
This is a great way to try ranged, melee, or quickhack combat. The unfortunate part is that you can only respec attributes once per playthrough so it's easy to get paralyzed on what you want to play.
Once you go for level 30+ I recommend checking my other Cyberpunk 2077 builds, as they go much deeper into item setups, mechanics, attributes, and perk allocations. I also recommend using them if you have already decided on the playstyle as they offer better and more comprehensive guidelines.
Contents
Katana Beginner Build
I would say this is one of the most popular weapon options in terms of coolness and effectiveness that you can reach. The build is straightforward as you concentrate mostly on melee damage with blades and ensuring survivability.
The core aspect is Finisher: Bladerunner unlocks cool finishers and gives a way to easily restore HP. This makes melee combat much easier. Another aspect is Adrenaline Rush which will give a huge survivability boost with an additional layer of HP.
Once you fully progress, and are happy with the build you could check these builds, that have the same theme:
- Samurai Katana Build - a fully-fledged katana warrior, chromed up for maximum damage and protection, able to withstand the most difficult game encounters.
- Ninja Build - the build can also utilize stealth mechanics and most importantly throwing knives. This gives an option for ranged combat, limiting the risk you expose yourself to.
Attributes
Let's go through the recommended attribute allocation for the start of the game and as you progress.
Starting Game
Attribute | Allocation | Description |
---|---|---|
Reflexes | +3 | This is my suggested allocation. This prioritizes the most important attributes that you will want to maximize earlier to unlock the powerful perks. |
Body | +3 | |
Technical Ability | +1 |
Level 25 Attributes
Attribute | Allocation | Description |
---|---|---|
Reflexes | 15 | The main perk tree for Katanas and mobility like Dash. |
Body | 15 | The main goal is access to Adrenaline Rush which gives a second layer of HP protection from healing items. |
Technical Ability | 9 | Provides additional healing items, armor, and cyberware capacity. |
Cool | 4 | 1 left point for a little bit of critical damage. |
Intelligence | 3 | Not a relevant attribute for this build. |
Perks
In total, I used up to 27 perk points. You will get 24 from leveling and others are obtained as you do skill progression or find perk shards.
Reflexes Perks
The idea is to get access to Finisher: Bladerunner as soon as possible. This perk will, of course, allow killing enemies in a cool way, but most importantly, it will give invincibility during animations. Moreover, by activating it, you will restore health, making it easier to fight as a melee build early in the game.
Dash is another amazing perk that will give much-needed mobility for any kind of melee build. You will be able to reach enemies faster, allowing you to avoid being shot at.
Body Perks
Painkiller and Adrenaline Rush are the ultimate survivability perks. The former enables health regeneration which is essential after the 2.0 update, due to healing items being limited. The latter gives a second layer of HP after using healing items. This greatly improves survivability.
Technical Ability Perks
The Technical Ability tree provides access to improved healing item regeneration and most importantly All Things Cyber with Renaissance Punk allows for additional cyberware, that provides big boosts for damage and defense.
Weapons
Here are some good weapons that you can access early on, that will give a solid boost to damage:
Item | Description |
---|---|
Errata | A newly introduced fire katana. What makes it special is that hitting enemies on fire deals critical hits. The Katana has a 30% burn chance, but you can also apply it via Incendiary Grenade, Projectile Launch System, etc. |
Scalpel | This is the best katana after Act 1 and early Act 2 that you can get, specifically if you are using Sandevistan. While under its effect you will get a bonus of 50% critical chance. |
Satori | The first major katana that you will obtain playing through the story. It will be quickly replaced by the next one. |
Cyberware
I will list some recommended cyberware, in no particular order, however, you will be able to access all of it at level 20, once ripperdoc inventories are refreshed.
