Jeanioz
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More: Endgame builds
Points
Cyberware
Allows you to perform quickhacks on enemies and devices while scanning.
-20% traceability for quickhacks uploaded through cameras.
-50% RAM cost for Device and Vehicle quickhacks.
Combat quickhacks uploaded through devices gain: +30% damage +50% effect duration
+6 Max RAM +35% upload speed for quickhacks
intelligence · +0.05% to all dealt damage per Attribute Point.
Instantly recovers 45% Max RAM when available RAM falls to 20%.
+2 Max RAM
Cooldown: 75 sec.
intelligence · -3 sec. Cooldown with this cyberware per Attribute Point.
Increases RAM recovery rate by +0.3 unit(s) per sec.
+2 Max RAM
intelligence · +0.05% to all dealt damage per Attribute Point.
Increases Crit Chance by 35%.
10x optical zoom when scanning or aiming.
+30% movement speed for 40 sec. when entering combat.
reflexes · +3 sec. duration with this cyberware 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.
Slows time by 50% for 4.5 sec. when enemy detection reaches 50%.
Cooldown: 60 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 Physical damage.
body · +0.5% damage with this cyberware 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.
Enables the use of smart-targeting in Smart weapons. +20% target lock duration +15% 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.
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.
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.
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.
+100% Health when your Health reaches 0. (May not activate in some situations, such as falling from extreme heights.)
Cooldown: 200 sec.
body · +0.5 Health 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
An extremely durable subcutaneous shell made of genetically modified chitin. Provides additional Health Regen.
body · +10% Health Regen Rate per Attribute Point.
-90% visibility to enemies for 7 sec., making it more difficult for them to detect you outside of combat and hit you during combat.
Assign cyberware to the quickslot and activate it with [UseCombatGadget].
Cooldown: 50 sec.
cool · +0.1 sec. duration with this cyberware per Attribute Point.
+250% RAM Regen Rate when available RAM is below 7.
intelligence · +0.1% damage reduction per Attribute Point.
+42% Armor
body · +2 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
3/3 + 1Can be charged from hip-fire.
This rifle's unique mods allow rounds to penetrate through walls without being charged, after which they can ricochet multiple times.
A smart pistol that picks its own targets. Its default Puppy-Loving Pacifist setting weights auto-targeting toward legs; Skippy's quest can switch it to Stone Cold Killer, which adds the head to its priorities.
Infused with Denny's rage. High chance to apply Bleeding. Low chance to apply Stun.
Cassidy's mods have turned this into the Wild West's most lethal revolver. Hip firing and landing a headshot immediately after drawing this weapon guarantees Crit Damage.
Grenades
1/1 + 8Brings new meaning to blowing one's nose.
Applies Burn for 5 sec.
Deals additional damage to armored enemies.
Applies 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.
Hits enemies with an explosive blast and shrapnel.
Activates 32 lasers that deal damage for 8 sec.
Decapitates non-Boss enemies who have less than 30% Health.
Creates 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.
Emits a sound that lures enemies.
+80% lock-on speed with Smart weapons against affected enemies.
Creates a smoke screen for 15 sec.
Applies Blinding for 12 sec.
-90% accuracy for affected human enemies for 15 sec.
Quickhacks
8/8Allows you to perform quickhacks on enemies and devices while scanning.
-20% traceability for quickhacks uploaded through cameras.
-50% RAM cost for Device and Vehicle quickhacks.
Combat quickhacks uploaded through devices gain: +30% damage +50% effect duration
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.
+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.
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.
Prevents the target enemy from noticing you for a short time. -25% trace progress when uploaded outside of combat.
Quickhacks queued after Memory Wipe are not traceable.
Forces all enemies to exit combat state.
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 attack the nearest friendly or hostile. If no one is nearby, they will commit suicide instead.
-6 RAM cost for a short time after applying a stack of Cyberware Malfunction or an EMP effect. Stacks 3 times.
+25% duration and +25% damage dealt by the affected enemy for each other quickhack affecting them.
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.
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.
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.