Gorilla Arms Fist Build (Update 2.1) - Cyberpunk 2077
Contents
Gorilla Arms Build
Be prepared to embrace your inner Gorilla. Just kidding! The build is amazing and allows you to release all the rage you have pent up. Use your fists and the Berserk operating system to unleash unparalleled fury against anyone you encounter.
The build concentrates on a few things. First, we maximize the Blunt Weapon perks that also include Gorilla Arms and Unarmed attacks. These will give a cool finisher, a knockdown ability that activates when sprinting and jumping attacks that create small-scale quakes.
Second, we will maximize the mobility and survivability of the build. For this, we will go deep into the Body tree for Adrenaline Rush. Moreover, we will take Dash to give a huge boost in mobility to instantly lunge on the foe. As this is a melee build every second counts as enemy bullets put a lot of strain on your HP.
Last, is cyberware optimization. It is crucial to make the build work as it will allow dealing swaths of the area of effect electrical damage, provide protection, and unlock the Berserk operating system. You will be able to easily take on MaxTac:
If this has you interested, let's jump into the build! If you are looking for a Sandy Gorilla Arms build, check out David Martinez build.
Attributes
First, let's go through attributes, they will decide the direction of the build and give access to different tiers of perks. The higher tier gives better actions and passives to further support the build. Let's take a look at what we need for the Gorilla Arms Build.
Starting Game
Here are what attributes we should be taking at the start of the game.
Attribute | Allocation | Description |
---|---|---|
Body | +3 | Will give us bonus HP early in the game and is the main attribute of the build |
Reflexes | +3 | Gives a critical chance and will be used to obtain mobility perks. |
Technical Ability | +1 | Unlocks the first tier of perks. |
End Game Attributes
Here is the goal of Gorilla Arms Build that we should reach at level 50
Attribute | Total Allocation | Description |
---|---|---|
Reflexes | 20 | Maximum Reflexes will ensure a higher critical chance and good mobility perks. |
Body | 20 | The attribute will unlock Gorilla Arms perks |
Technical Ability | 20 | Will provide perks related to healing items and cyberware. Moreover, provides bonus armor for better protection against damage. |
Cool | 8 | Gives a boost to critical damage, but overall we do not need it much. |
Intelligence | 3 | We skip this attribute as we do not use anything related. |
Leveling Progression
To improve the build understanding and give you some direction here is the recommended leveling progression. Use it more as a guideline to create your Gorilla Arms build. Once you start "Feeling" your playstyle you can deviate and pick your perks to better suit your style!
Level | Attribute | Perk |
---|---|---|
1 | +3 Body +3 Reflexes +1 Technical Ability |
- |
2 | +1 Body 7 | Painkiller |
3 | +1 Body 8 | Glutton for War |
4 | +1 Body 9 | Slippery |
Perks
Let's go through the perks of the Gorilla Arms Build. We will go through about 60~ perk points for the build, and the game awards about 80. So you will have perk points left to adjust the build to your needs.
Body Perks
The main attribute of the Gorilla Arms build. It unlocks fist-related perks, health regeneration, and huge protection boosts against damage.
Level 4 Perks - HP regeneration
These perks will ensure that we have sufficient HP regeneration in various combat situations.
Perk | Description |
---|---|
Painkiller | A very valuable perk that is recommended for any build. We also need it for the progression |
Dorph-head | Blood Pump will be one of the main Cyberware that we use to drastically boost HP restoration |
Comeback Kid | Higher health regen, the closer to death you are? Count me in |
Army of One | As mele build you will be jumping in the target's face, the bonus HP regeneration is a good addition. |
Speed Junkie | Another awesome perk is as you will be sprinting around, this will give just a little bit more boost to HP regeneration |
Level 9 Perks - first Gorilla Arms perks
Perk | Description |
---|---|
Wrecking Ball | The ability allows now to knock out targets while sprinting. This is great for mobility as it gives better control of the battlefield. |
Breakthrough | Increases the damage after strong attacks. I always recommend running by holding the attack button, so that the strong attack is ready the moment you need it. |
Kinetic Absorption | An optional perk, you can definitely skip it if you are not doing any defensive moves. I did not and rather concentrated on mobility and movement. |
Clapback | Again, optional perk if you are counterattacks and defensive hits. |
Fly Swatter | This plays well with Wrecking Ball as you get bonus protection from damage while charging in. |
Level 15 Perks
The next set of Perks will give a huge survivability boost to the Gorilla Arms build. Moreover, we get weapon perks, that will allow instantly finish the enemy off.
