Return of the King
An Edgerunners 2 themed build around Weak Kingsley, before his cyberpsychosis. Tech revolver oriented bruiser.
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Start with +3 to Cool, +2 on Body, and +1 on Reflexes and Tech. We start by investing in Cool because that is where our handgun-related perks find themselves in (Unexposed also is there for free mitigation strength, since we're running Immovable Force in our cyberware), before moving ourselves to Body for survivability and to invest in our Gorilla Arms. We heavily invest in Tech because King is chromed from top to bottom, and it is thematically fitting to chip in as much cyberware as we can (Plus this is where we invest in Tech weapons). Ticking Time Bomb is optional if you'd rather have Sandevistan or Berserk as your OS. Reflexes for Dash's incredible mobility as usual (King has been shown to be very agile despite being a very large man).
Points
Cyberware
We run Chrome Compressor as our OS, since King has an extreme amount of cyberware chipped in himself. You may run Sandevistan or Berserk instead if you prefer, but you will have to swap around a few cyberware options to lower capacity costs. The setup for cyberware involves being very tanky as King has been shown to be able to resist MaxTac to a very considerable degree. Gorilla Arms are there as a backup melee option, especially since King has been seen using them and his raw strength to snap people's necks with ease.
+70 Cyberware Capacity
-7.5% Cooldown instantly for all cyberware after neutralizing an enemy.
Improves Kerenzikov by enhancing the user's speed and reflexes. When Kerenzikov is active: -100% Stamina cost from shooting. Slows time by +19% relative to your enemies.
reflexes · +0.1% Crit Chance per Attribute Point.
+40% damage against drones, robots, mechs and turrets.
+2 Max RAM
technical · +0.5 Armor per Attribute Point.
Crit Chance increases the farther you are from the enemy (max. +100% at 100 m).
cool · +1% Crit Damage per Attribute Point.
Allows you to aim and perform ranged attacks while sliding, dodging or Dashing. Slows time by 60% for 3.75 sec. when you aim a ranged attack during a slide, dodge or Dash.
Cooldown: 6 sec.
reflexes · +0.1% Crit Chance per Attribute Point.
+11% Mitigation Chance +11% Mitigation Strength
Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default: 50%).
reflexes · +0.1% Crit Chance per Attribute Point.
Increases Crit Chance by 35%.
10x optical zoom when scanning or aiming.
Gorilla Arms are lightweight, efficient and hard-hitting arm replacement cyberware. +6 to Body Attribute checks.
Deal Physical damage.
body · +0.5% damage with this cyberware per Attribute Point.
-35% recoil -25% bullet spread Automatically activates effects for ranged weapons that otherwise only occur when behind cover.
-24% recoil
cool · +0.2% headshot and weakspot damage per Attribute Point.
When Kerenzikov ends: +90% Mitigation Chance for 4 sec.
Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default: 50%).
reflexes · +0.1% Crit Chance per Attribute Point.
technical · For each Attribute Point: +1% explosion resistance +0.5% Tech weapon damage +0.5% Health Item recharge speed +0.5% grenade recharge speed
-7% all incoming damage
cool · +0.1% damage reduction per Attribute Point.
+15% Max Health
body · +0.5 Health per Attribute Point.
+19% Mitigation Strength (Total Mitigation Strength cannot exceed 90%)
Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default: 50%).
body · +0.5 Health per Attribute Point.
Health Items now also give: +10% Armor for 5 sec. -30% all Stamina costs for 5 sec. These effects can stack.
technical · +0.5 Armor per Attribute Point.
+20% movement speed
+7.5% Health when you neutralize an enemy.
intelligence · +0.05% to all dealt damage per Attribute Point.
+5% Health and Stamina when you hit an enemy with a fully charged Tech weapon shot.
technical · +1% Health Item effectiveness per Attribute Point.
Automatically heals you with your equipped Health Item when your Health drops below 50%. +16% Health Item effectiveness
technical · +0.1% Health Item efficiency per Attribute Point.
Weapons
3/3As Coronation is King's signature weapon, we are, of course, going to be building around it. The fact that it has 4 mod slots makes it a contender for one of the top weapons of the game. You may swap Spinetickler for a second Equalizer if you prefer having more single target damage. Other options are listed as alternatives before you get it.
