Best Netrunner Build 2.01 - Cyberpunk 2077
Contents
Netrunner Build - Hacker
With the 2.0 patch Netrunners are back and are as powerful as ever. Of course, they have been tamed in the sense that you cannot just hide forever and quickhack everyone, due to improved enemy AI and traceability mechanics. However, we can still create a very powerful hacker that has a huge risk/reward ratio. There are big changes that will impact how you play
Netrunner also feels more action-driven and you can do some crazy moves like hacking a car, jumping out of the car, uploading quickhacks, and having enemies drop by the time you land on the ground.
- RAMs are limited and quikchack costs are increased exponentially. However, this can usually be mitigated by doing specific upload combos
- Quickhack Combos are very important. Uploading a Contagion followed by Overheat will deal more damage than just Overheat.
- Monowire and Smart weapons are the most synergetic options as they allow to restore RAMs faster than just waiting
- Environment is your friend. Exploding a canister costs just 3 RAMs but the damage dealt can be equal to numerous quichack uploads.
With these points in mind, the possibilities on how Netrunner build can approach combat are numerous. Be sure to read the Quickhack Combo guide where I go in-depth on these changes. Of course, this may be overwhelming, but I would like to guide you through the changes and how this will make the game enjoyable for you.
I hope you are eager to try it out and let's go!
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
In the beginning, it is hard to say what will be worth, but here are some recommendations for Netrunner build:
Attribute | Allocation | Description |
---|---|---|
Intelligence | +3 | Good progress to getting the first additional RAM. Moreover, we will be able to unlock the first perks. At level 4 this will also give access to level 9 perks. |
Technical Ability | +3 | We mainly take it for improved armor for now. Later on, this will play an important role in building Netrunner. |
Body | +1 | For now, we only need one point, which we will use to get a health regeneration perk |
Attributes - End Game
The core of the build is done at level 35. This is enough to fight most of the enemies, you have decent cyberware capacity and mobility. After that, it is your choice. For now, I will recommend level 35.
Attribute | Allocation | Description |
---|---|---|
Reflexes | 9 | The attribute unlocks Dash, which is a very good use case for our stamina. Moreover, it gives better mobility. |
Body | 9 | We maximize body to get the most HP that we can. This will allow to use more Quickhacks with Overclock |
Technical Ability | 9 | Getting it to 9 will provide improved cyberware capacity perks like All Things Cyber |
Cool | 9 | We only get 9 to activate Renaissance Punk |
Intelligence | 20 | The main attribute that will give all the netrunner perks that we need. This will allow us to create an "infinite loop" of quickhacks |
SMG and Assault Rifle variation
If you plan on using SMGs or Assault Rifles, here is the recommended allocation of attributes.
Attribute | Allocation | Description |
---|---|---|
Reflexes | 20 | Maximize this attribute to get access to all the perks for SMGs |
Body | 13 | The rest of the points are dumped to increase the HP. |
Technical Ability | 9 | Getting it to 9 will provide improved cyberware capacity perks like All Things Cyber |
Cool | 9 | We only get 9 to activate Renaissance Punk |
Intelligence | 20 | The main attribute that will give all the netrunner perks that we need. This will allow us to create an "infinite loop" of quickhacks |
Smart Sniper Rifles and Pistols variation
Attribute | Allocation | Description |
---|---|---|
Reflexes | 9 | Putting 9 to get the bonus cyberware capacity |
Body | 13 | The rest of the points are dumped to increase the HP |
Technical Ability | 9 | Getting it to 9 will provide improved cyberware capacity perks like All Things Cyber |
Cool | 20 | This will be the main attribute that unlocks perks related to sniper rifles |
Intelligence | 20 | The main attribute that will give all the netrunner perks that we need. This will allow us to create an "infinite loop" of quickhacks |
Smart Shotgun variation
Shotguns are my least recommended option, to be honest.
Attribute | Allocation | Description |
---|---|---|
Reflexes | 13 | Putting additional points here to also obtain some bonus critical chance. |
Body | 20 | Unlocks perks for shotguns but also gives a huge boost for HP. |
Technical Ability | 9 | Getting it to 9 will provide improved cyberware capacity perks like All Things Cyber |
Cool | 9 | We only get 9 to activate Renaissance Punk |
Intelligence | 20 | The main attribute that will give all the netrunner perks that we need. This will allow us to create an "infinite loop" of quickhacks |
Quickhack combos - full Netrunner potential
The new changes on Cyberpunk 2077 Update 2.0 for quickhacks is that they now have a synergy with each other. Overall, their costs have been increased, and you will mostly be able to use 3-4 quickhacks. 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.
