ghostrunner mono
netrunner, infinite camo, mobility...test
Tried this build? Add a badge for what it does best, or agree with one that's already there.
More: Close Range builds, Long Range builds, Netrunner builds, Stealth builds
Points
Cyberware
Allows you to perform quickhacks on enemies and devices while scanning.
Enemies take 100% longer to trace your location.
-2 RAM cost for Covert quickhacks.
+5 RAM after performing a Takedown.
When Overclock is active, quickhacks will not increase trace progress (but they will still initiate it).
-7.5% Cooldown instantly for all cyberware after neutralizing an enemy.
Increases RAM recovery rate by +0.3 unit(s) per sec.
+2 Max RAM
intelligence · +0.05% to all dealt damage per Attribute Point.
+6 Max RAM +35% upload speed for quickhacks
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.
+40% movement speed for 9 sec. when entering combat.
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.
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.
Monowire is arm replacement cyberware that allows you to whip multiple enemies at once from a distance.
Deals Electrical damage.
reflexes · +0.5% damage with this cyberware per Attribute Point.
Enables the use of smart-targeting in Smart weapons. +10% target lock duration +5% 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.
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: 1200 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.
+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.
-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.
7% chance to block an incoming projectile. +100% bonus chance after performing a dodge or Dash. This bonus chance lasts 1.7 sec. or until the next projectile is blocked, whichever comes first. Cannot block more than 3 projectiles in a 5 sec. span.
reflexes · +0.1% Crit Chance per Attribute Point.
+15% Max Health
body · +0.5 Health per Attribute Point.
+250% RAM Regen Rate when available RAM is below 7.
intelligence · +0.1% damage reduction 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.
Weapons
0/3Grenades
0/1Quickhacks
8/8Allows you to perform quickhacks on enemies and devices while scanning.
Enemies take 100% longer to trace your location.
-2 RAM cost for Covert quickhacks.
+5 RAM after performing a Takedown.
When Overclock is active, quickhacks will not increase trace progress (but they will still initiate it).
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.
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.
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.
Deafens the enemy, reducing their ability to detect you.
Scrambles comms, preventing the affected enemy from communicating with their allies.
Cloaks the enemy from their allies' sensory systems, causing them to be ignored.
Uploading Sonic Shock to an enemy already affected by Memory Wipe and Reboot Optics will cause them to lose consciousness.
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.
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.
+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.
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.
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.