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Body
18
Ref.
20
Cool
20
Int.
3
Tech.
20
60
Level
Relic
8

Explosive Rockerboy
Cyberpunk 2077
Guns 'n Explosions
build
This is a guide with 6 notes
Published · 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

Lvl
60
PP
82
/ 82
296
/ 296

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.

Level
60
Based on attributes
Perk
Points
82
/ 82
59
from leveling up
10
from skill rewards
13
from perk shards
Body
18
Shotguns, LMGs, HMGs, Blunt Weapons.
4
9
15
20
1 / 1
1 / 1
3 / 3
Reflexes
20
Assault Rifles, Submachine Guns, Blades.
4
9
15
20
1 / 1
1 / 1
1 / 1
2 / 2
3 / 3
Cool
20
Stealth, Sniper/Precision Rifles, Handguns, Throwables.
4
9
15
20
2 / 2
3 / 3
1 / 1
1 / 1
2 / 2
Intelligence
3
Netrunning, Smart Weapons, Monowire.
4
9
15
20
Technical Ability
20
Cyberware, Explosives, Consumables, Tech Weapons.
4
9
15
20
1 / 1
1 / 1
1 / 1
1 / 1
2 / 2
3 / 3
2 / 2
3 / 3
1 / 1
3 / 3
Relic
8 / 15
Phantom Liberty cyberware abilities
1 / 1
1 / 1

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.

Operating System
Militech "Falcon" Sandevistan

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.

39
4
5
+
++
Frontal Cortex
Kerenzikov Boost System

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.

3
3
4
5
+
++
Mechatronic Core

+40% damage against drones, robots, mechs and turrets.

+2 Max RAM

technical · +0.5 Armor per Attribute Point.

5
1
2
3
4
5
+
++
Axolotl

-7.5% Cooldown instantly for all cyberware after neutralizing an enemy.

48
4
5
+
++
Nervous System
Kerenzikov

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.

12
2
3
4
5
+
++
NeoFiber

+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.

14
3
4
5
+
++
Adrenaline Converter

+40% movement speed for 9 sec. when entering combat.

cool · +0.2% headshot and weakspot damage per Attribute Point.

6
1
2
3
4
5
+
++
Ocular System
Kiroshi "Stalker" Optics

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.

2
1
2
3
4
5
+
++
Capacity
296 / 296
Exceeds the capacity available at level 60 (232). Capacity grows +3 per level; collect the remaining +64 from capacity shards in the world.
Arms
Electrifying Projectile Launch System

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.

8
2
3
4
5
+
++
Hands
Microgenerator

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.

9
2
3
4
5
+
++
Shock Absorber

-24% recoil

cool · +0.2% headshot and weakspot damage per Attribute Point.

12
1
2
3
4
5
+
++
Integumentary System
Chitin

An extremely durable subcutaneous shell made of genetically modified chitin. Provides additional Health Regen.

body · +10% Health Regen Rate per Attribute Point.

50
232
3
4
5
+
++
Cellular Adapter

technical · For each Attribute Point: +1% explosion resistance +0.5% Tech weapon damage +0.5% Health Item recharge speed +0.5% grenade recharge speed

10
162
2
3
4
5
+
++
Subdermal Armor

Armor – simple but effective.

technical · +0.5 Armor per Attribute Point.

5
55
1
2
3
4
5
+
++
Armor
1554
Skeleton
Bionic Joints

Armor – simple but effective.

technical · +0.5 Armor per Attribute Point.

8
130
1
2
3
4
5
+
++
Spring Joints

+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.

16
46
2
3
4
5
+
++
Para Bellum

+13% Armor

technical · +0.5 Armor per Attribute Point.

25
150
3
4
5
+
++
Legs
Reinforced Tendons

Press the jump button in midair to perform a double jump.

reflexes · +0.1% Crit Chance per Attribute Point.

8
12
2
3
4
5
+
++
Circulatory System
Blood Pump

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.

15
2
3
4
5
+
++
Biomonitor

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.

14
1
2
3
4
5
+
++
Heal-On-Kill

+7.5% Health when you neutralize an enemy.

intelligence · +0.05% to all dealt damage per Attribute Point.

10
1
2
3
4
5
+
++
Face
Behavioral Imprint-synced Faceplate

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.

5
+
++

Weapons

3/3 + 4

Coronation 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.

Dying Night
IconicPower Pistol
29.3
Damage
DPS150.4
Attack Speed8/s
Headshot Bonus+25%
Magazine20
Reload Time0.9s
1
2
3
4
5
+
++

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.

