Best Assault Rifle build - Commando - Cyberpunk 2077
Contents
Assault Rifle Build - Commando
The build is a very powerful setup for those who are looking for a "Commando" setup. Your main weapon will be Assault Rifle which can be used both with a silencer and without. This means that you can engage in stealth if the situation requires it.
The main idea of the build is that you engage in combat using your Assault Rifle which is just landing your shots as precisely as you can for headshots or enemy weak spots. So the effectiveness of the build depends on how accurate you are.
To further maximize the Assault Rifle damage, I also recommend using various muzzles and scopes which further boost the damage. This is part of the equation, another aspect is cyberware that can ensure you have a very high critical chance and survivability to instantly dying.
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 Assault Rifle build.
Starting Game
Here are what attributes we should be taking at the start of the game. You can allocate in total of 7 points.
Attribute | Allocation | Description |
---|---|---|
Cool | +1 | Unlocks a few stealth perks, that are useful even early in the game. |
Reflexes | +3 | Unlocks Assault rifle-related perks and increases the critical chance. |
Body | +2 | Unlocks the first-tier perks |
Technical Ability | +1 | Gives bonus armor and unlocks first-tier 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 | The main perks of Assault Rifles and mobility via Dash |
Body | 15 | Gives access to Adrenaline Rush for better survivability. |
Technical Ability | 20 | The base value gives access to some good perks for cyberware capacity and item recharge time. |
Cool | 15 | Improves critical damage and unlocks some stealth-related perks if you are interested. |
Intelligence | 3 | We skip this attribute as we do not use anything |
Perks
Let's go through the perks of the Assault Rifle Commando Build. You will need about 58~ 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.
Reflexes Perks
This ability tree is mainly taken to unlock mobility perks. They will make it easier to traverse the world, and also improve your combat capabilities. For example, you can move faster from enemy to enemy using Dash.
Level 4 Perks
Perk | Description |
---|---|
Stuntjock | Cool move that can greatly open up combat options |
Slippery | Base perk, that we will need to progress to other levels |
Parkour! | 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. |
Multitasker | Want to do cool kills? Well, this is for you |
Muscle Memory | Allows maintaining mobility while you reload. |
Level 9 Perks
Perk | Description |
---|---|
Dash | Another new perk that gives a short dash to avoid or get close to the enemies. |
Can't Touch This | A 100% mitigation chance while dodging is very valuable. This will give you a higher chance of reaching an enemy if you are under heavy fire. |
Steady Grip | Shooting while Dashing? What can be cooler? |
Mean Streak | I would say this is only relevant if you plan on using Kerenzikov cyberware. Otherwise, the Dash duration is very short and it may be hard to land the kill. |
Ready, Rested, Reloaded | Improves handling of Assault Rifles |
Spice of Life | Encourages swapping weapons, more intended for SMGs, so you can skip this one. |
Tunnel Vision | Easier handling of weapons. |
Mind Over Matter | Easier handling of assault rifles while shooting. |
Level 15 Perks
Perk | Description |
---|---|
Air Dash | The perk decreases the stamina cost of dashing and allows air dashing for even cooler combat mobility. |
Aerodynamic | Mitigation strength will ensure that you take a fraction of the damage while dashing in the air. |
Aerial Acrobat | The mobility improves substantially, giving full control where you move mid-air. |
Sharpshooter | Decreases stamina consumption, with some upgrades it will improve further. |
Spray and Pray | With late-game upgrades and cyberware sometimes, you don't even need to aim down sights, and it's enough to shoot with 100% accuracy. |
Gundancer | I think the perfect perk to fit the Commando theme, is that you can move and shoot precisely. |
Shoot to Chill | An indirect damage increase by giving bonus armor penetration. |
Practice Makes Perfect | A remarkable upgrade, that gives a direct damage boost for Assault Rifles. |
Air Kerenzikov | Only pick this if you plan on using Kerenzikov, otherwise useless. |
Level 20 Perks
Perk | Description |
---|---|
Salt in the Wound | With precise shooting, this will release a very strong burst shot that will most likely destroy any foe. |
Tailwind | If you are like me and constantly use Dashes, this upgrade is mandatory to better manage stamina. |
Body Perks
Body perks are relevant for health regeneration and overall survivability. They will be extremely useful during combat.