Environmental Explosions with Grenade detonation.
For netrunner environment plays a huge role. It can be used to distract enemies, but more importantly world is filled with canisters that you can "Initiate Overload", this will cause them to explode dealing area of effect damage.
By getting the Warning: Explosion Hazard perk we increase this explosion damage by 40%. Moreover, because the enemies should be Pinged or be affected by any other quickhack, the damage further increases to 80%. Sounds cool?
Well, that is not all. We take a step further and finish off any straggler with ultimate quickhack Grenade Detonation. It gets decreased RAM cost after 2 explosions.
So let's reiterate:
- Use Ping or any other quickhack to activate Embedded Exploit
- Create explosions from environments on available containers (at least 2)
- This will reduce the cost of Detonate Grenade Quikchack, which you can use
- See how everyone is lying on the ground and finish them off with Monowire or another quickhack
Contagion Explosions
Well, you will not always have exploding containers, but explosions are still cool. The Update 2.0 introduced a simple yet effective combo for netrunner. It works wonders against multiple enemies. The downside is that it only works against humans:
Item | Description |
---|---|
Contagion | This is a very powerful combo. First, you upload Contagion, followed by Overheat. This will create an explosion that removes contagion but should either kill or greatly weaken enemies. The good thing is that Contagion in the meantime will start spreading to other enemies |
Overheat |
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 in update 2.0. 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, which we can further use 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 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.
Item | Description |
---|---|
Burnout Synapse | This is an amazing combo. You can use Cyberware Malfunction to activate Embedded Exploit. After that follow up with Burnout Synapse and finish up the whole queue with Cyberware Malfunction. You will get a huge damage bonus and instantly restore your HP. |
Cyberware Malfunction |
There is one caveat. To maximize its damage you should of course upload Cyberware Malfunction. However, if it is a normal enemy, rather than upload Cyberware Malfunction at the end, why? After the enemy dies with Burnout Synapse 3 stack of Cyberware Malfunction will be used to activate Blood Daemon so this will result in 120HP restoration instead of just 80
Stealth approach
I was skeptical of this myself, I thought stealth was not possible. But in fact, it is. Of course, we will need to mix and match a few combos.
- You want to have Short Circuit for Normal enemies and Burnout Synapse for elites.
- Get at least Tier 3 Sonic Shock. It will not allow enemies to communicate with enemies. Tier 4 is even better but has a higher RAM cost.
- Overclock is also welcome. On Very Hard, if there are multiple enemies the base RAM will not be enough.
- Have Cyberware Malfunction
Once the steps are ready here is the combo
Item | Description |
---|---|
Sonic Shock |
By using Sonic Shock, we leave the enemy stranded from its group. If it is a normal one, follow up with Short Circuit and fill the rest of the queue with Cyberware Malfunction. On the other hand, if it is Elite, use Burnout Synapse and again, follow up with Cyberware Malfunction. This activates Queue Mastery if you have it and deals substantially more damage. On elites be sure to activate Overclock |
Short Circuit |
|
Burnout Synapse | |
Cyberware Malfunction |
Leveling Progression
To improve the build understanding and give the reader some direction here is recommended leveling progression. Use it more as a guideline to create your Netrunner build. Once you start "Feeling" your playstyle you can deviate and pick your own perks to better suit your quickhacking style!
You will earn some additional Perk points through skills progression, so feel free to take perks earlier in that case. Overall, the goal is to get Overclock as soon as possible. This perk drastically improves netrunner playstyle, allowing to forgo the RAM limitations
Once you are about level 35, I would suggest deciding on which weapon you would like to concentrate on. This will give direction on the next perks. For example, going with a Shotgun requires you to lean on to Body. Sniper, Precision Rifles, and Pistols all get buffs from the Cool attribute tree. As you can see this impacts differently
SMGs and Assault Rifles
Sniper Rifles and Pistols
Shotguns
Perks
Here is an overview of what perks you should take for the Netrunner build. These are the base perks, from which you can make variations based on the weapon you would like to go with. Overall, this should be fully enough to win most of the combat encounters especially if you have followed the quickhack combo sections.