Scope
Handyman
Scope Fov: +26
Zoom Level: +0.5
Effective Range: +20%
Headshot Crit Chance: +10
1
2
3
4
5
Muzzle
RC-7 Dybbuk
Recoil Dir Reduction: +100
1
2
3
4
5
Off-hand
Lexington x-MOD2
IconicPower Pistol
29.3
Damage
DPS150.4
Attack Speed8/s
Headshot Bonus+75%
Magazine20
Reload Time0.9s
1
2
3
4
5
+
++

A special version of the weapon capable of additional modification. Optimized design also allows for improved handling.

Mod
Firecracker
Physical Impulse: -5
Knockdown Impulse: -5
Burning Application Rate: +5

Shoots explosive rounds.

5
Mod
Pyro

Converts 50% of dealt damage to Thermal damage and gives a 15% chance to apply Burn.

1
2
3
4
5
Scope
Handyman
Scope Fov: +26
Zoom Level: +0.5
Effective Range: +20%
Headshot Crit Chance: +10
1
2
3
4
5
Muzzle
RC-7 Dybbuk
Recoil Dir Reduction: +100
1
2
3
4
5
Coronation
IconicTech Revolver
156.6
Damage
DPS163.3
Attack Speed2.5/s
Headshot Bonus+100%
Magazine8
Reload Time1.4s
1
2
3
4
5
+
++

Walk like a king with a fully customizable tool to rule them all.

Mod
Spinetickler

50% chance to cause an EMP blast when shooting an enemy with a fully charged weapon.

1
2
3
4
5
Mod
Spinetickler

50% chance to cause an EMP blast when shooting an enemy with a fully charged weapon.

1
2
3
4
5
Mod
Wallpuncher

Allows you to charge the weapon to 200% capacity without increasing charge time. +100% Armor penetration No penalty for penetrating cover

5
Mod
Disjunctor

+10% charge speed after a headshot with a fully charged weapon. Duration: 10 sec. Stacks 5 times. +50% damage with Bolt shots.

5
Breakthrough
IconicTech Sniper Rifle
167.8
Damage
DPS142.8
Attack Speed1.7/s
Headshot Bonus+200%
Magazine4
Reload Time2s
1
2
3
4
5
+
++

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.

Scope
Gaki
Scope Fov: +13
Zoom Level: +4
Sway: -30
Charge Min Value Bonus: +25
4
5
Switch
Widow Maker
IconicTech Precision Rifle
125.3
Damage
DPS189.1
Attack Speed5/s
Headshot Bonus+50%
Projectiles5
Magazine10
Reload Time2.3s
1
2
3
4
5
+
++

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.

Overwatch
IconicPower Sniper Rifle
307.3
Damage
DPS86
Attack Speed0.4/s
Headshot Bonus+200%
Magazine4
Reload Time3s
1
2
3
4
5
+
++

Increases reload speed. Comes with a custom silencer.

Scope
HPO Kanone MAX Mk.77
Scope Fov: +10
Zoom Level: +5
Sway: -30
1
2
3
4
5
Comrade's Hammer
IconicTech Revolver
238.8
Damage
DPS163.3
Attack Speed1.7/s
Headshot Bonus+100%
Magazine4
Reload Time1.4s
1
2
3
4
5
+
++

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.

La Chingona Dorada
IconicPower Pistol
64.3
Damage
DPS128.6
Attack Speed2.9/s
Headshot Bonus+25%
Magazine10
Reload Time1.5s
1
2
3
4
5
+
++

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).

Scope
Handyman
Scope Fov: +26
Zoom Level: +0.5
Effective Range: +20%
Headshot Crit Chance: +10
1
2
3
4
5
Muzzle
XC-10 Cetus
Stealth Hit Damage Multiplier: +2.5
Damage Reduction: +10
Additional Stealth Damage: +1.5
Damage: -10%
4
5
Off-hand
La Chingona Dorada
IconicPower Pistol
64.3
Damage
DPS128.6
Attack Speed2.9/s
Headshot Bonus+25%
Magazine10
Reload Time1.5s
1
2
3
4
5
+
++

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).

Scope
Handyman
Scope Fov: +26
Zoom Level: +0.5
Effective Range: +20%
Headshot Crit Chance: +10
1
2
3
4
5
Muzzle
XC-10 Cetus
Stealth Hit Damage Multiplier: +2.5
Damage Reduction: +10
Additional Stealth Damage: +1.5
Damage: -10%
4
5
weapon

Grenades

0/1

No 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.

grenade
One grenade is equipped at a time; extras go to a switchable stash.

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.

Militech "Falcon" Sandevistan
Not a cyberdeck. Grants no quickhack slots. Install a cyberdeck to unlock quickhack slots.
quickhack

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.