Level 4 Perks
Perk | Description |
---|---|
Painkiller | With the recent 2.0 patch, I think this perk is mandatory for any build. Especially early game healing is sparse, so to be able to regenerate in combat is a good quality of life improvement |
Comeback Kid | It seems an obvious choice, who does not want higher health regen closer to death? |
Dorph-head | Blood Pump is one of the mandatory cyberware for the build, and getting a 100% mitigation chance is great |
Level 15 Perks
Perk | Description |
---|---|
Adrenaline Rush | Drastically increases your survivability, by giving a second layer of HP. This will activate any time we use a healing item. For this reason, I recommend having Blood Pump, especially in the late game. |
Calm Mind | Delay the Adrenaline Rush decay, making it last a bit longer. Not a huge improvement especially on intense fights. |
Juggernaut | 20% movement speed and 10% damage while Adrenaline Rush is active? Let's go |
Unstoppable Force | Being squishy and getting knocked down is the worst thing that can happen. |
Technical Ability Perks
This tree is responsible for higher cyberware capacity, better healing, and improvements to Sandevistan.
Level 4 Perks
Perk | Description |
---|---|
Glutton for War | Faster health item restoration after each kill |
First Aid | Increased recharge time for healing items |
Transfusion | Even more health restoration from the last item. |
Level 9 Perks
Perk | Description |
---|---|
Health Freak | 3rd health item will give a huge survivability increase. |
Borrowed Time | Easily regain health items when close to death. |
All Things Cyber | This is a mandatory perk as we will need as much Cyberware as we can. Reduces its costs for Skeleton and Integumentary Systems |
Renaissance Punk | With this build, we will have 4 attributes above 9, so worth taking it. |
Chrome Constitution | The damage reduction is a good improvement, but I would leave this perk for the late game. |
Level 15 Perks
Perk | Description |
---|---|
License to Chrome | Additional cyberware slot and higher stat modifiers. We also want this for progression to get the next perks. |
Extended Warranty | The increased duration is useful for Sandevistan |
Ambidextrous | The additional cyberware slot gives access to two very powerful cyberware when using ranged weapons. |
Cyborg | I recommend picking this in the late game, once you can equip all slots with cyberware. The reduced cooldown is amazing boost almost for everything. |
Level 20 Perks
Perk | Description |
---|---|
Edgerunner | Unlocks a higher capacity for cyberware and gives a unique Fury mechanic that drastically improves critical damage and other offensive stats. |
Cool Perks
These perks are mainly if you are doing Stealth setup. However, for the core build, I only recommend a few of them. Still, having high Cool is beneficial as this improves critical damage.
Personally, if using Sandevistan, it can act as an improvement for stealth where you can kill enemies before they understand what is happening. Just slow time during the shooting or crouching.
Level 4 Perks - Core perks
Perk | Description |
---|---|
Feline Footwork | Improves crouching, allowing for better sneaking |
Blind Spot | This will increase the time it takes enemies to detect you. I think it may be optional on Easy difficulty but on Very Hard it is mandatory for any stealth build. |
Killer Instinct | Ensures that silenced weapons deal bonus damage when shooting outside of combat (or stealth) |
Gag Order | Delay detection is useful when you are playing stealth. This way you can avoid combat even if you miss a shot. |
Level 15 Perks - optional Stealth setup perks
Perk | Description |
---|---|
Ninjutsu | Gives the option to crouch sprint. I am personally not a fan of it, but you need it to progress further. |
Creeping Death | Optional one if you are using Optical Camo cyberware |
Vanishing Act | Optional one if you are using Optical Camo cyberware |
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 vulnerabilities, that allow for huge damage boosts. Very effective against stronger enemies like mechs, elites, or drones. |
2 | Machine Learning | Increases the frequency of vulnerabilities. |
There are still multiple relic points that you can spend. One option is taking Emergency Cloaking if you plan on using Optical Cloak. Can be helpful to take better control of the encounters.
If you plan on using Arms Cyberware like Projectile Launch System, don't forget to take Jailbreak and Launch Capacity Override. Otherwise, I don't think other options are worth it.
Equipment
This section will cover what gear I recommend using with the Commando build. Always try to obtain the highest tier equipment as it provides the best stats and most modification slots.