With the 2.0 update, there was a huge change to the quickhacks you can pick. Let's go through them and evaluate the best ones to choose.
Intelligence
Level 4
Perk | Description |
---|---|
Optimization | Simple RAM recovery increase, we need the perk to progress further |
Eye in the Sky | Another perk, that we mainly take for progression is, it is also useful early in the game when you do not have much RAM capacity, so using cameras saves a little |
Warning: Explosion Hazard | This is a very cool perk. You can create explosions from various containers around the world by hacking them. This will boost that damage, sometimes doing even more than dedicated combat quickhacks. |
Level 9
Now we open up some good perks both for item usage and cyberware
Perk | Description |
---|---|
Hack Queue | A new mechanic was introduced in 2.0. With the queue, you can prepare multiple quickhacks. With the next upgrades, we can get HP, increase upload speed, and get other buffs. |
Counter-a-hack | Deal with pesky netrunners |
Copy-Paste | Now this is a very powerful perk. Imagine uploading something like Suicide? Everyone in the subnet instantly dies. |
Feedback Loop | With this perk, you will always want your queue full of quickhacks. My best recommendation is to use Cyberware Malfunction as a filler. |
Data Recycler | Later, as you use HP to activate quickhacks, this will turn it into RAM once you use Overclock. |
Embedded Exploit | So before using any combat quickhack, be sure to upload some other type. My favorite is either Ping or Cyberware Malfunction. |
ICEpick | Additional RAM saved while you always upload Cyberware Malfunction or other similar quickhack |
Siphon | Monowire is good to have. It will be invaluable when you are out of RAM. Each hit will restore at least 0.5 RAM, making it faster until you can use the next quickhack |
Speculation | This is not much, but generally, 1 or 2 additional RAMs recovered, will help immensely. |
Acquisition Specialist | Just quality of life improvements for Smart Weapons |
Precision Subroutines | Later in the game, you will have 20+ RAMs that will boost accuracy by at least 40%. |
Recirculation | Now makes it also possible to restore RAM with smart weapons. Together with Siphon, you will have a way to restore them during combat |
Level 15 perks
The next set of Perks
Perk | Description |
---|---|
Queue Acceleration | A bigger queue size allows to activate Blood Daemon |
Queue Prioritization | This is the reason I recommend always filling the whole queue. The first quickhack will upload faster and others will also benefit. |
Finisher: Live Wire | Finisher that restores health and RAM. Also gives a few seconds breather in the middle of combat. |
Queue Hack_Root | Nothing, special just a small improvement to save RAM |
Blood Daemon | This is a bad boy. It unlocks huge potential for Overclock allowing you to regain your lost health once you can store at least 3 hacks in queue. |
Sublimation | Passive perk, that improves Netrunner's survivability |
Overclock | The ultimate perk of Netrunner 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. |
Race Against Mind | More damage to the lower HP? This is auto-pick for the build |
Power Surge | Not necessarily a mandatory option as most of the time you will start with full HP. However, in case you use it mid combat this can help with survivability. |
Terminal Velocity | Smart weapon bullets move faster |
Target Lock Transfer | Better targeting with Smart Weapons |
Targeting Prism | Now you can handle multiple enemies with a Smart weapon your reticle can cover them. |
Level 20 Perks
The final tier of 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. |
Spillover | Occasional double hack? No reason not to take it |
Smart Synergy | Optional perk. If you rely heavily on smart weapons pick it. Otherwise, you can do without it |
Reflexes
Perks from Reflexes attributes will give some needed mobility. Moreover, it will give some quality of life improvements for shooting with weapons.
Now we open up some good perks both for item usage and cyberware
Technical Ability perks
These will play an important role for netrunner, especially the left side. Once you start using Overclock, healing items play an important role. Faster recharge will do you wonders for survivability and non-stop quickhack usage
Now we open up some good perks both for item usage and cyberware
General tips
Well, I think this build has multiple approaches to how to play it well. However, I would like to share my preferred one. Overall hacking is the main one, but there are different ways you can utilize it.
Early game can be painful
When starting the game, especially on Very Hard it can be very challenging. Enemies will take out 1/4 of HP with a single shot. I recommend getting Painkiller as it will give some HP while hiding (and you will do that a lot)
Relying on weapons in combat
Once you reach level 30, you will get access to Tier 4 cyberware and quickhacks. This is when you should be able to do most of the combos mentioned above. The thing with these combos is that even on Very Hard, if used effectively your weapons may not used much.
