Time warping blade swinger
PL DLC required
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More: Endgame builds
Points
Points
Cyberware
Press [IconicCyberware] to activate and deactivate. It can be activated at any charge level. When active: Slows time by 70% (you are not slowed) +10% damage +15% Crit Chance +10% Crit Damage Neutralizing an enemy when active gives: +5% extended duration +12% Health Max Duration: 10 sec.
Cooldown: 30 sec.
reflexes · +0.1 sec. duration with this cyberware per Attribute Point.
-7.5% Cooldown instantly for all cyberware after neutralizing an enemy.
Automatically negates an enemy quickhack.
+2 Max RAM
Cooldown: 20 sec.
intelligence · -0.5 sec. Cooldown with this cyberware 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.
-44% camera detection speed
10x optical zoom when scanning or aiming.
cool · +0.2% headshot and weakspot damage 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.
+20% Crit Chance with Blades and throwable weapons.
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.
Gorilla Arms are lightweight, efficient and hard-hitting arm replacement cyberware. +6 to Body Attribute checks.
Deal Electrical damage.
technical · +0.5% damage with this cyberware per Attribute Point.
J+V 4EVAH
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.
Allows you to charge jumps for greater distance. Hold [Jump] to charge, then release to jump.
body · +0.5 Health 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.
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.
+25% melee attack speed
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.
+50% Mitigation Chance for 4 sec. if you lose 35% Health within 3 sec.
Cooldown: 6 sec.
reflexes · +0.1% Crit Chance per Attribute Point.
An extremely durable subcutaneous shell made of genetically modified chitin. Provides additional Health Regen.
body · +10% Health Regen Rate 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
+27% melee damage +20% melee Stamina cost
reflexes · +0.1% Crit Chance 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.
Weapons
2/3Performing a Sprint Attack allows you to perform an unlimited number of combo attacks for 4 sec. Each successful attack during this effect's duration gives +5% attack speed for 2 sec. Stacks 7 times.
When an enemy is below 50% Health, each hit to their head or limbs has a 20% chance dismember and instantly kill.
+25% Crit Chance and +70% Crit Damage for attacks performed midair (includes Leap Attacks and Superhero Landings) +70% Knockdown chance for midair Crit Hits
+25% Crit Chance and +70% Crit Damage for attacks performed midair (includes Leap Attacks and Superhero Landings) +70% Knockdown chance for midair Crit Hits
Grenades
0/1Quickhacks
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.