Venomshade
This build crams as much poison options into a build as possible, while still letting things shine and be at their best potential (hence the lack of intelligence and a cyberdeck). Black Mamba works to make poison more of a debuff affect, rather than a DOT one. This lets the build do a very respectable amount of damage compared to builds without it. Your main damage dealers are the Toxic Gorilla Arms and Widow Maker. Everything else helps apply more poison.
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More: AoE builds, Close Range builds, Long Range builds, Melee builds, Tank builds
Points
Cyberware
Press the cyberware button to activate. When active: Invulnerable to damage Cannot use items Melee weapons only -100% Stamina cost for melee attacks +30% attack speed +20% movement speed Increased damage at low Health (max. +50% damage when below 20% Health) When it ends: +25% Health for each enemy neutralized. Duration: 12 sec.
Cooldown: 25 sec.
body · +0.5% damage during Berserk per Attribute Point.
-7.5% Cooldown instantly for all cyberware after neutralizing an enemy.
+40% damage against drones, robots, mechs and turrets.
+2 Max RAM
technical · +0.5 Armor per Attribute Point.
Automatically negates an enemy quickhack.
+2 Max RAM
Cooldown: 20 sec.
intelligence · -0.5 sec. Cooldown with this cyberware 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.
Slows time by 60% for 4.5 sec. when your Health drops below 25%.
Cooldown: 35 sec.
cool · +0.2% headshot and weakspot damage per Attribute Point.
Crit Chance increases the farther you are from the enemy (max. +30% at 30 m).
cool · +0.2% headshot and weakspot damage per Attribute Point.
Automatically connects to your equipped Tech weapon. When aiming: Highlights enemies behind cover for 24% of your field of vision and up to 53 m. deep.
10x optical zoom when scanning or aiming.
technical · +0.5 Armor per Attribute Point.
Gorilla Arms are lightweight, efficient and hard-hitting arm replacement cyberware. +6 to Body Attribute checks.
Deal Chemical damage.
cool · +0.5% damage with this cyberware per Attribute Point.
When equipping or throwing a throwable weapon: +27% Crit Chance with throwable weapons for 6 sec.
cool · +0.2% headshot and weakspot damage per Attribute Point.
Enables the use of smart-targeting in Smart weapons. +20% lock-on speed 20% smaller Smart-targeting reticle
Directly links the user's optical implant to the weapon's system, offering real-time weapon info.
intelligence · +0.1% Smart weapon damage 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.
Converts 30% of damage taken into damage-over-time.
body · +0.5% damage-over-time resistance per Attribute Point.
+27% melee damage +20% melee Stamina cost
reflexes · +0.1% Crit Chance per Attribute Point.
+13% Armor
technical · +0.5 Armor 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.
Allows you to charge jumps for greater distance. Hold the jump button to charge, then release to jump.
body · +0.5 Health 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.
You deal -90% Poison damage, but gain +22% damage against Poisoned enemies.
reflexes · +0.1% Crit Chance per Attribute Point.
+7.5% Health when you neutralize an enemy.
intelligence · +0.05% to all dealt damage per Attribute Point.
Activating a faceplate alters both your physical and digital identity, making you virtually unrecognizable. Outside of combat, you can easily escape the Law (up to Bounty level 4).
Assign cyberware to the quickslot and activate it with the combat gadget button.
Cooldown: 900 sec.
intelligence · +0.05% to all dealt damage per Attribute Point.
Weapons
3/3Rounds deal increased damage, but have a chance to lose target-lock and miss.
You can smart-target up to five enemies simultaneously, though at the cost of accuracy. Bullets may cause Chemical explosions that apply heavy Poison effects.
Nash's rifle - looks like he won't be needing it anymore. Fires two projectiles per shot and deals Chemical damage with an increased chance to apply Poison. Charged shots deal more damage.
Attacks against poisoned enemies have a 100% chance to cause bleeding. Attacks against bleeding enemies have a 100% to cause poisoning.
Grenades
1/1Creates a toxic cloud with a 6-second duration that applies Poison.
-95% enemy melee damage for 25 sec.
Decreased movement speed for 5 sec. and -10% Stamina.
Quickhacks
Skills
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.