Getting a huge survivability boost
This is a follow-up to the previous comment. If you are not using weapons, then I recommend just putting more points into Body and getting it to 15. Why would you do that? This unlocks Adrenaline Rush with its sub-perks. This gives a separate layer of HP, that will protect you and allow you to survive even more difficult encounters
Equipment
Pistols
Unfortunately, they do not deal a large amount of damage so you may need to be more careful on high-difficulty encounters.
Priority | Item | Description |
---|---|---|
1 | Genjiroh | This is probably the best smart pistol. It releases multiple bullets from one shot. |
2 | Chao | Kang Tao themed pistol. It is available throughout the game on multiple occasions. |
3 | Skippy | Although it is not very powerful it is a great weapon early and mid-game. It also comes with unique effects and quests, which I suggest trying |
4 | HJKE-11 Yukimura | The base smart pistol that you can use. |
Assault Rifles
Priority | Item | Description |
---|---|---|
1 | Divided We Stand | Iconic smart assault rifle. Has a special effect in that it can effectively shoot at multiple targets |
2 | D5 Sidewinder | Smart Assault rifle. Base version and abundant throughout the game |
Sniper Rifles
The ultimate long-range weapons, the bullets follow the enemy's weak spots.
Priority | Item | Description |
---|---|---|
1 | 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. |
Submachine Guns
Priority | Item | Description |
---|---|---|
1 | Prototype: Shingen Mark V | Works against 3 targets. Moreover, the bullets explode, making it a very powerful weapon. |
2 | Yinglong | Legendary Smart Submachine Gun. Can apply EMPs and deal bonus electrical damage. |
3 | G-58 Dian | Another good smart weapon option. I prefer it to TKI-20 Shingen |
4 | TKI-20 Shingen | Fires in 3 round bursts. A simple Smart Submachine Gun. |
Shotguns
Priority | Item | Description |
---|---|---|
1 | Ba Xing Chong | A crazy powerful shotgun, that releases explosive rounds. Being a smart weapon it feels like cheating when using it. Unfortunately, it can only be obtained by the end of the game. |
2 | DB-4 Palica | Double Barrel Smart Shotgun. Similar to the lower option, pick your preference. |
3 | L-69 Zhuo | This is the base weapon that I recommend getting if you plan on using Smart shotguns. |
Cyberware
Cyberware - Frontal Cortex
Slot | Item | Description |
---|---|---|
1 | Memory Boost | Defeating an enemy instantly restores RAMs |
2 | Ex-Disk | Increases the maximum size of Cyberdeck RAM units. |
3 | COX-2 Cybersomatic Optimizer | The ultimate cyberware if you want to see crazy damage numbers. This guarantees critical hits with Burnout Synapse, Short Circuit, etc. Be sure to upgrade it, as it reduces total RAM capacity by a lot. |
3 | Bioconductor | Increases Crit Chance of Quickhacks |
Arms
Slot | Item | Description |
---|---|---|
1 | Thermal Monowire | The cyberware that makes this build shine and shred through enemies. The thermal version works with Contagion quickhack to create explosions |
Cyberware - Ocular System
Slot | Item | Description |
---|---|---|
1 | Kiroshi "The Oracle" Optics | The most powerful Face cyberware that provides a full suite of bonuses. I recommend getting this one if you have Cyberware to spare. Otherwise, take the option below. |
1 | Kiroshi "Sentry" Optics | Highlights Turrets and Cameras that you can hack with quickhacks. |
Cyberware - Nervous System
You can wear 2 pieces of cyberwar for the Nervous System. Try to get the highest Rarity of the mentioned item
Slot | Item | Description |
---|---|---|
1 | Revulsor | Iconic version of Reflex Tuner. Movement speed for you is not slowed which makes it very powerful, scales with Cool. |
2 | Neofiber |
Gives higher mitigation chance and strength and scales with Reflexes for bonus critical chance. |
3 | Adrenaline Converter |
Gives a movement speed boost at the start of combat. Pair this with sandevistan and you run like a wind |
Cyberware - Integumentary System
Slot | Item | Description |
---|---|---|
1 | Subdermal Armor |
Provides flat armor increase. Try to obtain the highest rarity for the highest value. |
2 | Chitin |
The ultimate armor cyberwar, giving +200. |
2 | Pain Editor | As the build will rely on close combat, having higher damage reduction is good. |
3 | Nano-Plating | A perfect option if you are constantly dashing, negates projectile damage. |
Cyberware - Operating System
Here are recommended Cyberdeck options for the Netrunner build. These are the most important items for the build, so be sure to always get the best one