Perk | Description |
---|---|
Adrenaline Rush | Awesome perk gives a second layer of HP when using healing items. This will give so-needed survivability if you plan on using Edgerunner and also play on Very Hard |
Calm Mind | Delay before Adrenaline starts decaying, prolonging the second layer of HP. |
Juggernaut | Encourages you to have Adrenaline activated most of the time, to get these sweet combat bonuses. |
Unstoppable Force | Makes you immune to some knockout effects. |
Quake | A violent hit that knocks down everyone around the area. It can be initiated from the air. It gets even better with some additional perks. |
Epicenter | Now quake will do even more damage the higher you jump from. So be sure to do a double jump before initiating it. |
Aftershock | Now, stamina is also restored for every foe hit. |
Ripple Effect | Hitting multiple enemies with Quake will instantly restore a huge amount of health. |
Level 20 Perks
Perk | Description |
---|---|
Pain to Gain | Together with Glutton for War and Health Freak these perks will make it easy to have health restoration on hand. |
Finisher: Savage Sling | Very cool finisher that can either restore health or allow you to throw enemies at the next target. This deals decent damage but most importantly it is fun |
Reflexes Perks
These perks will give a huge edge to Gorilla Arms in combat. From attribute level 9 onward, you can instantly reach any target and punch a hole in their chest.
Level 4 Perks
Perk | Description |
---|---|
Stuntjock | Jumping out of the car and using takedown on the enemy is a perfect entry for the mayhem that is about to start. |
Slippery | Base perk, that we will need to progress to other levels. Moreover, it gives some survivability and encourages constant movement. |
Parkour! | For a melee-focused build, vaulting faster through obstacles can result in the enemy dead a second earlier. Moreover, it will be a lifesaver when you are running with low health. |
Level 9 Perks
Finally, we 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. |
Mad Dash | Doubles the distance if dashing directly to an enemy |
Can't Touch This | A 100% mitigation chance while Dashing is very valuable. This will give you a higher chance of survival under heavy fire. Moreover, we will be improving Mitigation Strength to take the full effect of it. |
Level 15 Perks
Further improvements to Dashing
Perk | Description |
---|---|
Air Dash | Extremely cool and effective move that allows dashing in air. |
Aerodynamic | Gives bonus mitigation strength when jumping. I think it is useful in encounters where you are moving a lot, as then you will use Air Dash. |
Aerial Acrobat | Gives more control and precision while Air Dashing. For this build, this is useful when you plan on using Quake. |
Level 20 Perks
And finally Legend tier perks
Perk | Description |
---|---|
Tailwind | Stamina restoration while Air Dashing. |
Technical Ability Perks
The perks in this tree play an important role in general survivability, item usage, and cyberware. Overall, you will want to heavily invest in this tree throughout the mid and late game.
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 | Faster healing item recharge speed. |
Transfusion | If you use the last charge, you are close to being overwhelmed or dead. So a 30% boost is awesome. |
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 | Gives some additional cyberware capacity. Feel free to switch it to Driver Update or Chrome Constitution once you have enough cyberware. |
Chrome Constitution | Gives a 5% damage decrease once we fill appropriate cyberware slots. |
Driver Update | Some additional stat boosts from cyberware |
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 is useful for Revulsor, Berserk, and some other cyberware. |
Ambidextrous | Gives an additional slot for hands cyberware, that you can use to increase accuracy or get unique effects. |
Cyborg | I think this perk is extremely important when using Berserk. The problem is that it starts its cooldown reset once you finish its activation, making it take a long time till you can reuse it. This perk is one of the ways to minimize that period. |
Pyromania | We will be able to fully utilize this perk with Shock-n-Awe cyberware because shockwaves count as explosions. |
Friendlier Fire | As you will constantly release electroshocks, this will give some defenses against it. |
Heat Shield | With constant shock explosions, each Pyromania stack will give some additional mitigation chance, greatly improving survivability. |
Level 20 Perks
Perk | Description |
---|---|
Edgerunner | I think this perk could be optional. It is amazing as it gives 50 Cyberware capacity allowing to put in at least one additional iconic cyberware. Moreover, you have a chance to enter Fury State for a huge damage boost. However, this reduces your health, increasing your chances of dying. |
Ticking Time Bomb | Aamzin perk, that not only releases EMP but also gives a brief period of damage reduction. |
Perks - Relic
With the introduction of Phantom Liberty, you will be able to obtain new perks that give unique capabilities. Here is what I recommend for the Gorilla Arms Build:
Priority | Perk | Description |
---|---|---|
1 | Jailbreak | Unlocks unique effects for Arms cyberware. Gorilla Arms unlocks a powerful hit that activates after killing an enemy. Use a strong attack after that to activate it. |
2 | Limiter Removal | The charged attack now knocks back nearby enemies. |
3 | Vulnerability Analytics | Shows enemy weak spots, which when hit, create an electricity explosion. It is especially useful against robots and stronger enemies. |
4 | Machine Learning | Improves Vulnerability Analytics by making them appear faster and giving a higher critical damage boost |
Combat and Tips
Here I would like to share some suggestions on how to utilize the Gorilla Arms build to the maximum.