Slot | Cyberware | Description |
---|---|---|
Skeleton 1 | Spring Joints | Improves Mitigation Strength giving a solid boost to survivability. It is used together with Neofiber and Countershell. |
Skeleton 2 | Dense Marrow | Gives a big boost to damage at the cost of higher stamina consumption. |
Nervous System 1 | Stabber | Improves critical chance with blades, which is extremely valuable early in the game. |
Nervous System 2 | Neofiber | Gives a decent boost to mitigation chance and strength increasing survivability. |
Integumentary System 1 | Countershell | The mitigation chance boost together with Spring Joints and Neofiber will be a substantial damage reduction, specifically for melee builds. |
Integumentary System 2 | Subdermal Armor | A very cheap armor increase. |
Operating System | Dynalar Sandevistan | My recommended Sandevistan pick if you are looking for pure damage. |
Biodyne Berserk | Alternative to Sandevistan. Berserk makes you invincible allowing you to shred through enemies without any stamina consumption. | |
Face | Kiroshi "Doomsayer" Optics | Very low cyberware cost and increases critical chance from attribute attunement. |
Circulatory System 1 | Blood Pump | The most powerful healing item, moreover, even without Biomonitor, there will be no activation animation. |
Circulatory System 2 | Biomonitor | Automatically activates healing items, which in my opinion is the ultimate quality of life improvement for any kind of build. |
Legs | Reinforced Tendons | My personal favorite makes traversing much easier. The double jump provides greater control of the trajectory. |
Fortified Ankles | Gives the highest jumps and high boost to armor compared to cyberware capacity cost. But you need to hold the jump button. |
Shotgun Beginner Build
This build is for those who are interested in using Shotguns or want to try them out. These weapons offer high firepower and mainly should be used from close range. The main idea is that once you obtain Spontaneous Obliteration you can one-shot enemies with your multiple pellets.
The idea is to run around and get close to enemies so that all of your shots hit the enemies and deal huge damage. Moreover, with Rip and Tear, you can mix melee attacks to get a 100% damage bonus.
If you liked this build, after level 25 you could look into these builds:
- Adam Smasher Build - Edgerunners-themed build, that gets access not only to shotguns but also light machine guns and Projectile Launch System.
- Solo Build - the build archetype of the Night City merc, that uses heavy weapons and "will finish any job". Uses shotguns, light machine guns, and Gorilla Arms.
- Shotgun Build - concentrates on using only Shotguns and running around the battlefield from enemy to enemy.
Attributes
Let's go through the recommended attribute allocation for the start of the game and as you progress.
Starting Game
Attribute | Allocation | Description |
---|---|---|
Reflexes | +3 | This is my suggested allocation. This prioritizes the most important attributes that you will want to maximize earlier to unlock the powerful perks. |
Body | +3 | |
Technical Ability | +1 |
Level 25 Attributes
Attribute | Allocation | Description |
---|---|---|
Reflexes | 9 | Reflexes give some weapon-handling perks and access to Dash. |
Body | 20 | The main attribute for Shotgun-related perks. You also get access to Adrenaline Rush to improve survivability. |
Technical Ability | 9 | Provides additional healing items, armor, and cyberware capacity. |
Cool | 3 | 1 left point for a little bit of critical damage. |
Intelligence | 3 | Not a relevant attribute for this build. |
Perks
In total, I used up to 27 perk points. You will get 24 from leveling and others are obtained as you do skill progression or find perk shards.
Body Perks
The goal is to obtain most of the perks on the left side. These improve Shotgun handling and unlock the Obliteration mechanic with Spontaneous Obliteration. You should also use melee attacks + shotgun shots to activate Rip and Tear.
Another important part is Adrenaline Rush giving survivability that allows you to sustain heavy enemy fire when you are running to get in close to them.
Reflexes Perks
The goal here is to get access to Multitasker and Muscle Memory. These perks will allow you to become a truly mobile speed demon and use a shotgun any time you need without stopping.
Dash is one of my favorite mobility perks allowing you to reach enemies faster.
