Corpo-Rat
This build combines stealth quickhack insta-kills with bolstered gorilla arms to create a terrifying solo-cyberpunk-assassin.
Reflexes lets us effectively stalk our prey and pick them off from the shadows. Tech investment allows us a cyber-psychosis-inducing amount of implants. Body keeps us alive and empowers our gorilla arms for when combat is unavoidable. Intelligence provides essential netrunning abilities.
No weapons/grenades used, only cyberware.
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Points
Points
Cyberware
Allows you to perform quickhacks on enemies and devices while scanning.
+15% weapon damage against enemies affected by non-Combat quickhacks.
+40% damage with Combat quickhacks when immediately followed by a non-Combat quickhack in the queue.
+5 Max RAM
When activating Overclock, automatically upload Reboot Optics and Weapon Glitch to all enemies within 8 m.
Allows your quickhacks to deal Crit Hits. 100% Crit Chance with quickhacks. -8 Max RAM
intelligence · +0.5% quickhack damage per Attribute Point.
+6 Max RAM +30% upload speed for quickhacks
intelligence · +0.05% to all dealt damage per Attribute Point.
-6.5% Cooldown instantly for all cyberware after neutralizing an enemy.
Effects active when scanning: Highlights enemies within 17.5 m., including enemies behind cover. Highlights cameras and turrets within 35 m. Highlights explosive devices and traps near your crosshair and within 26 m. These effects remain active for 60 sec. after scanning.
10x optical zoom when scanning or aiming.
body · +0.5 Health per Attribute Point.
+10% Mitigation Chance +9% 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 60% for 4 sec. when your Health drops below 25%. Your movement is not slowed.
Cooldown: 40 sec.
cool · -0.25 sec. Cooldown with this cyberware per Attribute Point.
Slows time by 50% for 3.5 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 Thermal damage.
reflexes · +0.5% damage with this cyberware per Attribute Point.
The Arasaka logo... with a few special touches of Johnny's.
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: 1500 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%. +14% Health Item effectiveness
technical · +0.1% Health Item efficiency per Attribute Point.
Functions as a powerful Health Item. Instantly restores 85 Health, then regenerates 17 Health per second for 6 sec.
technical · +0.1% Health Item efficiency per Attribute Point.
+7% Health when you neutralize an enemy.
intelligence · +0.05% to all dealt damage 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.
+240% Armor from this cyberware when available RAM is below 10. Requires an installed cyberdeck.
intelligence · +2 Armor 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.
+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.
+15% Max Health
body · +0.5 Health per Attribute Point.
+27% melee damage +20% melee Stamina cost
reflexes · +0.1% Crit Chance per Attribute Point.
Weapons
0/3Grenades
0/1Quickhacks
8/8Allows you to perform quickhacks on enemies and devices while scanning.
+15% weapon damage against enemies affected by non-Combat quickhacks.
+40% damage with Combat quickhacks when immediately followed by a non-Combat quickhack in the queue.
+5 Max RAM
When activating Overclock, automatically upload Reboot Optics and Weapon Glitch to all enemies within 8 m.
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.
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.
Disables enemy cyberware for 10 sec. and increases all damage against the affected enemy by 5%.
At 2 stacks, permanently disables enemy cyberware.
At 3 stacks, deals Electrical damage over time. Each application refreshes the effect's duration or reapplies the effect.
At maximum stacks, enemy cyberware overloads, dealing massive damage. Cyberware Malfunction cannot be used on the same enemy again.
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 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.
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.
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.