Dash with Strong Attack
This is my favorite combo. It's not something that is very powerful but gives a huge closing distance and you land a very powerful hit. More or less you hold down the attack button anytime you are moving. This way when you reach the target with a dash you can instantly release the hit, for higher damage. Moreover, some passive perks will also be activated.
Once you get Jailbreak this is even better as now you will release a very powerful attack. This will also knock out any enemies around the target, making them easy pickings.
Microgenerator utility
Microgenerator is an amazing cyberware that will do half of your job with this build. Once enemies start firing at you, you will see constant releases of electric shocks. Each of them will deal a decent amount of damage in AOE.
Due to this, I recommend getting this cyberware as soon as possible as it is one of the cornerstones of the build. The unfortunate thing is that some of the damage is still dealt to you. We try to mitigate this with some perks, so be mindful.
Use Grenades
Grenades are amazing no matter the enemy. Their main role is to stagger enemies. This will give you a brief period of time to take charge with less resistance. Moreover, we take some perks that greatly reduce their cooldowns making them a good option to create different attack combos.
Quake to the Rescue
This ability is one of three actions, together with Wrecking Ball and Finisher that can deal substantial damage and give full control of the battlefield. What makes Quake special is that with upgrades it restores stamina, gives HP, deals good damage, and most importantly knocks back enemies.
So do not forget to use it in combat, as it can make many of the encounters trivial, making groups of enemies unable to stand up.
Equipment
For this build, you will care about other weapons until level 10. That is when the first Gorilla Arms will appear in the ripperdocs. You could use shotguns and get the first few perks, but later remove those and put them back to the Gorilla Arms perks.
You can also take any blunt weapon that you find and use it instead, which is my recommended option. However, in the early game there are no really good options, just take whatever you get from enemies.
Pistols
Here are some pistols that are really effective even if you don't take related perks.
Item | Description |
---|---|
Scorch | Iconic pistol that can be charged up to release three burning shots. |
Dying Light | The first iconic ranged weapon that you will obtain. For maximum effectiveness hold the trigger as it has a fast fire rate and deals decent damage with headshots. |
Cyberware
Cyberware is a unique mechanic that allows us to fill the build with implants. Our main goal is first to get offensive ones. 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 even multiple iconic ones.
To activate Cyborg our goal is to fill all the cyberware slots. So once you have Ambidextrous and License to Chrome you can start by taking the cheapest ones. Why do we want to do this? Our goal is to have the shortest possible cooldown for Berserk. The problem with it is that its cooldown does not reset until it finishes (compared to how sandevistan works).
Cyberware - Frontal Cortex
Only one cyberware really matters here and it is Axolotl. The others are just fillers to fill all the slots.
Slot | Item | Description |
---|---|---|
1 | Axolotl | This is crazy powerful cyberware for the build and is mandatory. Each kill reduces cooldown by at least 10%. However, it takes a lot of cyberware capacity, so you can switch it with Newton Module as a cheaper alternative. |
1 | Newton Module |
Gives a cyberware cooldown reduction after taking out an enemy. It is not much, however, with multiple kills, the effect adds up. |
2 | Mechatronic Core | Increases damage against drones, mechs, and robots. Taking it to fill the slot. |
3 | Self-ICE | Only taking it to fill the slot. Of course, it gives some defensive bonuses against quickhacks. |
Arms
Gorilla Arms are obtainable only starting at level 10 from Ripperdocs. Before that check the equipment section for weapon recommendations or use any blunt weapon.