Weapons
Here are some good weapons that you can access early on, that will give a solid boost to damage:
Item | Description |
---|---|
Guts | Has very high recoil, but deals substantial damage and has a 6-shot magazine. |
Sovereign | Very satisfying weapon to use, a true hunting rifle that is perfect for those close combat kills. |
The Headsman | This shotgun is perfect if you are interested in a more medium-range approach and can land perfect headshots. |
Cyberware
I will list some recommended cyberware, in no particular order, however, you will be able to access all of it at level 20, once ripperdoc inventories are refreshed.
Slot | Cyberware | Description |
---|---|---|
Skeleton 1 | Spring Joints | Improves Mitigation Strength giving a solid boost to survivability. It is used together with Neofiber and Countershell. |
Nervous System 1 | Neofiber | Gives a decent boost to mitigation chance and strength increasing survivability. |
Integumentary System 1 | Countershell | The mitigation chance boost together with Spring Joints and Neofiber will be a substantial damage reduction, specifically for melee builds. |
Operating System | Dynalar Sandevistan | My recommended Sandevistan pick if you are looking for pure damage. |
Face | Kiroshi "Doomsayer" Optics | Very low cyberware cost and increases critical chance from attribute attunement. |
Hands 1 | Shock Absorber | Makes it easier to handle weapons like shotguns. |
Circulatory System 1 | Blood Pump | The most powerful healing item, moreover, even without Biomonitor, there will be no activation animation. |
Circulatory System 2 | Biomonitor | Automatically activates healing items, which in my opinion is the ultimate quality-of-life improvement for any kind of build. |
Legs | Reinforced Tendons | My personal favorite makes traversing much easier. The double jump provides greater control of the trajectory. |
Fortified Ankles | Gives the highest jumps and high boost to armor compared to cyberware capacity cost. But you need to hold the jump button. |
Blunt/Gorilla Arms Beginner Build
This build is intended for those who want to use Gorilla Arms or any kind of Blunt melee weapon. It is fairly straightforward. However, Blunt weapon perks offer some unique actions allowing one to pummel through a group of enemies or tremor the ground using Quake.
If you liked the build and want to progress with it further take a look at these options:
- Berserker Build - uses the Berserk operating system together with Blunt weapons to unleash maximum havoc.
- Solo Build - the build archetype of the Night City merc, that uses heavy weapons and "will finish any job". Uses shotguns, light machine guns, and Gorilla Arms.
Attributes
Let's go through the recommended attribute allocation for the start of the game and as you progress.
Starting Game
Attribute | Allocation | Description |
---|---|---|
Reflexes | +3 | This is my suggested allocation. This prioritizes the most important attributes that you will want to maximize earlier to unlock the powerful perks. |
Body | +3 | |
Technical Ability | +1 |
Level 25 Attributes
Attribute | Allocation | Description |
---|---|---|
Reflexes | 9 | The main goal is to unlock Dash to improve mobility during combat. |
Body | 20 | This is the main attribute that gives access to Blunt weapon-related perks. |
Technical Ability | 9 | Provides additional healing items, armor, and cyberware capacity. |
Cool | 3 | 1 left point for a little bit of critical damage. |
Intelligence | 3 | Not a relevant attribute for this build. |
Perks
In total, I used up to 27 perk points. You will get 24 from leveling and others are obtained as you do skill progression or find perk shards.
Body Perks
The goal here is to maximize the middle and right-side trees. The latter gives access to offensive actions - Wrecking Ball, Quake, and Finisher: Savage Sling which expand these weapons from just one button mashing.
The middle part is all about survivability - additional HP regeneration, Adrenaline Rush and improved health item recharge.
Reflexes Perks
As always, for any kind of close-range build, I recommend Dash due to improved mobility. This should make it easy to overwhelm enemies with your weapon attacks and minimize time moving between them.
Weapons
To be fair there are not many iconic blunt weapons early in the game. So you could just use anything with the highest rarity or go with Gorilla Arms cyberware, which simplifies a lot of things.
