Katana Pistol Build - Guerilla - Cyberpunk 2077
Contents
Katana Pistol Build - Guerilla
I wanted to create an effective build with both Pistols and Katanas. This would offer an interesting playstyle, which would be effective in loud and stealth combat. Moreover, you would have an option for ranged and melee weapons depending on the situation.
Pistols will play a "cleaning" role before combat. You would take out the enemies with precise headshots and make the upcoming combat encounter (if it will be needed) easier. Once things go bad you could change to something like a Revolver or just pullout Katana and slash up your foes.
Another important aspect is cyberware, specifically the operating system. My personal choice would be Sandevistan. It is an extremely versatile system that allows you to be effective both with pistols and katanas. Of course, another option is Berserk, which could be used to make you invincible but limited to melee weapons. I will leave this choice up to you.
If this has inspired you to try out the build, let's go!
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 Pistol Katana 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 | The priority is to get closer to level 9 Pistol perks. |
Body | +1 | Unlocks the first-tier perks. |
Reflexes | +3 | Unlocks the first-tier perks and will progress toward katana 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 | 20 | This attribute will give access to Dash and Air Dash. Moreover, you will be able to improve weapon handling and most importantly access katana perks for Finisher: Bladerunner. |
Body | 15 | The main idea is to access Adrenaline Rush to be able to handle more difficult combat encounters and access additional protection with adrenaline. |
Technical Ability | 20 | Technical ability will give access to improved cyberware perks, but most importantly Edgerunner. This perk will give a large boost to cyberware capacity. |
Cool | 20 | Important perk for pistol damage and handling. Moreover, it will increase critical damage that is relevant to katanas. |
Intelligence | 3 | Skip this attribute. |
Perks
Let's go through the perks of the Katana Pistol 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.
Cool Perks
The perk tree will play a core role in making the build effective with pistols, this also includes revolvers and snipers. Another aspect is stealth, I find only a few perks relevant that improve damage with silenced pistols, which I will cover below.
Level 4 Perks
These perks are mainly for stealth, however, I would say only Killer Instinct is mandatory due to its big damage boost, allowing for one-shot kills.
Perk | Description |
---|---|
Killer Instinct | The big damage boost makes it easier to one-shot kill some enemies with silenced pistols and snipers. |
Gag Order | In case you, are not able to instantly kill a foe, the perk gives a few seconds of leeway to avoid full combat. |
Feline Footwork | Improved mitigation chance and movement speed while crouching, to better reach your targets. |
Blind Spot (optional) | Improved stealth detection delay which utilizes your mitigation chance. |
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. |
Quick Draw | Excellent way to regain stamina as you swap weapons. |
Only take these if you plan on using Optical Camo, otherwise stealth playstyle is possible with just Sandevistan or a silenced pistol:
Perk | Description |
---|---|
Ninjutsu | Unlocks crouch-sprinting mechanic. I think it is a disappointing mechanic. However, with a few perks, it enables you to effectively use Optical Camo cyberware. |
Serpentine | Increases mitigation chance which helps with detection if you took Blind Spot perk. |
Creeping Death | Progression perk |
Vanishing Act | Makes Optical Camo a better and more manageable cyberware allowing you to use it gradually as you crouch sprint. |
Level 20 Perks
Perk | Description |
---|---|
Nerves of Tungsten-Steel (Optional) | Take this if you will be using Revolvers or Sniper Rifles. Otherwise, it is not relevant. |
Run 'N' Gun (Optional) | I would say this is optional. The bonuses are okay, but they do not give any damage improvement making the perk lackluster. |
Reflexes Perks
These perks will give access to improved katana handling and better mobility with Dash.
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. |
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. |
Lead and Steel | Allows blocking attacks which is an excellent mechanic in the mid-game while you still might be left stranded without sandevistan or protection. |
Bullet Deflect | Reflect damage using bullet deflect. |
Mad Dash | A significant dash distance boost, making it easy to reach enemies while wielding a katana. |
Seeing Double | These perks are only relevant if your katana does not give the charge attack. For example, Byakko provides it. |
Flash and Thunderclap |
Level 15 Perks
Perk | Description |
---|---|
Air Dash | Allows to glide through air reaching further distances together with Dash. |
Aerial Acrobat | Gives better control of Air Dash allowing you to land perfectly on the enemy to unleash your katana attacks. |
Aerodynamic | Mitigation strength allows you to better resist damage while dashing. |
Finisher: Bladerunner | Unlocks finisher that gives an instant kill, and provides a brief moment of invincibility with instant health restore. |
Going the Distance | Increased range, makes it easier to activate the Finisher: Bladerunner. |
Opportunist | Makes it easier to activate finishers. |
Flash of Steel | Gives a significant boost to attack speed with katanas after activating a finisher. This will encourage you not to just spam attacks but to try to incorporate different attack options during combat. |
Level 20 Perks
Perk | Description |
---|---|
Tailwind | Gives stamina restoration with double jumps and Air Dash, making it a perfect way to move between enemies and restore stamina for the next flurry of attacks. |
Slaughterhouse | This is a somewhat optional perk, that you could delay for later. |
Technical Ability Perks
This will unlock some new mechanics related to cyberware. Moreover, you will be able to get additional Chrome slots and most importantly improve cyberware capacity using the Edgerunner perk.