Walk like a king with a fully customizable tool to rule them all.
Allows you to charge the weapon to 200% capacity without increasing charge time. +100% Armor penetration No penalty for penetrating cover
+20% damage against Elite enemies.
+10% charge speed after a headshot with a fully charged weapon. Duration: 10 sec. Stacks 5 times. +50% damage with Bolt shots.
50% chance to cause an EMP blast when shooting an enemy with a fully charged weapon.
Fires explosive rounds, but cannot penetrate cover.
The cylinder has been modifed to hold a single explosive round capable of wreaking utter destruction. Automatically reloads when you perform a Quick Melee Attack.
Fires in full auto when fully charged.
Allows you to charge the weapon to 200% capacity without increasing charge time. +100% Armor penetration No penalty for penetrating cover
+10% charge speed after a headshot with a fully charged weapon. Duration: 10 sec. Stacks 5 times. +50% damage with Bolt shots.
Grenades
1/1Only here for Pyromania stacks.
Hits enemies with an explosive blast and shrapnel.
Quickhacks
Skills
Nothing special to write home about here, these should all be skills you will be leveling naturally over the course of the game.
Decreases Visibility to Enemies by 10%.
+10% headshot damage. +10% damage against vulnerabilities.
+1 Perk Point.
No weapon sway when crouched.
Decreases Visibility to Enemies by 10%.
+15% headshot damage +15% damage against Vulnerabilities
+1 Perk Point.
Optical Camo is active while grappling enemies.
Decreases Recovery time after a throw by 30%.
30% faster when crouch-walking and crouch-sprinting.
Damage bonuses from being undetected outside of combat persist for 3 sec. after entering combat.
+15% Optical Camo charge when neutralizing an enemy in one of the following ways:
- While undetected.
- During Focus mode.
- During Deadeye mode.
- With a thrown weapon.
Increases RAM Recovery Rate by 5%.
Increases RAM by 1.
+1 Perk Point.
Increases RAM Recovery Rate by 5%.
Increases RAM Recovery Rate by 5%.
Increases RAM by 1.
+1 Perk Point.
-20% RAM cost for quickhacks used on devices and vehicles.
+15% duration for Control and Covert quickhacks. +5% damage with Combat quickhacks.
+40% duration for Overclock.
-10% Health loss from using quickhacks during Overclock.
When active, Overclock now reveals enemies within 10 m, and allows you to quickhack non-netrunner enemies through cover.
Increases Movement Speed by 5%.
-5% Stamina cost from dodging and Dashing.
+1 Perk Point.
Increased accuracy for a short time after dodging or Dashing.
Increases Movement Speed by 5%.
-5% Stamina cost from dodging and Dashing.
+1 Perk Point.
Increased Mitigation Chance the faster you move.
+25% damage with Fast Attacks.
Air Dashing and sliding automatically reload 20% of your equipped weapon.
When attacking from midair or while time is slowed, low Stamina does not affect ranged accuracy or melee attack speed.
When Sandevistan is active:
- +40% Crit Chance.
- No Stamina cost for any type of movement.
Increases Carrying Capacity by 50.
Increases Health by 10.
+1 Perk Point.
Fists and Gorilla Arms have:
- +20% damage
- +20% attack speed
- Fists also have a chance to apply Bleeding.
Increases Carrying Capacity by 100.
Increases Health by 15.
+1 Perk Point.
+10% Crit Chance against enemies within 5 m.
+25% damage with Strong Attacks and Quick Melee Attacks.
+25% Health after performing a Finisher.
When Adrenaline Rush is active, Adrenaline decays 50% slower and cannot decay below 10%.
When Berserk is active:
- +30% enemy Health threshold to perform Finishers
- +50% Health from performing Finishers
- +30% Berserk duration
Increases Armor by 15.
Increases Cyberware Capacity by 5.
+1 Perk Point.
+10% grenade damage and explosion radius
Increases Armor by 25.
Increases Cyberware Capacity by 10.
+1 Perk Point.
Increased Shock chance from charging a Tech weapon or electric baton.
+15% Health Item effectiveness.
+30% to all cyberware stat modifiers.
+10% damage with Bolt shots. +40% Burn chance with Bolt shots. Chain Lightning now also sets enemies on fire.
When Fury is active, you occasionally release an EMP blast.