Item | Description |
---|---|
Cottonmouth | Applies various effects like poison and shock. Otherwise, it is a fairly standard weapon. |
Cyberware
I will list some recommended cyberware, in no particular order, however, you will be able to access all of it at level 20, once ripperdoc inventories are refreshed.
Slot | Cyberware | Description |
---|---|---|
Arms | Gorilla Arms | This is my recommended go-to option for a blunt weapon early in the game. It is easy to access and you can always get a better version at higher levels. |
Skeleton 1 | Spring Joints | Improves Mitigation Strength giving a solid boost to survivability. It is used together with Neofiber and Countershell. |
Nervous System 1 | Neofiber | Gives a decent boost to mitigation chance and strength increasing survivability. |
Integumentary System 1 | Subdermal Armor | Cheap protection early in the game. |
Integumentary System 2 | Countershell | The mitigation chance boost together with Spring Joints and Neofiber will be a substantial damage reduction, specifically for melee builds. |
Operating System | Dynalar Sandevistan | I recommend picking one of these. Berserk is great if you want the ultimate berserker feeling, where you are invincible are your attacks destroy everything in your path. Sandevistan provides a time-slow effect, giving better control during combat. |
Biodyne Berserk | ||
Face | Kiroshi "Doomsayer" Optics | Very low cyberware cost and increases critical chance from attribute attunement. |
Circulatory System 1 | Blood Pump | The most powerful healing item, moreover, even without Biomonitor, there will be no activation animation. |
Circulatory System 2 | Biomonitor | Automatically activates healing items, which in my opinion is the ultimate quality-of-life improvement for any kind of build. |
Legs | Reinforced Tendons | My personal favorite makes traversing much easier. The double jump provides greater control of the trajectory. |
Fortified Ankles | Gives the highest jumps and high boost to armor compared to cyberware capacity cost. But you need to hold the jump button. |
Quickhack Beginner Build
This is what I would call "a starter" Netrunner build. But to be fair, quickhacking is average for the span of the early game. It starts to take off in later levels once you get access to Tier 4 and Tier 5 weapons and cyberware.
Still, once you reach Overclock quickhacking becomes much easier to pull off even with your limited RAM. Of course, you won't be pulling the crazy combos that you may see on my other builds where you clear the whole room in a single look. Still, you will be able to taste this power with the build below.
I also recommend checking my Quickhack Combo guide. This is where you can learn how to better use quickhacks in combat and create various combos for bigger damage. Without these, the build will feel underwhelming and combat encounters will be much more difficult.
For further progression with the build look at these options:
- Netrunner Build - one of the strongest builds I have created. It can clear whole areas without taking a weapon and just fill the whole network with Burnout Synapses, Memory Wipes, and other quickhacks.
- Smart Weapons Build - if you are more into smart weapons and want the targeting to be automated - this build is for you. With good optimization, this build becomes ridiculously powerful.
Attributes
Let's go through the recommended attribute allocation for the start of the game and as you progress.
Starting Game
Attribute | Allocation | Description |
---|---|---|
Intelligence | +3 | The main point is to invest in Body and Intelligence as much as possible so that you can access their higher-tier perks faster. This will improve your combat capabilities, as Netrunners can feel weak early on. |
Body | +3 | |
Technical Ability | +1 |
Level 25 Attributes
Attribute | Allocation | Description |
---|---|---|
Reflexes | 4 | Only relevant for first-tier perks. |
Body | 15 | Access to Adrenaline Rush which will work well with Overclock. |
Technical Ability | 4 | Access to the first-tier perks. |
Cool | 3 | Not relevant early in the game. |
Intelligence | 20 | Not a relevant attribute for this build. |
Perks
In total, I used up to 27 perk points. You will get 24 from leveling and others are obtained as you do skill progression or find perk shards.
