Best Netrunner Build - 10K+ Combo Damage - Cyberpunk 2077
Contents
Netrunner Build - 10K Combo Damage
I enjoyed making this build and it required a lot of testing. Many things changed in the recent big update specifically, the RAM economy and how quickhacks should be used. Many of the players found it difficult to play in this class, but I am here to help.
You will mostly use quickhacks to disable, and damage enemies. This requires certain steps to make so that the build can pull off the infamous Infinite Overclock combo. There are many other quickhack combos, but this is the most powerful one, where you use your HP to fuel quickhack uploads.
If the situation arises that you don't have RAM, fear not. There is a perfect alternative for this - smart weapons. They can be very powerful, especially if used together with quickhacks. Moreover, they make combat somewhat easier, as you only need to hold the trigger, everything else is done by an automatic targeting system.
Unfortunately, I will not be going into Monowire cyberware. I have a Monowire Build ready, however, for this one I chose not to. The main reason is that the build uses Smart Weapons which play a similar role.
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 Netrunner Build.
Starting Game
Here are what attributes you should be taking at the start of the game. I also recommend checking my Beginner Tips Guide, to learn more information about Cyberpunk 2077, if you are just starting
Attribute | Allocation | Description |
---|---|---|
Intelligence | +3 | The main attribute of Netrunner is to ensure additional RAM capacity. This will further unlock new perks. |
Body | +3 | Gives bonus HP and first-tier perks |
Technical Ability | +1 | Starting progression to get first-tier perks. |
End Game Attributes
Here is the goal of Netrunner Build.
Attribute | Total Allocation | Description |
---|---|---|
Reflexes | 9 | The perk tree is only relevant for mobility perks, specifically for weapon handling and Dash. |
Body | 15 | You need one main perk from this attribute, that will give a huge survivability boost when using Overclock |
Technical Ability | 20 | It will provide some survivability perks and additional cyberware capacity as it is very important for this build. |
Cool | 17 | Cool is mainly here to optimize the quickhack damage in the late game. It serves minimal purpose before that even if you are doing a stealth run. |
Intelligence | 20 | High intelligence will unlock all the perks in the tree, increase total RAM, and give decent bonuses from some cyberware. |
Perks
Let's go through the perks of the Netrunner Build. We will go through about 65~ 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.
Intelligence Perks
The main perk tree of Netrunner build. Unlocks a lot of useful actions and combos to make everything work together with quickhacks. I did not take all the perks as I was constrained by them. However, by reaching level 60, you could pick most of them, especially smart weapon ones.
Level 4 Perks
Perk | Description |
---|---|
Eye in the Sky | Nothing special, I did not use cameras, but it is needed for progression. It could be great for initiating combat from stealth early in the game. |
Warning: Explosion Hazard | Very valuable perk, that makes exploding containers deal more damage. This is probably the easiest damage source in the game requiring only 2 RAM. |
Optimization | The recovery rate is good, but we are interested in progressing further and unlocking new perks. |
Encryption | Somewhat good perk, as you are killing enemies left and right, this can ensure that you don't even enter the combat before everyone is cleared. |
Subordination (Optional) | I found this useful on some stronger enemies like MaxTac. Optional if you find that the duration increase is unnecessary |
Level 9 Perks
Perk | Description |
---|---|
Embedded Exploit | To fully utilize the damage potential, be sure to first upload something like Ping, Cyberware Malfunction, or Sonic Shock. This will easily boost your damage, I recommend this combo against elite foes. |
ICEpick | Some bonus RAM savings when mixing quickhacks. |
System Overwhelm | Further improves damage by unique quickhack effects. With increased queue size this will be a worthwhile combo. |
Speculation | We are more interested in unlocking the next perk in the line. This is just a good source of RAM to have. |
Recirculation | A useful perk, that will help with RAM management. In case you are stranded, just use your Smart Gun, to fill up your cyberdeck. |
Acquisition Specialist | Improves smart weapons by increasing lock-on speed and reticle size. |
Precision Subroutines | Increases accuracy, but we are mainly interested in the next perk it unlocks. |
Hack Queue | Allows the creation of some sweet combos and utilizes unique effects with the next perks. |
Data Recycler | With Overclock and Blood Daemon, this perk will allow us to obtain RAM from health |