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 (Optional) | This is a great perk if you can afford two of the hand's cyberware. If capacity doesn't allow, I would just skip it. |
The perks below are only relevant if you will equip Shock-n-Awe cyberware. This is perfect if you often engage with your combat in melee combat. The shockwave damage will not only kill weak enemies but give you additional protection:
Perk | Description |
---|---|
Pyromania | These perks go hand in hand. You will be getting Pyromania stacks from Shock-n-Awe and Ticking Time Bomb. Moreover, Heat Shield will make so that this results in much higher survivability. |
Heat Shield |
Level 20 Perks
Perk | Description |
---|---|
License to Chrome | Improves Skeleton cyberware and unlocks a new slot for even more chrome |
Ticking Time Bomb (Optional) | I would recommend this perk only if you picked Pyromaniaso that you could stack it faster. |
Body Perks
The tree is left with minimal investments as the build aims for a non-direct combat approach.
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 15 Perks
Perk | Description |
---|---|
Adrenaline Rush | A substantial survivability boost, especially once you start engaging in close combat with a katana. |
Juggernaut | Adds additional damage and movement speed 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 |
3 | Emergency Cloaking | If you plan on using Optical Camo, this perk is great, otherwise it is taken just for progression. |
4 | Sensory Protocol | It gives you a moment to escape enemy vision if you are about to be detected. |
Equipment for Katana Pistol Build
This section will cover what gear I recommend using with the Katana Pistol build. Always try to obtain the highest tier equipment as it provides the best stats and most modification slots.
Katanas
Item | Description |
---|---|
Byakko | Very powerful katana, that now has a unique combo effect after killing an enemy. It releases a flurry of hits, easily chipping away at any enemy. |
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. |
Pistols
The idea behind pistols is that they can equip (or already) have silencers. This makes it possible to one-shot many enemies with a headshot and high stats.
Item | Description |
---|---|
Pride | The strongest pistol in the game, but requires you to finish the game first. Using it, you are guaranteed to one-shot Elites with 3 health bars. |
Death and Taxes | If you can handle the recoil of the second shot, this pistol can kill most of the normal enemies. The downside is that it also drains your HP, so use it sparingly. |
Tamayura | Quite a niche pistol and rare to find. However, it has very good base damage, headshot multiplier, and armor penetration. Slap the XC-10 Cetus silencer and you have one of the best weapons in the game. |
Her Majesty |
Extremely popular and well-made pistol. I would use this if you plan on equipping Optical Camo, as this guarantees critical hits, ensuring you one-shot most of the enemies. |
Pariah | Very satisfying weapon that is silenced (although it is tech-type). The bullets hit at the same time making it deadly and getting all the stealth bonuses. |
Seraph | This pistol applies Burn on the enemies and increases damage. Overall, Seraph is a good choice in mid-game, you can also use it effectively on loud encounters, as Burning will help at chipping away foes. |
Lexington X-Mod2 | Comes with multiple modification slots and a very high headshot multiplier bonus. |
For modifications any silencer is necessary to get the most out of stealth or out-of-combat shots, to get the bonus damage.
However, the pistol damage falls off if you continue shooting with them during combat, so I recommend having an alternative weapon without silencers.
Modification | Description |
---|---|
XC-10 Cetus | Go for the Tier 5 version as it guarantees critical hits. This makes most of the normal pistols on equal ground or stronger than the iconic ones. For example - Tamayura. |
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 |
Revolvers
I would recommend these weapons as a long-range alternative when fighting in loud combat. Although you have a katana, in some situations, especially against bosses, going in too close might be too risky.