Intelligence Perks
So this is the main for the build for the Quickhack Beginner build. It is hungry for perk points, so I tried to prioritize those that I think are the most valuable early in the game. However, as more points become available, feel free to expand.
The early one that I recommend is Warning: Explosion Hazard, this gives a cheap way to damage multiple enemies with nearby red canisters. It costs a little RAM and deals substantial damage to enemies.
However, the goal is to get access to Overclock as soon as possible. This will allow you to start being a true netrunner, and upload multiple quickhacks, without running out of RAM. Sadly using quickhacks will drain HP, but that's why you will be investing into Body next.
After that, you want access to Recirculation as this makes it easy to restore RAM while using Smart Weapons. Unfortunately, due to low HP, Overclock is not yet as effective as one might assume, albeit once you get Adrenaline Rush this will be somewhat alleviated.
Body Perks
Once you obtain Overclock you are somewhat fragile against enemies if you use up too much HP. For this reason, I recommend taking Adrenaline Rush as soon as you can. The additional layer of protection once you use up HP with quickhack sequences.
Technical Ability
Only 1 perk is relevant for the start of the game, which will increase the health item recharge rate, which is used to pump Overclock.
Weapons
I will be honest here, any weapon works, so I recommend picking any ranged iconic weapon that you can land your hands on. Otherwise, once you get Overclock little by little you will start using your weapon less and less.
You can use any smart weapon in Act 1 that you get. However, after that, there are very good iconic choices that I list below.
Item | Description |
---|---|
Yinglong | This might be difficult to craft this early in the game. However, with some component crafting and upgrading it should be possible. It is one of the best weapons in the game. |
Prototype: Shingen Mark V | Can be safely obtained once you finish Act 1. This is a solid weapon with good damage and fire effects. |
Divided We Stand | Another easily obtainable iconic that creates chemical explosions. The downside is that it targets multiple enemies, making it hard to concentrate fire. |
Dying Night | Early game pistol, that has a fast firing rate and is excellent while you are learning the ropes of the game. |
Cyberware
I will list some recommended cyberware, in no particular order, however, you will be able to access all of it at level 20, once ripperdoc inventories are refreshed.
Slot | Cyberware | Description |
---|---|---|
Frontal Cortex 1 | RAM Upgrade | As the early game is limited on the amount of RAM and Overclock is kind of risky, I recommend these cyberware options to make it easier to use quickhacks. |
Frontal Cortex 2 | EX-Disk | |
Nervous System 1 | Neofiber | Gives a decent boost to mitigation chance and strength increasing survivability. |
Integumentary System 1 | Countershell | The mitigation chance boost together with Neofiber will be a substantial damage reduction, especially once you drain your HP using Overclock. |
Integumentary System 2 | Subdermal Armor | Cheap protection that will be valuable early in the game. |
Operating System | Tetratronic Rippler | The best cyberdeck for pure damage with quickhacks like Short Circuit and Burnout Synapse. |
Arasaka | Best used for a more stealth playstyle. | |
Face | Kiroshi "Sentry" Optics | Gives a bit more damage with quickhacks and makes it easier to highlight devices like cameras using a scanner. |
Hands 1 | Smart Link | Smart weapon targeting system. This will allow you to use smart weapons effectively and make use of the Recirculation perk. |
Circulatory System 1 | Blood Pump | The most powerful healing item, moreover, even without Biomonitor, there will be no activation animation. |
Heal-On-Kill | Once you get Overclock, each kill will guarantee that you restore HP, allowing for more quickhacks. | |
Circulatory System 2 | Biomonitor | Automatically activates healing items, which in my opinion is the ultimate quality-of-life improvement for any kind of build. |
Legs | Reinforced Tendons | My personal favorite makes traversing much easier. The double jump provides greater control of the trajectory. |
Fortified Ankles | Gives the highest jumps and high boost to armor compared to cyberware capacity cost. But you need to hold the jump button. |
Quickhacks
Here are some early-game quickhack options.