+10 Perk points from skills
Skills level from use in game; set your targets to count their milestone rewards.
Headhunter
1
5
10
15
20
25
30
35
40
45
50
55
60
Levels from: Pistols, revolvers, precision and sniper rifles, knives, axes, stealth hits, takedowns, hiding bodies.
5

Decreases Visibility to Enemies by 10%.

10

+10% headshot damage. +10% damage against vulnerabilities.

15

+1 Perk Point.

20

No weapon sway when crouched.

25

Decreases Visibility to Enemies by 10%.

30

+15% headshot damage +15% damage against Vulnerabilities

35

+1 Perk Point.

40

Optical Camo is active while grappling enemies.

45

Decreases Recovery time after a throw by 30%.

50

30% faster when crouch-walking and crouch-sprinting.

55

Damage bonuses from being undetected outside of combat persist for 3 sec. after entering combat.

60

+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.
Netrunner
1
5
10
15
20
25
30
35
40
45
50
55
60
Levels from: Quickhacks, monowire, smart weapons, access points, crafting quickhacks.
5

Increases RAM Recovery Rate by 5%.

10

Increases RAM by 1.

15

+1 Perk Point.

20

Increases RAM Recovery Rate by 5%.

25

Increases RAM Recovery Rate by 5%.

30

Increases RAM by 1.

35

+1 Perk Point.

40

-20% RAM cost for quickhacks used on devices and vehicles.

45

+15% duration for Control and Covert quickhacks. +5% damage with Combat quickhacks.

50

+40% duration for Overclock.

55

-10% Health loss from using quickhacks during Overclock.

60

When active, Overclock now reveals enemies within 10 m, and allows you to quickhack non-netrunner enemies through cover.

Shinobi
1
5
10
15
20
25
30
35
40
45
50
55
60
Levels from: Blades, mantis blades, SMGs, assault rifles, deflecting with a blade, dashing, sliding, climbing, vaulting.
5

Increases Movement Speed by 5%.

10

-5% Stamina cost from dodging and Dashing.

15

+1 Perk Point.

20

Increased accuracy for a short time after dodging or Dashing.

25

Increases Movement Speed by 5%.

30

-5% Stamina cost from dodging and Dashing.

35

+1 Perk Point.

40

Increased Mitigation Chance the faster you move.

45

+25% damage with Fast Attacks.

50

Air Dashing and sliding automatically reload 20% of your equipped weapon.

55

When attacking from midair or while time is slowed, low Stamina does not affect ranged accuracy or melee attack speed.

60

When Sandevistan is active:

  • +40% Crit Chance.
  • No Stamina cost for any type of movement.
Solo
1
5
10
15
20
25
30
35
40
45
50
55
60
Levels from: Blunt weapons, fists, gorilla arms, shotguns, LMGs, HMGs, blocking with a blunt weapon, forcing doors open.
5

Increases Carrying Capacity by 50.

10

Increases Health by 10.

15

+1 Perk Point.

20

Fists and Gorilla Arms have:

  • +20% damage
  • +20% attack speed
  • Fists also have a chance to apply Bleeding.
25

Increases Carrying Capacity by 100.

30

Increases Health by 15.

35

+1 Perk Point.

40

+10% Crit Chance against enemies within 5 m.

45

+25% damage with Strong Attacks and Quick Melee Attacks.

50

+25% Health after performing a Finisher.

55

When Adrenaline Rush is active, Adrenaline decays 50% slower and cannot decay below 10%.

60

When Berserk is active:

  • +30% enemy Health threshold to perform Finishers
  • +50% Health from performing Finishers
  • +30% Berserk duration
Engineer
1
5
10
15
20
25
30
35
40
45
50
55
60
Levels from: Tech weapons, grenades, projectile launcher, Technical Ability device actions, disassembling items, fighting with Sandevistan, Berserk, Optical Camo or Overclock active.
5

Increases Armor by 15.

10

Increases Cyberware Capacity by 5.

15

+1 Perk Point.

20

+10% grenade damage and explosion radius

25

Increases Armor by 25.

30

Increases Cyberware Capacity by 10.

35

+1 Perk Point.

40

Increased Shock chance from charging a Tech weapon or electric baton.

45

+15% Health Item effectiveness.

50

+30% to all cyberware stat modifiers.

55

+10% damage with Bolt shots. +40% Burn chance with Bolt shots. Chain Lightning now also sets enemies on fire.

60

When Fury is active, you occasionally release an EMP blast.

Character stats
500Health
1554Armor
4RAM
350Carry Weight
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