Feedback Loop | I would say this is not a crucial perk if you have Overclock. However, if you have a free perk point you can invest into it. |
Counter-a-hack | Reveals enemy netrunner positions allowing you to instantly counter them with your quickhacks. |
Level 15 Perks
Perk | Description |
---|---|
Overclock | The ultimate perk of Lucy's build. You can sacrifice HP to obtain additional RAM. Pairing it with Hack Queue, Blood Daemon, and Burnout Synapse, allows you to sustain this effect infinitely. |
Sublimation | Improves survivability and unlocks the next perk in the tree |
Race Against Mind | More damage to the lower HP? This is auto-pick for the build |
Power Surge | I would say this is an optional perk in case you need more survivability. |
Queue Acceleration | Further improves queue size, allowing the creation of even more powerful combos |
Queue Hack_Root | Nothing special, just a small improvement to save RAM. It will also unlock the next perk. |
Blood Daemon | This is a bad boy. It unlocks huge potential for Overclock allowing you to regain your lost health. |
Queue Prioritization | Faster upload speed for the first Quickhack, when you fill up the queue. |
Target Lock Transfer | Further improves smart weapons, by allowing you to switch them and not losing the targeting. |
Level 20 Perks
Perk | Description |
---|---|
Queue Mastery | Once you get this perk, be sure to always fill the queue for lockdown. I recommend using Cyberware Malfunction as it is cheap. This will result in +15% higher damage against the target. |
Smart Synergy | Instant Target Lock and more damage? Worth it if you are utilizing Smart Weapons. |
So I did not take Spillover. The main reason is that some quickhacks may spread when you don't want that to happen and this takes full control out of your hands, especially when out of combat.
Body Perks
This is a very important perk tree. Although we will only take a few perks, they will play a huge role in higher survivability. First, while Overclock is active, having some survivability will ensure that the Netrunner build will not die once spending all HP on quickhacks.
Level 4 Perks
Perk | Description |
---|---|
Painkiller | Allows regenerating HP during combat. This is very valuable, especially in the early game, where you often may not have healing items. |
Dorph-head | A brief damage reduction from mitigation for 2 seconds. Very valuable once you are in a shootout |
Level 15 Perks
Perk | Description |
---|---|
Adrenaline Rush | Gives a huge survivability boost by unlocking a new health bar after activating a healing item. It will ensure that you don't die while using Overclock and with the next perks gives some good bonuses. |
Juggernaut | Once Adrenaline Rush is up and running this will give a decent boost to all damage and faster movement speed |
Calm Mind | Delay of Adrenaline Rush decaying. |
Technical Ability Perks
Now the third pillar of the build ensures you can equip the best Cyberware in the game and one-shot most of the enemies.
Level 4 Perks
Perk | Description |
---|---|
Glutton for War | As healing items play an important role in this build, the perk ensures that you regain them faster. |
Level 9 Perks
Perk | Description |
---|---|
All Things Cyber | Lower cyberware capacity cost for some slots and bonus stat modifier increase. |
Renaissance Punk | Additional cyberware capacity based on the attributes invested. |
Chrome Constitution | Gives a flat 5% damage reduction, greatly improving the build's survivability. |
Health Freak | Unlocks third healing item. This will greatly boost the survivability of the build and allow to release of more quickhacks while in Overclock |
Borrowed Time | Together with Biomonitor, anytime you kill an enemy close to death this will instantly restore your health. |
Level 15 Perks
Perk | Description |
---|---|
License to Chrome | A new cyberware slot and bonus armor, moreover unlock the next perks. |
Extended Warranty | Extends the duration of cyberware effects, which is extremely useful for this build and the actions we use. |
Cyborg (optional) | This is an optional perk, which improves Countershell and other cyberware but does not affect Overclock. |
Pyromania (optional) | I recommend this combo if you are using Shock-n-Awe cyberware. It allows easy stacking Pyromania, which gives a bonus mitigation chance. This way you can easily reach 100%. |
Heat Shield (optional) |
Level 20 Perks
Perk | Description |
---|---|
Edgerunner | And we unlock extremely powerful perks. This will ensure that we can easily fill all the cyberware slots and equip all the powerful choices. |
Ticking Time Bomb (optional) | Activates a stack of Pyromania and reduces incoming damage. It can also become irritating as the effect might kill NPCs unintentionally, so keep that in mind. |
Reflexes Perks
The attribute tree mainly plays a role in enabling better mobility. There are some useful weapon perks, but those are relevant only if taking SMGs or Assault Rifles.
