Explosive RockerboyCyberpunk 2077Guns 'n ExplosionsbuildThis is a guide with 6 notesPublished · Updated
Stylish, terminally cool, and about as stealthy as a brick to the teeth, this Explosive Rockerboy is a one man show. With loads of armor, a grenade-launching arm, electrical damage, wall-punching tech weapons, and a pair of iconic Lexingtons that wreak havok in the slowed time of a Militech Sandevistan, you've got plenty of tools for mayhem.
Go shock Night City awake. Hope you have fun!
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More: Boss Killer builds, Close Range builds, Long Range builds, Solo builds, Tank builds
Perks chosen for maneuverability, armor, the projectile launcher, and damage for a mix of pistols, precision rifles, and snipers of the tech and power variety. Start out by leveling Cool and Tech into the 9-to-15 range and then begin focusing on Body and Reflexes to build up survival and maneuvering.
If you really need to, the build can be tweaked to focus on SMGs, ARs, or even shotguns without too much trouble. Likewise, 20 points into Cool means the perks can be adjusted for stealth play if you really wanted to go that route. I would recommend pulling the tech weapon perks and applying them to other styles of play as desired if you wanted to go that route.
Points
Cyberware
Cyberware was chosen for making a character who can alternate between wall-punching tech weapons and wielding dual-pistols under the effects of slowed time. With stealth not being an option, mitigation, armor, health regen, and agility allow the player to dash about and deal more critical damage.
As managing the timing for a Bolt can be tricky in slowed time, I often swap to dual power pistols before activating the Sandevistan, where they can spray loads of bullets at super speed.
Press the cyberware button 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.
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.
+40% damage against drones, robots, mechs and turrets.
+2 Max RAM
technical · +0.5 Armor per Attribute Point.
-7.5% Cooldown instantly for all cyberware after neutralizing an enemy.
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.
+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.
+40% movement speed for 9 sec. when entering combat.
cool · +0.2% headshot and weakspot 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.
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 the combat gadget button.
cool · +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.
-24% recoil
cool · +0.2% headshot and weakspot damage 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
Armor – simple but effective.
technical · +0.5 Armor per Attribute Point.
Armor – simple but effective.
technical · +0.5 Armor 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.
+13% Armor
technical · +0.5 Armor per Attribute Point.
Press the jump button in midair to perform a double jump.
reflexes · +0.1% Crit Chance 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.
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.
+7.5% Health when you neutralize an enemy.
intelligence · +0.05% to all dealt damage 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 the combat gadget button.
Cooldown: 900 sec.
intelligence · +0.05% to all dealt damage per Attribute Point.
Weapons
3/3 + 4Coronation and Breakthrough are able to punch through enemy cover and spray chain lightning about from their targets. Dying Night and the Lexington X-Mod 2 are set up to apply fire and electrical damage to single enemies at a high rate of fire with a low amount of recoil. If you want to tweak perks around temporarily for a stealth mission, silenced pistols and the Overwatch ought to work fine, but the Cyberware is really set up for going loud and proud.
Wilson's Lexington gives you the additional hope of seeing yet another Night City sunrise. Increases damage while moving and guarantees Shock with rapid hits.
A special version of the weapon capable of additional modification. Optimized design also allows for improved handling.
Shoots explosive rounds.
Converts 50% of dealt damage to Thermal damage and gives a 15% chance to apply Burn.
Walk like a king with a fully customizable tool to rule them all.
50% chance to cause an EMP blast when shooting an enemy with a fully charged weapon.
50% chance to cause an EMP blast when shooting an enemy with a fully charged weapon.
Allows you to charge the weapon to 200% capacity without increasing charge time. +100% Armor penetration No penalty for penetrating cover
+10% charge speed after a headshot with a fully charged weapon. Duration: 10 sec. Stacks 5 times. +50% damage with Bolt shots.
Can 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.
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.
Increases reload speed. Comes with a custom silencer.
Fires explosive rounds, but cannot penetrate cover.
The cylinder has been modifed to hold a single explosive round capable of wreaking utter destruction. Automatically reloads when you perform a Quick Melee Attack.
Each headshot briefly increases Crit Chance and Burn chance. Single Wield: Gain extra ammo equal to the number of headshots the next time this weapon is equipped. Dual Wield: Headshots instantly add extra ammo to the other dual-wield weapon (max. 10 bullets).
Each headshot briefly increases Crit Chance and Burn chance. Single Wield: Gain extra ammo equal to the number of headshots the next time this weapon is equipped. Dual Wield: Headshots instantly add extra ammo to the other dual-wield weapon (max. 10 bullets).
Grenades
0/1No grenades are used, as the Projectile Launch System both deals more damage and is set up to rapidly stack up Pyromania for additional mitigation and quicker reloading of said Projectile Launch System.
Quickhacks
This is not a netrunner build, so no quickhacks here. If this character were that intelligent then he'd have found a job with a lower mortality rate.
Skills
Leveling skills is fairly straightforward outside of Netrunner. As this isn't a netrunning build, I used the Tyger Claws Dermal Imprint for a while and would cycle smart pistols into the weapon rotation until I got the last perk point that leveling Netrunner would give me.
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.