iTristan
Tried this build? Add a badge for what it does best, or agree with one that's already there.
More: Roleplay builds
Points
Points
Cyberware
Allows you to perform quickhacks on enemies and devices while scanning.
Unlocks the Blackwall Gateway quickhack. Automatically consumes RAM every time it spreads. Each spread has a shorter upload time and a higher RAM cost than the last. But the cost can be cut in half if you're willing to pay in blood...
Automatically negates an enemy quickhack.
+2 Max RAM
Cooldown: 20 sec.
intelligence · -0.5 sec. Cooldown with this cyberware per Attribute Point.
+1.35 RAM when you neutralize an enemy.
+1 Max RAM
intelligence · +0.05% to all dealt damage per Attribute Point.
Allows your quickhacks to deal Crit Hits. 40% Crit Chance with quickhacks. -4 Max RAM
intelligence · +0.05% to all dealt damage per Attribute Point.
Effects active when scanning: Highlights enemies within 19.5 m., including enemies behind cover. Highlights cameras and turrets within 39 m. Highlights explosive devices and traps near your crosshair and within 29 m. These effects remain active for 60 sec. after scanning.
10x optical zoom when scanning or aiming.
body · +0.5 Health 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.
+20% Crit Chance with Blades and throwable weapons.
reflexes · +0.1% Crit Chance per Attribute Point.
+40% movement speed for 9 sec. when entering combat.
cool · +0.2% headshot and weakspot damage per Attribute Point.
Mantis Blades allow you to slice and dice your enemies with swift, deadly slashes. You can also leap at a target to deal massive damage. To do so, hold and release the attack button
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.
+20% movement speed
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.
+25% Stamina whenever you use a melee weapon to neutralize an enemy.
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.
Functions as a powerful Health Item. Instantly restores 110 Health, then regenerates 23 Health per second for 6 sec.
technical · +0.1% Health Item efficiency per Attribute Point.
The closer an attacking enemy is, the less damage they deal to you. -20% incoming damage at 3 m. Damage reduction tapers off to 0% at 6 m.
body · +0.5 Health per Attribute Point.
Whenever you take damage, you have a 10% chance to release a large electroshock that deals 500 damage to nearby enemies.
technical · +0.1% Tech weapon damage per Attribute Point.
Armor – simple but effective.
technical · +0.5 Armor per Attribute Point.
+250% RAM Regen Rate when available RAM is below 7.
intelligence · +0.1% damage reduction per Attribute Point.
Receiving damage restores RAM equal to 3% of damage received (e.g., 3 RAM per 100 Health lost).
+2 Max RAM
intelligence · +0.05% to all dealt damage per Attribute Point.
Weapons
3/3+100% Crit Chance for damage-over-time from Bleeding.
+3 sec. Bleeding duration +13% Crit Chance -10% base damage
Shoots explosive rounds.
+30% Crit Chance with ricochets.
Drawing the weapon automatically refills its ammo up to 35%. -15% reload speed
+20% damage against Elite enemies.
Grenades
1/1Applies an EMP effect for 5 sec.
Deals bonus damage against enemy netrunners, drones, mechs, robots and turrets.
Disables turrets for the duration of the EMP grenade effect.
Deactivates enemy cyberware for 20 sec.
Quickhacks
5/5Allows you to perform quickhacks on enemies and devices while scanning.
Unlocks the Blackwall Gateway quickhack. Automatically consumes RAM every time it spreads. Each spread has a shorter upload time and a higher RAM cost than the last. But the cost can be cut in half if you're willing to pay in blood...
This quickhack spreads to 5 enemies within 20 m., causing lethal damage to cyberware and neural systems. Mechs, robots, drones and turrets are deactivated. Automatically consumes RAM every time it spreads. Each spread has a shorter upload time and a higher RAM cost than the last. But the cost can be cut in half if you're willing to pay in blood...
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.
Knocks out the enemy without making noise by crippling their nervous system.
-12 RAM cost for a short time after reducing trace progress. Stacks 2 times.
Neutralizing an enemy with this quickhack reduces trace progress by 20%. Neutralizing an enemy netrunner this way removes all trace progress.
Disables enemy cyberware for 10 sec. and increases all damage against the affected enemy by 5%.
At 2 stacks, permanently disables enemy cyberware.
At 3 stacks, deals Electrical damage over time. Each application refreshes the effect's duration or reapplies the effect.
At maximum stacks, enemy cyberware overloads, dealing massive damage. Cyberware Malfunction cannot be used on the same enemy again.
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.
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.