Item | Description |
---|---|
Cyberware Malfunction | This is a mandatory quickhack. First, it disables enemy cyberware and increases damage against them. Second, after you gain Embedded Exploit this ensures that by default you deal 60% more damage with subsequent quickhacks. So this should be your starting option. |
Burnout Synapse | This can be a powerful option early in the game, especially if you activate Embedded Exploit with some non-combat quickhack before. |
Ping |
This can be a good quickhack early in the game. It reveals enemy positions connected to the network. |
Reboot Optics |
Decreases enemy accuracy with weapons and increases headshot damage against them with weapons. You can use it to make the gun combat easier. |
Sonic Shock |
Amazing quickhack, that you can use to weaken enemies, and give some options for quiet takedowns with weapons. Otherwise, its main use is to activate Embedded Exploit with combos. |
Contagion | Can be used to damage multiple enemies. |
Overheat | Additional fire damage, attacking with a weapon the target will extend the duration. |
Short Circuit | A very powerful quickhack that deals electrical damage. It is very effective against robots, drones, mechs, etc. |
Stealth Assassin Beginner Build
This build is all about stealth combat and taking enemies out before they realize what is happening. This will be possible using Pistols with Silencers and Sniper Rifles. The latter should be used when combat heats up, and you could snipe enemies one by one as they leave the cover.
I would also recommend using Cyberdeck with quickhacks. Sandevistan may be a good choice, but without the Tier 4 ones, which allow start/stop functionality, you will be wasting a lot of resources.
With Cyberdeck it will be easier to disable the cameras, make enemies blind, etc. Moreover, if the situation gets bad, you will have 2 options - spam quickhacks or equip a Sniper Rifle.
Here are some builds that you can follow for the end-game:
- Corpo Assassin Build - continue using quickhacks and silenced pistols for the ultimate assassin playstyle.
- Stealth Build - this goes all in the Sandevistan operating system. It is the ultimate time-slow killer. This allows moving and eliminating enemies before they can move an inch.
Attributes
Let's go through the recommended attribute allocation for the start of the game and as you progress.
Starting Game
Attribute | Allocation | Description |
---|---|---|
Cool | +3 | Prioritizing Cool and Intelligence will allow the beginner stealth build to reach higher-tier perks first. |
Intelligence | +3 | |
Body | +1 |
Level 25 Attributes
Attribute | Allocation | Description |
---|---|---|
Reflexes | 3 | Although there is some good weapon handling perks, I think the priority should be on increasing damage and better effectiveness with quickhacks. |
Body | 4 | The first tier to unlock Painkiller. |
Technical Ability | 3 | Not relevant at this stage. |
Cool | 20 | Unlocks all the relevant perks for pistols and snipers, allowing for easier kills. |
Intelligence | 15 | Unlocks Overclock so that you can use some powerful quickhacks if the situation arises. |
Perks
In total, I used up to 27 perk points. You will get 24 from leveling and others are obtained as you do skill progression or find perk shards.
Cool Perks
The idea here is to get Killer Instinct + Gag Order so that it would be easier to make stealth kills before combat initiates. After that, the left part is mostly for improving damage with Sniper Rifles and Pistols.
The middle gives some mobility while crouching and reduces the detection rate.
Intelligence Perks
I urge unlocking Warning: Explosion Hazard as soon as possible. This will give way to exploding red canisters with a cost of a few RAMs. This can deal substantial damage, and enemies will not initiate tracing. I also recommend getting Hack Queue as this works well with Embedded Exploit and you can start creating some quickhack combos.
However, the main part is the middle where you will unlock Overclock. This can be activated when you need multiple quickhacks uploaded, or the combat situation becomes dire, and you just want to do deadly hacks.
Body Perks
The only thing of interest here is Painkiller. As HP items are limited, being able to restore health while tucked away is one of the most important aspects early in the game.
