Ninja
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More: Endgame builds
Points
Points
Cyberware
Press [IconicCyberware] to activate. When active: Invulnerable to damage Cannot use items Melee weapons only -100% Stamina cost for melee attacks +30% attack speed +20% movement speed Increased damage at low Health (max. +50% damage when below 20% Health) When it ends: +25% Health for each enemy neutralized. Duration: 12 sec.
Cooldown: 35 sec.
body · +0.5% damage during Berserk per Attribute Point.
Whenever another cyberware implant is fully used, Quantum Tuner instantly restores its Cooldown. (up to a max of 30 sec.) Cooldown: 60 sec. outside of combat Passive Effect: -10% Cooldown Time for all other cyberware.
intelligence · +0.05% to all dealt damage per Attribute Point.
-1.25% Cooldown instantly for all cyberware after neutralizing an enemy.
technical · +0.5 Armor 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.
Allows you to aim and perform ranged attacks while sliding, dodging or Dashing. Slows time by 60% for 3.5 sec. when you aim a ranged attack during a slide, dodge or Dash.
Cooldown: 6.5 sec.
reflexes · +0.1% Crit Chance per Attribute Point.
+16.75% Crit Chance with Blades and throwable weapons.
reflexes · +0.1% Crit Chance 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.
Launches an explosive projectile that deals massive Thermal damage. Small Burn chance. Charged shots gain: +30% damage +25% explosion radius +30% Burn chance
Assign cyberware to the quickslot and activate it with [UseCombatGadget].
intelligence · +0.5% damage with this cyberware per Attribute Point.
-30% recoil -25% bullet spread Automatically activates effects for ranged weapons that otherwise only occur when behind cover.
When equipping or throwing a throwable weapon: +23% Crit Chance with throwable weapons for 6 sec.
cool · +0.2% headshot and weakspot 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: 1500 sec.
intelligence · +0.05% to all dealt damage per Attribute Point.
-18% Stamina cost for all attacks.
reflexes · -0.5% all Stamina costs 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.
+23% melee attack speed
reflexes · +0.1% Crit Chance 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.
When Kerenzikov ends: +90% Mitigation Chance for 4 sec.
Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default: 50%).
reflexes · +0.1% Crit Chance per Attribute Point.
+27% melee damage +20% melee Stamina cost
reflexes · +0.1% Crit Chance per Attribute Point.
+37% Armor
body · +2 Health per Attribute Point.
+15% Max Health
body · +0.5 Health per Attribute Point.
Weapons
3/3Allows you to leap toward distant enemies. When Satori is sheathed, hold [MeleeAttack] to perform a Quickdraw Attack that is guaranteed to inflict Bleeding. If the enemy is already affected by Bleeding from Nehan, Satori will cause hemorrhaging instead. Hemorrhaging drains enemy Health and regenerates yours.
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.
Fires explosive rounds.
After crippling an enemy with Iconic knife Fang, shooting the crippled leg with this gun will shred it to pieces and return Fang to your hand. Effective against moving targets.
Grenades
1/1Hits enemies with an explosive blast and shrapnel.
Quickhacks
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.