Toxic Techrunner
This Build is a Jack-Of-All-Trades. Can use any Coolbased Tech- or Smartweapon for enormous damage, decent Netrun with Al low RAM build and absolutely way to tanky. Thanks to Raven Cyberdeck, Contagnation and Black Mamba can Buff all our DMG for 22%, Low RAM so every Quickhack we use activities Cognito Lattice for crazy Armor and the best Stim regeneration possible! A true One men Army!
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More: Endgame builds, Glass Cannon builds, Stealth builds, Survival builds, Tank builds
Points
Points
We dump Reflex not needed in the Build. Our Fokus is Tech, Cool and Body.
16 INT gives us 4 Ram, overdrive and perks for Smartweapons
In Tech we take everything. Weapons, Cyberware and max Heal item Cooldown.
Body gives us Adrenaline which is our main sauce of Tankyness.
Cool brings our Tech/Smartweapon together. Smartpistol and Tech Precision Rifle and a Throwing Knife.
Cyberware
I actually hit 406 Cyberware Capacity on PS5. If you don't get that mutch Capacity reduce Nervous System!
Allows you to perform quickhacks on enemies and devices while scanning.
+100% spread distance with quickhacks.
Quickhacks spread to all valid enemies immediately instead of waiting for the initial upload to finish.
When Overclock is active: +15% chance for any quickhack to spread to 2 nearby enemies.
Allows your quickhacks to deal Crit Hits. 100% Crit Chance with quickhacks. -4 Max RAM
intelligence · +0.5% quickhack damage per Attribute Point.
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.
Whenever another cyberware implant is fully used, Quantum Tuner instantly restores its Cooldown. (up to a max of 50 sec.) Cooldown: 60 sec. outside of combat Passive Effect: -15% Cooldown Time for all other cyberware.
intelligence · +0.05% to all dealt 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.
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.
Crit Chance increases the farther you are from the enemy (max. +100% at 100 m).
cool · +1% Crit Damage per Attribute Point.
Slows time by 60% for 4.5 sec. when your Health drops below 25%. Your movement is not slowed.
Cooldown: 35 sec.
cool · -0.25 sec. Cooldown with this cyberware per Attribute Point.
Launches an explosive projectile that deals massive Electrical damage. Charged shots gain: +30% damage +25% explosion radius +100% Stun chance
Assign cyberware to the quickslot and activate it with [UseCombatGadget].
cool · +0.5% damage with this cyberware per Attribute Point.
Enables the use of smart-targeting in Smart weapons. +20% target lock duration +10% Crit Damage with Smart weapons.
Directly links the user's optical implant to the weapon's system, offering real-time weapon info.
+2 Max RAM
intelligence · +0.1% Smart weapon damage per Attribute Point.
Reloading an empty weapon causes the next shot to release an electroshock that deals up to 250 Electrical damage to enemies near the point of impact. Electroshock damage increases with the number of bullets reloaded (max. 5 bullets).
intelligence · +0.05% to all dealt damage per Attribute Point.
Press [Jump] in midair to perform a double jump.
reflexes · +0.1% Crit Chance 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 [UseCombatGadget].
Cooldown: 900 sec.
intelligence · +0.05% to all dealt damage 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.
+250% Armor from this cyberware when available RAM is below 12. Requires an installed cyberdeck.
intelligence · +2 Armor 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
Converts 30% of damage taken into damage-over-time.
body · +0.5% damage-over-time resistance per Attribute Point.
+42% Armor
body · +2 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.
+15% Max Health
body · +0.5 Health per Attribute Point.
Raven, Optimiser and Cognito Lattice: Bings us down to 13 RAM. One more than the Minimum of Cognito Lattice. Thanks to a Bug if you have permanent lower RAM than Cognito Lattice needs for the Armor, it bugs if you fasttreval, Sleep ot load in your game and stops working at all until u visit a Ripper to deequip and equip it. 1 RAM more means our Armor is op after one Quickhack.