Level 4 Perks
Perk | Description |
---|---|
Slippery | Mainly take this for progression, but as long as you move, the benefits of the perk will pay off. |
Muscle Memory | Allows reloading while running, making the combat somewhat easier, especially early on, when you don't have good quickhacks. |
Level 9 Perks
Perk | Description |
---|---|
Dash | The main perk that improves the mobility of Lucy's build. |
Can't Touch This | A huge survivability boost for 2 seconds after using a healing item. We will be popping them left and right once Overclock is active. |
Perks - Relic
These perks are available with Phantom Liberty DLC. They will give further improvements to some of the game mechanics. To be honest, there are not many contenders for this specific Netrunner Build.
Priority | Perk | Description |
---|---|---|
1 | Vulnerability Analytics | Shows vulnerabilities, that allow for huge damage boosts. Good synergy with Smart Weapons as they will automatically target these parts |
2 | Machine Learning | Increases the frequency of vulnerabilities. |
If you wish to use Monowire then Jailbreak and Data Tunneling are perfect choices. However, I did not use these for the build.
Equipment for Netrunner
Now let's take a look at what gear the netrunner can benefit from. I would generally recommend Smart weapons as you take relevant perks and they are fairly effective. Moreover, kills made with them will restore RAM.
In the late game, you will most likely don't even use these weapons as quickhacks will destroy any foe with just one upload. You will need them on more difficult encounters like bosses or even Cyberpsychos.
Smart Pistols
In my opinion, these weapons are good to have on hand, however, they pale in comparison to SMGs and other smart weapons.
Item | Description |
---|---|
Genjiroh | I think the most effective smart pistol. Deals a decent amount of damage, can apply shock, and targets multiple targets at the same time. |
Crimestopper | Has a very fast attack speed, and can immobilize targets by uploading cripple movement quickhack. Very enjoyable weapon to use. |
Ogou | Releases two explosive rounds, and gets bonuses to armor penetration and critical damage. |
Smart SMGs
The most fun weapons to use for Netrunner build. They have extremely high rates of fire and some of them come with strong unique effects
Item | Description |
---|---|
Yinglong | Very fun weapon to use due to its extremely high rate of fire. Pop Reboot Optics or Overheat for even more damage. That is not all, it also has a chance to deal shock damage and release small EMPs. |
Pizdets | Iconic SMG that has a built-in silencer. A perfect option if you want to do some quiet snipes. The downside is its low magazine size |
Warden | The normal version of the newly introduced SMG. Has a big magazine size, and with some mods, it can rival even iconic versions. The perfect option to continuously spray foes |
Prototype: Shingen Mark V | Releases explosive rounds and has a decent burn chance. It can be used with Contagion quickhack to create more explosions. The only downside is that it has a burst-fire mode, instead of automatic. |
Smart Assault Rifles
Unfortunately, there are only two options to choose from here. Another downside is that their damage is not as high as SMGs.
Item | Description |
---|---|
Hercules 3AX | The coolest-looking smart weapon? I think yes. Give it a try if you have a chance. It can also poison enemies. |
Divided We Stand | A decent assault rifle that can easily hit multiple enemies and has increased damage. |
Smart Sniper Rifles
Item | Description |
---|---|
Yasha | If you managed to land your hands on this one, definitely get it. Gives an additional modification slot. |
Ashura | A very powerful weapon. Unfortunately, it only has 1 ammo per magazine. So make that one shot count. Also, make sure to upload a quickhack to the enemy before shooting. |
Smart Shotguns
In my personal opinion, these weapons are somewhat disappointing. They are of course powerful, but either they are weaker or limited by their fire rate.