Item | Description |
---|---|
Mancinella | The only revolver that has with silencer and has very high headshot damage multiplier. It also retains stealth bonuses even after the first shot. Another great thing is that it also activates Nerves of Tungsten-Steel allowing to guarantee crits. |
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. |
Comrade's Hammer | Explosive revolver with one bullet per magazine. |
Crash | Very satisfying revolver to use together with Sandevistan making it easier to handle its charged-up shots. |
Sniper Rifles
I am leaving a few sniper rifle options. However, I do not think this build needs them. You can use them because Pistol perks also work on these weapons.
Item | Description |
---|---|
Overwatch | Technically silenced sniper rifle, but it did not work that 100% of the time. I would use it when your target is not looked at by other allies or you have them disabled with Sonic Shock or Reboot Optics. |
Rasetsu | Technically not a silenced weapon, but damn is it cool to use it. It can kill enemies silently if they are some distance apart. |
Breakthrough | Can easily shoot through walls and comes with very high armor penetration. Be sure to take the Bolt perk if using it. |
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.
How to use the tables below? Start with first-priority cyberware and install those that you have access to. In early and mid-game you will not be able to get all of them. In this case, move to the next priority and buy/fill your slots with it. This way you will have the best cyberware at the current stage of the game.
As you revisit ripperdocs, start again with the first, and move to the second and third priorities. This will ensure that you have the highest tier and strongest items equipped.
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 | Axolotl | This cyberware will take the build to the ultimate level. It has a very steep cyberware capacity cost. But it gives cooldown reductions for almost everything. |
Newton Module | It gives a cyberware cooldown reduction after taking out an enemy. It is not much, however, with multiple kills, the effect adds up. | |
Skeleton 1 | Spring Joints | Improves mitigation strength, complementing other cyberware like Countershell, and Neofiber. |
Nervous System 1 | Neofiber | Together with Countershell and Spring Joints, these will increase your survivability. |
Integumentary System 1 | Countershell | One of my favorite cyberware. With this, when under heavy fire or using quickhacks with Overclock, you will get a big boost to mitigation chance, greatly reducing incoming damage. |
Operating System 1 | Militech "Falcon" Sandevistan | For this type of build where you do not need the biggest time slow, this sandevistan serves its purpose well. Moreover, you get increased weapon damage. |
Militech "Apogee" Sandevistan | This version of Sandevistan provides a bit higher damage bonuses but comes with a shorter duration and increased cyberware capacity cost. | |
Dynalar Sandevistan | This is the base version that I recommend using from early levels. | |
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 2 | Epimorphic Skeleton | Gives a substantial boost to HP and armor. I say it is mandatory if you are using the Edgerunner. |
Bionic Joints | A cheaper alternative that gives a decent armor boost. | |
Nervous System 2 | Revulsor | Improved version of Reflex Tuner, which works similarly to Sandevistan and does not slow you down. |
Stabber | If you are interested in higher damage with Katanas, this cyberware is extremely valuable, however, it has no benefits on pistols. | |
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. | |
Integumentary System 2 | Shock-N-Awe | Take this one if you are using Katanas a lot or engaging enemies in close combat. The explosions will damage foes and activate Pyromania. |
Optical Camo | Use this cyberware if you want to embrace a stealth playstyle. Moreover, you should take Ninjutsu, Creeping Death, and Vanishing Act to fully utilize this piece of equipment. | |
Integumentary System 3 | Painducer | An expensive cyberware that you could take later in the game if you have equipment slots to spare |
Subdermal Armor | A simple cyberware that has a high armor-to-cyberware capacity cost ratio. | |
Face | Kiroshi "Cockatrice" Optics | If you can afford the cyberware cost, this is impressive cyberware that will give a higher chance of a critical hit with pistols. |
Basic Kiroshi Optics | Simple eye cyberware, that also improves headshot damage. |
Final Cyberware setup
This cyberware should be delayed for the late game. Some of them give huge boosts but usually at the cost of cyberware capacity. For this reason, I recommend getting these when you are higher level.