Best Assault Rifles
To be honest there are multiple good rifles. Just test them and pick the one that mostly fits your preferred shooting style.
Item | Description |
---|---|
Prejudice | Maybe the strongest rifle in terms of damage against elites. It is a perfect choice of a stealth weapon. However, Prejudice requires you to either have finished the game or be close to finishing it. |
Kyubi x-MOD2 | This rifle has multiple modification slots making it very easy to improve on the already good weapon. However, the main downside is that you have to click to shoot, and holding doesn't work. |
Carmen | This iconic weapon has been introduced in Phantom Liberty. Overall, I like its feel and felt the most trustworthy weapon. |
Umbra x-MOD2 | As with all x-MOD, it offers additional slots, very useful for the later part of the game once you have access to legendary modifications. |
Psalm 11:6 | Burning assault rifle that deals adequate damage. |
Pit Bull | Very good Assault Rifle, that felt perfect for my playstyle. |
Now let's go through a few modifications that you can equip with Assault Rifles to improve your setup. Generally, you will want to go for as high a rarity as possible, this way you get the best stats.
Modification | Slot | Description |
---|---|---|
RC-7 Strigoi | Muzzle | There are two versions of the muzzle. Try getting the one that both improves crit chance and reduces recoil. |
XC-10 Cetus | Muzzle | This silencer has a special Tier 5 version that also guarantees critical hits. |
SO-21 Saika | Scope | The Tier 5 version gives bonus crit chance, damage, and improved range. |
Kanetsugu | Scope | Gives bonus range and crit chance. |
Better Half | Mod | Increases crit chance substantially once the magazine has used half of the ammo. |
Equalizer | Mod | It just straight-up improved damage against elites. |
Swiss Cheese | Mod | More armor penetration for higher damage. |
Ready Steady | Mod | Reduced recoil for better weapon handling. |
Cyberware
Cyberware is a unique mechanic that allows us to fill the build with implants. Early games can be quite difficult as you will have limited capacity. However, as you progress and drop more Capacity Shards, you will be able to equip more.
I 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 | Very cheap cost and can be used to gain an advantage with targeting while Kerenzikov is active. |
Skeleton 1 | Spring Joints | Improves mitigation strength, complementing Defenzikov, and Neofiber. |
Nervous System 2 | Kerenzikov | While aiming + Dash with Assault Rifle this allows stopping down time. With Defenzikov you will also gain a huge survivability, so benefits are two-fold. |
Nervous System 1 | Neofiber | Thanks to Defenzikov, the bonus mitigation strength will prove effective in ensuring you receive as little damage as possible. |
Integumentary System 1 | Defenzikov | Enables a 90% mitigation chance after Kerenzikov ends. Greatly improving the survivability of the build. |
Countershell | Can be used before you obtain Defenzikov. | |
Integumentary System 2 | Rangeguard | I recommend this one as you will most likely engage in medium to long-range combat, so the bonus armor effect will work most of the time. |
Carapace | Additional Armor boost, if you are getting flanked. Use it if you have spare cyberware capacity. | |
Subdermal Armor | A simple cyberware that has a high armor-to-cyberware capacity cost ratio. | |
Operating System 1 | Chrome Compressor | This build does not benefit from Sandevistan as much, because the weapon fire rate stil gets slowed. For this reason you can rely on Kerenzikov and put some iconic cyberware for better stats. |
Militech "Apogee" Sandevistan | This version of Sandevistan provides a bit higher damage bonuses but comes with a shorter duration and increased cyberware capacity cost. | |
Militech "Falcon" Sandevistan | A bit weaker version, but enough for the the end game. Has 10 10-second duration and adequate combat bonuses. | |
Dynalar Sandevistan | This is the base version that I recommend using from early levels. | |
Hands 1 | Shock Absorber | Reduces recoil and gives a headshot damage bonus from Cool attunement. |
Circulatory System 1 | Biomonitor | Automatically heals, makes the combat somewhat easier, as you do not have to worry how long it takes to use a healing item. |
Circulatory System 2 | Blood Pump | The most powerful healing item in the game, it will ensure that you don't die while using Overclock |
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 |
---|---|---|
Face 1 | Kiroshi "Cockatrice" Optics | I would emphasize this version as a flat 30% crit chance increase is significant. Assault Rifles suffer from low damage, and crit chance is one sure way to increase it. |
Kiroshi "Clairvoyant" Optics | Improved version of eye cyberware, improves headshot damage from attunement. | |
Basic Kiroshi Optics | The basic version of Eye cyberware. Still improves headshot damage with attunement. | |
Skeleton 1 | Epimorphic Skeleton | An excellent cyberware that gives a good boost to survivability. The bonus HP should be enough to make sure that you don't die even from Sniper shots. Moreover, Defenzikov will cover most of your survivability |
Kinetic Frame | Higher mitigation chance, but I personally always either Dash or shoot, so it's hard to maintain high Stamina. | |
Nervous System 3 | Visual Cortex Support | Another cyberware that ensures a higher critical chance. |
Final Cyberware setup
The last tier of cyberware options. If you plan on getting Cyborg, then you will need to fill all the cyberware slots, so have a plan for it.