Item | Description |
---|---|
Tetratronic Rippler Mk.5 | This is the perfect Cyberdeck for pure combat quick hacks. For example, it works extremely well with the Burnout Synapse combo. Just be sure to use something like Cyberware Malfunction in the queue so that the 40% damage bonus is activated. More or less, always follow up a combat quickhack with Cyberware Malfunction. |
Raven Microcyber Mk.3 | This cyberdeck is perfect for quickhacks that spread like Contagion. It will instantly spread to 4 enemies if possible and after that follow up with Overheat for multiple combos. |
Biotech Σ Mk.4 | This option synergizes extremely well with Monowire and quickhacks like Contagion or Overheat. You constantly want to have these active so that monowire would get bonus damage. |
Militech Paraline Mk. 4 | If you went with SMGs, I think this cyberdeck is a perfect match. First, it adds bonus electrical damage once the overclock is active. Second, once you use Monowire and spend your RAM, the damage increases. |
And here are recommendations for quick hacks to include in the cyberdeck. Some quickhacks I suggest picking as combos as this way they deal more damage and are even cheaper to use. First, it is mandatory to have
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. |
Now we can follow up with some combos:
Item | Description |
---|---|
Contagion | This is a very powerful combo. First, you upload Contagion, followed by Overheat. This will create an explosion that removes contagion but should either kill or greatly weaken enemies. The good thing is that Contagion in the meantime will start spreading to other enemies |
Overheat | |
Detonate Grenade | It is an ultimate quickhack so you may not get access to it early. However, once you get pick it you can use it very cheaply after creating explosions with the above combo. |
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 |
Short Circuit | A very powerful quickhack that deals electrical damage. It is very effective against robots, drones, mechs, etc. |
Suicide |
I love this one, this ensures that the enemy that you target kills itself. Just remember it is quite expensive, so to make it cheap, you need to do 2 finishers with Monowire |
Sonic Shock |
With this Quikchack you can easily isolate an enemy and it will not activate tracing. Follow it with combat quickhacks to ensure a kill without drawing any attention. |
Cyberware - Skeleton
Slot | Item | Description |
---|---|---|
1 | RAM Recoup | Restore RAM based on damage received |
2 | Epimorphic Skeleton | This cyberware greatly boosts overall health. I think it is mandatory with Overclock for more quickhacks |
3 | Rara Avis | The iconic version gives a huge boost to armor and some HP based on the Body attribute. Take it if you have free cyberware capacity. |
3 | Para Bellum | A normal version of Rara Avis, that has lower Cyberware Capacity cost. Also scales with Technical Ability for bonus armor |
Cyberware - Hands
Slot | Item | Description |
---|---|---|
1 | Tattoo: Tyger Claws Dermal Imprint |
Allows using Smart weapons, and only takes 0 cyberware capacity. The downside is that it does not provide any kind of bonuses. |
1 | Smart Link |
Very valuable cyberware for netrunner build. Gives access to Smart weapon targeting and provides bonus RAM. |
Cyberware - Circulatory System
Slot | Item | Description |
---|---|---|
1 | Biomonitor | Instantly restores HP by using an item when it drops below a certain threshold, perfectly synergizes with Overclock so that you would not die instantly. |
2 | Heal-On-Kill | Restore HP on enemy kill. The good thing is that some of the stats also scale with intelligence |
3 | Blood Pump | My favorite healing item, and it should be yours also. Together with Biomonitor, it's an immortal duo |
Cyberware - Legs
Slot | Item | Description |
---|---|---|
1 | Reinforced Tendons | My personal favorite makes traversing much easier. However, it scales with Reflexes, which are lower compared to Technical Ability. |
1 | Fortified Ankles |
Gives the highest jumps and high boost to armor compared to cyberware capacity cost. Moreover scales with Body for bonus HP. |
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. Moreover, with the 2.0 update, it became even more aggressive and rewards a risky playstyle. The highlight of the build is quickhack combos which ensure that you can easily upload them in succession for additional effects and damage.
How did you make your Netrunner? Share in the comments below
Discussion