Item | Description |
---|---|
DB-4 Palica | Unfortunately, this does not have an iconic version. Somewhat fun shotgun to use, that releases multiple homing rockets to reach its target |
Ba Xing Chong | Crazy shotgun that releases multiple exploding pellets, destroying anything in its path. The main downside is that after each shot you will have to reload. |
Cyberware
Cyberware is a unique mechanic that allows you to fill cyberware slots 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.
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 | COX-2 Cybersomatic Optimizer | The single most powerful cyberware for netrunner. Makes all quickhacks do guaranteed critical hits. After you obtain this one, most of the enemies will be one shot with the correct quickhack sequence |
Bioconductor | A weaker version, if you do not have access to the one above or are limited by cyberware capacity. I would only equip this after level 30+. | |
RAM Upgrade | A cheaper cyberware option, that is perfect until level 30. After that, you will have RAM capacity to use the above ones. | |
Frontal Cortex 2 | EX-Disk | Gives a flat increase in Total RAM. |
Skeleton 1 | Spring Joints | Improves mitigation strength, complementing Countershell, and Neofiber. |
Nervous System 1 | Neofiber | It gives a higher mitigation chance which makes it harder for enemies to detect you and increases your survivability. |
Integumentary System 1 | Countershell | Very cheap and effective cyberware that can boost mitigation chance by 50%. |
Operating System 1 | Tetratronic Rippler | The best cyberdeck for pure damage with quickhacks like Short Circuit and Burnout Synapse. |
Netwatch Netdriver Mk.1 |
I recommend this one if you would like to upload quickhacks via devices like Cameras. | |
Militech Paraline | I recommend this one if you are heavily using Smart Weapons as it will boost their damage during Overclock. | |
Face 1 | Kiroshi "Sentry" Optics | A more relevant eye cyberware that gives bonus damage based on intelligence. Of course, this comes with higher cyberware costs. |
Basic Kiroshi Optics | Simple eye cyberware, that I think does the job for this build. | |
Hands 1 | Smart Link | Allows Smart Weapon targeting. |
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. |
Heal-On-Kill | Another option that gives HP restoration on kill. This is a cheaper alternative that some people prefer. | |
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
Slot | Cyberware | Description |
---|---|---|
Frontal Cortex 2 | 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 everything - Overclock, Kerenzikov, etc. |
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 2 | Epimorphic Skeleton | Gives a huge armor and health boost, greatly improving survivability. |
Nervous System 2 | Revulsor | Improved version of Reflex Tuner, which works similarly to Sandevistan and does not slow you down |
Reflex Tuner | Excellent cyberware that kicks in when your health drops below 25%. This has a good synergy with Borrowed Time, which gives a chance to gain a health item when on Low HP. | |
Integumentary System 2 | Shock-N-Awe | This is very powerful cyberware that gives decent armor, but most importantly it can damage surrounding foes. If prefer a playstyle where you engage in close to medium-range combat, I would recommend this cyberware. Be sure to get Pyromania + Heat Shield for the highest mitigation chance. |
Painducer | A defensive cyberware that will reduce some big damage you receive and spread it over time. Use it if you prefer staying in long range. | |
Subdermal Armor | A simple cyberware that has a high armor-to-cyberware capacity cost ratio. | |
Integumentary System 3 | Cogito Lattice | Defensive cyberware that has a very low cost. By using Overclock you should have very high armor. |
Final Cyberware setup
The final setup gives general improvements to health regeneration and damage setup.
Slot | Cyberware | Description |
---|---|---|
Arms | Any Cyberware | Feel free to add any cyberware if you will be using Cyborg perk. |
Skeleton 3 | Kinetic Frame | As you should be maintaining high stamina, the mitigation chance will be active most of the time. |
Bionic Joints | Gives bonus armor for higher survivability. | |
Nervous System 3 | Deep-Field Visual Interface | Gives bonus critical damage from attunement based on the Cool attribute. |
Synaptic Accelerator | Just a protectory cyberware that will give you some additional time to deal with enemies if you are detected. | |
Circulatory System 3 | Second Heart |
Although quite expensive, this ensures that you can resurrect. Together with Axolotl, this can have its cooldown reduced very fast. |
Heal-On-Kill | I would say this is the safest option, it gives an additional layer of HP restoration. |
How to Use the Build
Now let's go deeper into how to effectively use the build for Netrunning. There are a lot of aspects and the build is quite complex.