Slot | Cyberware | Description |
---|---|---|
Frontal Cortex 2 | Axolotl | This cyberware will take the build to the ultimate level. It has a very steep capacity cost. But it gives cooldown reductions for every cyberware. |
Newton Module | Gives a cyberware cooldown reduction after taking out an enemy. It is not much, however, with multiple kills, the effect adds up. | |
Skeleton 3 | Universal Booster | Provides good bonuses for stamina costs and increases armor. However, the cyberware cost is steep. |
Bionic Joints | Gives bonus armor for higher survivability. Overall, just filling this slot with something cheap | |
Integumentary System 3 | Painducer | One of the best cyberware to improve the survivability of Commando. This is perfect for avoiding those one-shot kills that enemy snipers may land. |
Nano-Plating | If you are constantly using Dash, this is a great way to get a little bit of protection. Overall Nano-Plating gives a decent armor improvement. | |
Shock-N-Awe | I recommend this cyberware if you prefer shooting in closer range, like mixing in Dash. This way when you are hit, you may release electroshock for a substantial damage boost. | |
Hands 1 | Immovable Force | if you are using fast-firing weapons like Assault Rifles that have large recoil, the Immovable Force cyberware makes it much easier to handle. Of course, it comes with a steep cyberware capacity cost so is meant for the end game. |
Circulatory System 3 | Heal-On-Kill | I would say this is the safest option, it gives an additional layer of HP restoration. |
Clutch Padding |
You can use this implant to further reduce stamina costs for shooting. | |
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.
Sandevistan + Kerenzikov
As the build uses two, time slowing cyberware they can interrupt and break each other's functionality. Generally, I follow these steps or rules to make the best use of them:
- Avoid activating Sandevistan while Kerenzikov is active, this breaks Sandevistan functionality or slows time too much.
- You can initiate Kerenzikov while in Dash, so if you are Dashing and start aiming this will activate the Cyberware.
- By activating Sandevistan, Kerenzikov is disabled, so you can freely Dash and aim during its effect.
By following these steps, and with a little practice, you should have no issues maximizing the combat effectiveness of both cyberware.
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 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 (optional) + 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. Overall, the build is pretty straight-forward and you play as a normal shooter:
- Use grenades to undermine enemies by staggering or knocking them back
- Use covers early on, as this ensures you can regenerate HP and not die fast if playing on harder difficulties
- Use Sandevistan sparingly. I would personally use this for the initial combat where you can get the most out of stacked enemy units while they have not started shooting yet.
- Have one weapon with silencer to utilize Killer Instinct, once you engage in combat switch it with other one without silencer.
Late Game Combat
With late-game cyberware and equipment, you can start engaging in more direct combat without covers.
- Covers should mostly be used when you are under heavy fire or waiting to restore your HP.
- The main cover is your time slowing - Sandevistan and Kerenzikov. Optimally use them and you can avoid most of the enemy's bullets and have very high survivability.
- Headshots, Headshots, and Headshots. This is the bulk of your damage and you want to aim as precisely as you can.
- Otherwise, nothing special in terms of playstyle as you can utilize your accuracy to destroy foes.
Conclusion
Thank you for reading this post on the Best Assault Rifle build in Cyberpunk 2077. The build can offer a Commando playstyle or over-the-top jumping with time slowing in the air shoot-outs. This all depends on your preferred cyberware and weapon picks.
Feel free to leave a comment below!
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