Slot | Item | Description |
---|---|---|
1 | Gorilla Arms | The main cyberware to enable this build. You can pick any element you want, but I prefer the simple ones as they give the highest damage. |
Cyberware - Skeleton
Slot | Item | Description |
---|---|---|
1 | Epimorphic Skeleton | This cyberware greatly boosts overall health. This will be very useful to provide some bonus survivability. |
2 | Dense Marrow | Gives a huge boost to melee damage at the cost of stamina. The good thing is that stamina is unlimited while in Berserk. |
2 | Rara Avis | Gives a huge boost to armor, but comes with a steep cyberware capacity cost. If cannot equip, take the below one. |
3 | Para Bellum | Gives 12% armor for better protection. |
3 | Spring Joints |
Increases Migitagion Strength. We have many sources to activate mitigation like Pyromania |
Cyberware - Nervous System
Slot | Item | Description |
---|---|---|
1 | Neofiber | Gives higher mitigation chance and strength and scales with Reflexes for bonus critical chance. |
2 | Revulsor | Iconic version of Reflex Tuner. Movement speed for you is not slowed which makes it very powerful, for this type of build, scales with Cool. |
2 | Synaptic Accelerator | Has only 5 cyberware capacity costs, so good filler, before you can get Revulsor. |
3 | Adreno-Trigger |
Iconic cyberware that boosts movement speed for a whole 50 seconds. |
3 | Adrenaline Converter | Gives a decent movement speed increase when entering combat. Moreover, has low cyberware costs, before you can afford the above one. |
Cyberware - Integumentary System
Slot | Item | Description |
---|---|---|
1 | Shock-n-Awe | Mandatory cyberware for this build. As we will constantly be under fire and close to enemies, the electric explosions will do half of your work. Moreover, they work with Pyromania |
2 | Chitin | Has a high cyberware capacity cost, but provides a huge armor bonus and health regeneration. |
2 | Subdermal Armor | Provides flat armor increase. Has a low cyberware capacity cost. |
3 | Nano-Plating | A lower cyberware capacity cyberware that negates projectile damage after using Dash. |
3 | Pain Editor | As the build will rely on close combat, having higher damage reduction is good. |
Cyberware - Operating System
For the endgame, my recommendations would be these two operating systems. Both of them make you invulnerable and provide unlimited stamina with increased attack speed.
Item | Description |
---|---|
Biodyne Berserk | My preferred option for Berserk. Although it has a longer cooldown, the damage boost is very high needing only a few hits to take out an enemy - a total MaxTac killer. |
Militech Berserk | The iconic Berserk operating system. Try to activate it with the lowest HP possible, this way you will get the highest boost to damage. This is the problem for me as it is a risky approach. |
Cyberware - Ocular System
Slot | Item | Description |
---|---|---|
1 | Kiroshi "Cockatrice" Optics |
The recommended option, however, has a very high cyberware cost. Boosts critical hit chance considerably. |
1 | Kiroshi "Doomsayer" Optics | We are mainly interested in critical chance boost based on the Reflexes attributes |
Cyberware - Hands
The second slot is accessible once you obtain the Ambidextrous perk. Just take the cheapest ones possible, as we will not use any weapons that utilize the effects.
Slot | Item | Description |
---|---|---|
1 | Tyger Claws Dermal Imprint | Costs 0 Cyberware Capacity - the lowest possible value |
2 | Ballistic Coprocessor | Costs only 2 Cyberware Capacities in case you do not have any other tattoos. |
Cyberware - Circulatory System
The first two options are standard for my builds. However, the third slot has multiple variations.
Slot | Item | Description |
---|---|---|
1 | Biomonitor | Automatically restores health by using healing items. I started loving this one, as you do not need to waste time and concentrate just on the combat. |
2 | Blood Pump |
The best health regeneration item and cyberware. It will also activate Adrenaline Rush for us. |
3 | Isometric Stabilizer |
Greatly reduces stamina costs for all attacks, allowing the build to sustain full-powered hits for longer. Unfortunately, comes with a steep cost. |
3 | Adrenaline Booster |
Each enemy taken out with a melee weapon (including Gorilla Arms) restores stamina |
3 | Heal-On-Kill | Costs 10 Cyberware Capacity and restores health on each kill. Why it's comparatively low? Because you need high Intelligence to fully utilize it. |
Cyberware - Legs
Slot | Item | Description |
---|---|---|
1 | Reinforced Tendons | My personal favorite makes traversing much easier. |
1 | Leeroy Ligament System |
Iconic leg cyberware, providing faster movement speed, however, does not give any jumping benefits |
1 | Fortified Ankles |
Gives the highest jumps and high boost to armor compared to cyberware capacity cost. But you need to hold the jump button. |
Conclusion
Thank you for reading this post on the best Gorilla Arms build in Cyberpunk 2077. The build is really powerful once you obtain the highest tier Berserker as then you are invincible for 11 seconds. Moreover, Shock-n-Awe makes combat a breeze as you constantly release electro-shocks while being highly resistant to general damage.
Feel free to leave a comment below!
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