Core Mechanics
So these are core mechanics that you should know to play the build effectively.
Quickhack Order while Scanning
One of the most irritating things when playing a Netrunner is when an important quickhack is either at the end or in the middle of the list while scanning. This is a major limitation with cyberdecks, that has negative gameplay experience.
Well, there is a way to control them which is very unintuitive, but still gives what you want. When adding quickhacks the order in which they will be shown is right bottom to right top and then left bottom to left top.
The difficulty is that when adding quickhacks, they will first be added to the end of the list, meaning you have to plan how your quickhack list will look.
So even though this system is very unintuitive at least there is a way to control it. In the image above, the quickhack list will be:
- Cyberware Malfunction
- Burnout Synapse
- Short Circuit
- Reboot Optics
- Overheat
- etc.
Use Smart Weapons while out of RAM
Once the RAM runs out you can either hide or use your weapon. The good thing is that with the Recirculation perk, each killed enemy using SMart Weapons will restore 2 RAM. Moreover, the build includes other relevant Smart Weapon perks like Acquisition Specialist and Target Lock Transfer.
Another option is getting the Siphon perk and using Monowire. But in my opinion, this is a riskier approach as you will be under enemy fire which can result in death.
Utilize Tracing to your advantage
Tracing is a stealth netrunning mechanic. Once you upload the first quickhack a bar will appear that fills up as time goes by. This means that enemies are looking for you but not yet engaged in active combat.
The mechanic creates some tensions, which may hinder the stealth playstyle. For this reason, I recommend Encryption. What you can do is try to delay entering combat as much as possible until tracing reaches 100%.
However, there are tricks on how to avoid this together and I cover it more in the Quickhack Combo guide.
Obtaining new Quickhacks
The main question is how to get new Quickhacks. Well, there are a few main ways, which are fairly simple:
- Purchase from Netrunner vendors throughout the Night City. New quickhack tiers become available as you level up. if you do not find the one you need, just rest for 24 hours, so that their inventory will reset. Quickhacks that you have will not appear in their inventory.
- Hack access points. These can be found near groups of enemies with NCPD scanners. Just use Ping which will reveal everything in the network. Generally, access points are highlighted with red color on the minimap.
Recommended Quickhacks
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 is mandatory if you want an "advanced" netrunner build that can use quickhacks without RAM limitations, I covered it in the Quickhack combo section on how you can do it |
Ping |
This can be a good quickhack early in the game. It reveals enemy positions connected to the network. However, later on, this might not be as useful. You will be able to guess enemy positions and outright destroy any new foes. |
Reboot Optics |
Decreases enemy accuracy with weapons and increases headshot damage against them with weapons. Take this if you are using Smart Weapons. |
Sonic Shock |
With this Quikchack you can make an enemy disappear from the network, making them an easy picking without raising alarms. This requires at least tier 4. However, quickhacks which are used after it activates initiate Tracing. (this worked differently before patch 2.1) |
Contagion | By itself, it is not a very powerful quickhack. Its main appeal is that from Tier 4 it can be combined with Burn effects to create explosions. Moreover, as it spreads, explosions can be created multiple times. |
Overheat | Great quickhack if you are using Smart Weapons as it decreases armor and provides bonus damage. Moreover, can be used together with Contagion to create explosions. |
Detonate Grenade | It is an ultimate quickhack so you may not get access to it early. However, once you get it you can use it very cheaply after creating explosions. |
Memory Wipe |
The new king of stealth netrunning. Memory Wipe allows for avoiding Tracing. You will need Tier 4 for this. Higher tiers are very expensive in terms of RAM. |
Short Circuit | A very powerful quickhack that deals electrical damage. It is very effective against robots, drones, mechs, etc. |
Quickhack combos
There were big changes to quickhacks after the big Cyberpunk 2.0 update, now they have a synergy with each other. Overall, their costs have been increased, and you will mostly be able to use 3-4 quickhacks, without Overclock.