Slot | Cyberware | Description |
---|---|---|
Frontal Cortex 2 | Kerenzikov Boost System | These are optional cyberware that you can delay to the late game after you have everything else covered. They will provide a little bit of critical chance increase and bonus damage against robots. |
Frontal Cortex 3 | Quantum Tuner | I would pick this if you have very high cyberware capacity and think of this only in the late game. It gives boosts to cooldown reduction like Sandevistan, Berserk, Countershell, etc. I would remove Reflex Tuner if using this as it will greatly diminish the capacity of Quantum Tuner. |
Mechatronic Core | Just an alternative cyberware to fill the slot. It is also okay, for some bonus damage against mechs. | |
Skeleton 3 | Dense Marrow | My recommendation is to go with Dense Marrow if you are using Katanas. It provides a substantial damage boost, and increased stamina costs can be alleviated with finishers. |
Kinetic Frame | Gives additional mitigation chance while having high stamina. | |
Nervous System 3 | Deep-Field Visual Interface | If you want to maximize damage at the cost of survivability using this cyberware will give an additional 20% critical damage with 20 cool. |
Synaptic Accelerator | This cyberware is excellent for stealth playstyle as it gives a few seconds of slowed time before combat starts. | |
Hands 1 | Immovable Force | Gives a good recoil and spread reduction making it easier to make perfect shots. |
Shock Absorber | A cheaper version that still provides a substantial recoil decrease. | |
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.
Finishers with Sandevistan
This is the main problem that Sandevistan creates when using it together with Finisher: Bladerunner. If the finisher is activated while Sandy is active, this will waste precious time and not stop its usage.
An alternative is to deactivate Sandevistan (if you are using Militech ones) and only then do a finisher. However, in the late game, stopping might just take too long and the enemy might just be killed with the next attack.
Overall, this needs some practice to be used together. However, Finishers play an important role in Stamina management so let's get into that.
Stamina Management
As with all the builds, especially melee ones, stamina management is important. You can use Finisher: Bladerunner (when Sandevistan is deactivated) to have an animation that makes you invincible and allows natural stamina restoration.
Another option I recommend is the Tailwind perk which can be utilized in your combat rotations. For example, after each enemy you kill, you can use double jump + Air Dash to get close to the next target and then Hold the attack button if using Byakko, to activate the Lunge attack.
This way you will restore stamina and will reach your next target instantly. Your attack speed will not drop down allowing your attacks to be at full efficiency.
Use Sandevistan to reach targets quickly
Using this operating system makes the game much easier, no matter what is the build. The time slow effect only works on the world, but not on V. So for example, if you are feeling too lazy to crouch, activate it, run down to the enemy, and grab them.
The same is true with multiple enemies. Thanks, to Gag Order, you can take out one enemy with a headshot, another gets alerted, and you take them out. This way the combat phase does not reach other members of the group and you can continue your stealth.
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 if you will engage in direct combat. 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.
It will also improve your detection delay if you pick the Blind Spot perk, which uses Mitigation Chance for its effects.
- 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.
- Stacks of Pyromania + Heat Shield that will be activated from Shock-n-Awe and Ticking Time Bomb resulting in a 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 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 a great way to open the encounter if you see a few enemies grouped up.
Visit ripperdoc at level 10
Once you reach level 10, a new tier of cyberware will be unlocked. For this reason, visit any ripperdocs in the Night City. This is when you will get access to uncommon-tier operating systems.
You will be able to buy your first Sandevistan, making the combat much easier as you will be able to slow down time and mow down your foes.
Late Game Combat
For the Pistol Katana build, the late game opens up even more options as you get better quickhacks and improved cyberware.
- The first thing, before starting the encounter, I would evaluate enemy positions, cameras, and turrets. Because you don't have quickhacks, you need to be careful. Cameras can be problematic if, for some reason, your Sandevistan stops in an open area, so you can destroy them if the encounter is longer.
- I would prioritize normal enemies with 1-2 health bars, these should be taken out with a single or two shots from your pistol. You can use Sandevistan to get into the perfect position, as enemies will be slow to react to you passing them.
- Elite enemies (with skulls) should be taken out either with Takedowns or be prepared for multiple sequential headshots. Some of them have head protection, making it even harder to shoot them. So takedowns are the best bet.
- Generally, try to evaluate 2-3 enemy positions - take them out. Take a breather, and prepare your next targets. Now move to take out the next targets.
- If things go bad, you have your Katana. This is when you unleash your potential and shred through enemies while enabling/disabling sandevistan as needed.
- With Optical Camo and Emergency Cloaking, you can leave the combat if you feel overwhelmed.
I like switching between Katanas and Pistols whenever. For example, while Sandevistan was activated I would take out one enemy with a pistol and the next one with Katana. This way even if combat starts it is disabled once you kill the target.
Conclusion
Thank you for reading this post on the Katana Pistol build in Cyberpunk 2077. This pick is perfect for those who are looking for the sweet spot. Pistols, especially silenced ones will offer instant kill against weaker targets. Once things, go bad, pick your katana and shred enemies while they barely move.
Feel free to leave a comment below!
Discussion