Kerenzikov and Booster almost permanently thanks to Quantum Tuner. Easy mode for everything that uses Sandavistan against us and a possibility to use deadeys... Even on a Tech weapon with focus on Bolt.
Rara Avis, Universalbooster gives and Cognito Lattice so much Armor we going over Cap.
Cellular Adapter and Biomonitor buffing our Sims over the top. Fast cooldowns and more effectiveness.
Painducer reduces Sniper Damage so hard we can't get one shot at all.
Weapons
3/3 + 4Rounds per burst increased to 4. Increases magazine size and projectile speed. When aiming, can lock onto 4 targets simultaneously. Projectiles deal additional Electrical damage with an increased chance to apply Shock.
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.
Fires in full auto when fully charged.
This weapon has been fused with Slider's cyberdeck. Each hit has a chance to upload a random quickhack to an enemy. The stronger the quickhack, the smaller the upload chance.
Charged shots fire 3 rounds at once. Each deals full damage.
Reed's modifications have turned this into a silent weapon. Headshots reduce charge time and increase reload speed.
This one will have 'em shakin' in their boots. Crit Hits with throws emit a shockwave that can damage multiple enemies.
Marks enemy on hit. Attacking the enemy’s head with any weapon deals 200% damage, returns the Headhunter and clears the mark.
Grenades
0/1Quickhacks
8/8Contagion ist our main Quickhack. Suicide can be used after 2 Knife-Fibishers even without overdrive
Allows you to perform quickhacks on enemies and devices while scanning.
+100% spread distance with quickhacks.
Quickhacks spread to all valid enemies immediately instead of waiting for the initial upload to finish.
When Overclock is active: +15% chance for any quickhack to spread to 2 nearby enemies.
Infects the enemy with a virus that causes toxic cyberware substances to leak. This deals poison damage over time and can spread to 4 enemy(-ies) within 8 m. Effective against closely grouped enemies. Ineffective against mechs, robots, drones and turrets. Stacks 2 times.
Applying a Burn or Overheat effect against an affected enemy will cause the leaked toxic substance to detonate. The explosion removes Contagion's effect.
+15% damage with this quickhack against each subsequent enemy it spreads to.
Uploading Overheat to an enemy already affected by it will extend its duration.
Successful attacks on enemies affected by Overheat slightly extend its duration.
Melts enemy armor over time (max. -40%).
Attacks on the affected enemy also deal Thermal damage equal 10% of the normal physical damage.
Deals heavy damage. Damage increases by 10% for each RAM unit currently spent (max. +300%).
-2 RAM cost for 15 sec. after neutralizing an enemy with this quickhack. Stacks 3 times.
When Overclock is active, the damage bonus for Synapse Burnout (based on spent RAM) increases by 100%. Neutralizing an enemy with this quickhack extends Overclock's duration by 3 sec.
+3 sec. duration for all Control quickhacks currently affecting the target.
+10% damage for each stack of Cyberware Malfunction affecting the enemy. This increased damage also causes the affected enemy's weakspot to explode.
Applies an EMP effect that deals additional damage over time.
+20% damage against enemies below a High threat level.
Disables enemy movement and cyberware that supports movement and dodging.
+15% melee damage against affected enemies.
Affected enemies are more susceptible to melee Finishers.
+5% Health and +2 RAM after performing Finishers on affected enemies.
Extends the base effect's duration.
+15% headshot and weakspot damage against the affected enemy.
Blinds the enemy for the duration of the quickhack. In combat, it greatly reduces enemy accuracy.
Neutralizing the affected enemy via headshot or weakspot replenishes +3 RAM units and spreads the quickhack to the nearest enemy.
Reveals enemies and devices connected to the local network.
+25% lock-on speed with Smart weapons against Pinged enemies.
Highlights devices and allows you to quickhack them through walls.
Forces the enemy to put a gun to their head and pull the trigger, neutralizing them.
-10 RAM cost for 30 sec. after performing a melee Finisher. Stacks 2 times.
+10% Health from neutralizing an enemy with Suicide.
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.