When fighting a group of elites this will be not enough, so you have to be smart about it. I recommend reading the Quickhack Combo guide as it goes into depth on how best to utilize these new mechanics. I recommend a few combos in the next sections where I talk about Early and late-game combat.
Early Game Combat
The early game of netrunner tactics and quickhacks that you should use. I also recommend checking the Beginner Tips Guide which is perfect for starting players to learn more about game mechanics and easily missable things.
The Early Game problems
Unfortunately, early games with Netrunner build, especially on Very Hard can be brutal. First, are not able to use high-tier quickhacks. Second, low RAM and limited netrunning capabilities allow only a few quickhack uploads, while you have to wait for the recovery.
For this reason, I recommend using or carrying a pistol, to make the early level easier. Also, don't forget about grenades. You will be getting better and better and it starts becoming easier from level 15. Do not let this deter you as you can see from the showcases, the build is a beast in later levels.
Gun combat
In case you enter Gun Combat and want to maximize the effectiveness there are a lot of options. I would like to cover one of the simplest and most effective.
First, be sure to have a smart weapon, they target enemy weak spots and have a good synergy with some cyberdecks. Now, for quickhacks, I recommend using:
Item | Description |
---|---|
Cyberware Malfunction | One of the cheapest quickhacks. Disables enemy cyberware increases damage against them, and stacks for stronger effects. |
Overheat | Starts burning the enemy, but the most important effect is that it melts their armor and each shot against them gets bonus fire damage. |
Reboot Optics | Makes the enemy almost blind, making it easier to approach them and their shots miss. Moreover, you deal bonus headshot damage. |
You can use all of them together against strong enemies like cyberpsychos, easily destroying them in a matter of seconds with a weapon like Yinglong.
Creating Explosions
Explosions are a good source of area of effect damage, that deal decent damage and can be very cheap to use. The easiest source is red containers found in the environment. You can either explode them with quickhacks or weapons. Be sure to have Warning: Explosion Hazard to increase the damage of environment detonations.
Short Circuit against normal targets
This combo is as simple as it gets and is a good option for taking out normal enemies mostly with one HP bar. For this, you will need two quickhacks - a Short Circuit and Cyberware Malfunction. This will activate three effects:
- Embedded Exploit
- Bonus damage from Cyberware Malfunction
- Additional combo bonus from Short Circuit itself
It's a very simple combo but falls short once you start fighting stronger enemies like elites.
Reboot Optics to weaken enemies
Early in the game, you will find yourself in situations where you are stranded with a minimal amount of RAM and under heavy fire from enemies. Moreover, it might get worse if something like a buffed-up melee foe appears near you.
For this reason, I recommend using Reboot Optics. It is very cheap, makes enemies miss you or outright not detect you and with higher tiers, you deal more damage and restore RAM.
Simple Burnout Synapse
Using Burnout Synapse after Covert or any other non-combat quickhack will allow it to deal substantial damage. This is the earliest combo you can do, at level 20 that will be able to take some of the grunts with a single upload.
For this to work effectively you will need Embedded Exploit and Hack Queue as quality of life improvement. This combo is important as once you get access to better cyberware and higher-tier quickhacks it will be your bread and butter. It is called - the Infinite Overclock combo, which I cover in the next section.
Late Game Combat
Now for the late game, there is a wide array of options. Again I urge checking Quickhack Combo Guide to find all the options to maximize Netrunner potential.
Burnout Synapse with Infinite Overclock
This is the most powerful combo that you can use to more or less never run out of RAM. For now, this looks to be the top combination of quickhacking since the 2.0 update. So what makes it powerful? Well, this is a combination of multiple perks and quickhacks. Let's go step by step
- Overclock allows to use HP instead of RAM for quickhacks
- Hack Queue and Queue Acceleration allow uploading multiple quickhacks in succession
- Data Recycler returns 80% of RAM that has been used, so we are trading HP for RAM
- Finally, Blood Daemon restores HP based on quickhacks in the queue, which we can be further used to fuel Overclock
This is just the part of it. The core of this combo is Burnout Synapse. It has unique effects, if you kill an enemy using it, the Overclock duration is extended by 5 seconds. As long as there are enemies you should be able to sustain it and use HP for Quickhack uploads.