Weapons
The goal is to get the pistols with the highest damage in terms of headshot multiplier and base damage. This way you can be as close as possible to one-shotting enemies from stealth. Moreover, the key component of any pistol is the Silencer, which also gives a huge boost for stealth damage (out of combat).
Item | Description |
---|---|
Tamayura | This is one of the best pistols in the game. However, it is a rare find, but be sure to slap on a silencer if you manage to obtain it. |
Lexington X-Mod2 | Although the initial damage of the pistol is average, it has a very high fire rate and high precision. It will take a few shots to kill the enemy, but with a Gag Order, there should not be any problems. |
Kongou | Smooth-looking pistol that you will obtain during the Heist main story quest. |
La Chingona Dorada | Another pistol option that you can use with silencers. |
Cyberware
I will list some recommended cyberware, in no particular order, however, you will be able to access all of it at level 20, once ripperdoc inventories are refreshed.
Slot | Cyberware | Description |
---|---|---|
Frontal Cortex 2 | EX-Disk | An early option for increased RAM capacity to be able to use more quickhacks. |
Nervous System 1 | Neofiber | Gives a decent boost to mitigation chance and strength increasing survivability. |
Nervous System 1 | Synaptic Accelerator | Perfect cyberware for a stealth build. Slows down time before you are detected, allowing you to avoid combat. |
Integumentary System 1 | Countershell | The mitigation chance boost together with Spring Joints and Neofiber will be a substantial damage reduction, specifically for melee builds. |
Integumentary System 2 | Subdermal Armor | Bonus protection at low cyberware cost. |
Operating System | Arasaka | The best stealth cyberdeck. |
Tetratronic Rippler | The best cyberdeck for pure damage with quickhacks like Short Circuit and Burnout Synapse. | |
Hands 1 | Shock Absorber | Better weapon handling, for those fast shots when you will not be able to one-shot an enemy. |
Circulatory System 1 | Blood Pump | The most powerful healing item, moreover, even without Biomonitor, there will be no activation animation. |
Circulatory System 2 | Biomonitor | Automatically activates healing items, which in my opinion is the ultimate quality-of-life improvement for any kind of build. |
Legs | Reinforced Tendons | My personal favorite makes traversing much easier. The double jump provides greater control of the trajectory. |
Fortified Ankles | Gives the highest jumps and high boost to armor compared to cyberware capacity cost. But you need to hold the jump button. |
Quickhacks
Here are some early-game quickhack options. I also recommend checking the quickhack combo guide as this is where the full potential lies.
Item | Description |
---|---|
Cyberware Malfunction | This is a mandatory quickhack. First, it disables enemy cyberware and increases damage against them. Second, after you gain Embedded Exploit this ensures that by default you deal 60% more damage with subsequent quickhacks. |
Burnout Synapse | This can be a powerful option early in the game, especially if you activate Embedded Exploit with some non-combat quickhack before. |
Ping |
This can be a good quickhack early in the game. It reveals enemy positions connected to the network. |
Reboot Optics |
Decreases enemy accuracy with weapons and increases headshot damage against them with weapons. You can use it to make the gun combat easier. |
Sonic Shock |
Amazing quickhack, that you can use to weaken enemies, and give some options for quiet takedowns with weapons. Otherwise, its main use is to activate Embedded Exploit with combos. |
Contagion | Can be used to damage multiple enemies. |
Overheat | Additional fire damage, attacking with a weapon the target will extend the duration. |
Short Circuit | A very powerful quickhack that deals electrical damage. It is very effective against robots, drones, mechs, etc. |
Conclusion
Thank you for reading this post which covers Best Beginners Build for Cyberpunk 2077. This should have helped you to decide on the playstyle to try in the Night City. The aim was to introduce you to different gameplay options. Once you are higher level, be sure to check the full-fledged Cyberpunk 2077 builds, that are aimed at the end-game.
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