So here are recommended sequences based on the situation:
Most damage
Be sure to activate Overclock as this gives a huge damage boost.
Sequence | Action | Description |
---|---|---|
1 | Cyberware Malfunction | This activates Embedded Exploit and Tetratronic Rippler's unique effects. Moreover, Cyberware Malfunction increases overall damage and disables cyberware. The big costing quickhacks are there to activate the bonus effect from Burnout Synapse. |
2 | Burnout Synapse | |
3 | Cyberware Malfunction | |
4 | Ultimate Quickhack with high RAM cost |
Best when high-level in normal encounters
Sequence | Action | Description |
---|---|---|
1 | Burnout Synapse | Once you get some good cyberware and can one-shot most of the enemies, using this one will net you the best results. You can recoup 75 HP from Blood Daemon (thanks to 3x Cyberware Malfunction), at the cost of less damage, as now Embedded Exploit will not activate. But this is perfect for simple enemies or in late-game normal encounters. |
2 | Cyberware Malfunction | |
3 | Cyberware Malfunction | |
4 | Cyberware Malfunction |
Stealth Netrunning setup
Stealth Netrunning is also a viable option. With quickhacks like Memory Wipe, you can eliminate the Tracing mechanic and follow up with any hack. This is not available early in the game, so here are some things that you can do.
First, in the early game make sure you have Encryption, this will somewhat delay until you are detected. Shadowrunner is another great addition, but it requires you to do a takedown (run behind an enemy and grab them). This is risky and may not be the preferred choice.
Now at level 30, you will unlock Epic quickhacks. This is when you can get Memory Wipe Tier 4. It costs 10 RAM to use and does what Sonic Shock did - disable tracing on subsequent uploads.
So if you want a stealth approach always use Memory Wipe Tier 4 first. This will most likely require you to activate Overclock more often. Here is the combo to take out enemies without activating tracing:
Sequence | Action | Description |
---|---|---|
1 | Memory Wipe (Tier 4+) | A very simple combo, that also has low costs. Make sure that you use Memory Wipe Tier 4, and Sonic Shock Tier 5 or Iconic. This way it guarantees the lowest RAM cost. Moreover, you can take out two enemies at the same time in the endgame easily before you activate Overclock. |
2 | Reboot Optics |
|
3 | Sonic Shock (Tier 5+) |
Wanted to thank u/Past_Bat1045 for sharing this stealth combo - https://www.reddit.com/r/cyberpunkgame/comments/18da9y2/stealth_netrunning_guide/
No Tracing with insta-kills (might be a bug)
Okay, so you can do some crazy clearing of enemies with Stealth netrunning. How this can be done? There are a few conditions you have to meet:
- You need to kill the enemy with a single traceable quickhack.
- The sequence can contain quickhacks before, but they need to be untraceable (Sonic Shock, Request Backup, Ping, etc.
This allows you to kill the enemy instantly- and the tracing does not start, making it worthwhile to stack everything you can for huge damage bonuses.
Explosions with Quickhacks
The next option is to create explosions yourself with quickhacks. There is a very easy combo - Contagion + burn source. Of course, this is a bit more costly, but the effect is usually even better as you can create multiple explosions one after another.
Sequence | Action | Description |
---|---|---|
1 | Contagion | Setting up the combo, by releasing the poison from the quickhack. The quick hack will spread to other enemies creating even more confusion. |
2 | Overheat | As you can see there are a ton of options for how you can set off these explosions. And as the Contagion spreads, you can create a second and third, if anyone is still alive. Just be aware, that weapons and Monowire, have a "chance to burn" meaning that some of them are not as effective. For example, Monowire has a 20% chance to burn, and its slow attack speed makes it a problematic choice. |
Thermal Monowire | ||
Incendiary Grenade | ||
Errata | ||
Prototype: Shingen Mark V |
Conclusion
Thank you for reading this post on Best Netrunner Build in Cyberpunk 2077. This is the most iconic archetype and build in the game universe. The highlight of the build is quickhack combos which ensure that you can easily upload them in succession for additional effects and damage.
Cheers!
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