PISTOLERACyberpunk 2077Female gunslinger terrorizing Night City yet again, couldn't be more original 👀.build by @ROZENPublished · Updated ·
Theoretically cyberware capacity can reach 374 but it is hard to reach since the capacity shard is rare, much more feasible getting into 364 capacity. I would swipe some pistol to find synergies and swapping muzzle for silencers since most of time you would get a jump on the enemies first. You might don't even need Quantum Tuner. Don't forget to proc Heywood Hurricane, it will help with bullet spread and fire rate. Try to get reload speed stat modifiers.
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Points
Cyberware
Press the cyberware button to activate and deactivate. It can be activated at any charge level. When active: Slows time by 85% (you are not slowed) +20% headshot damage +20% Crit Chance +20% Crit Damage Neutralizing an enemy when active gives: +10% extended duration +22% Stamina Max Duration: 6 sec.
Cooldown: 25 sec.
reflexes · +0.1 sec. duration with this cyberware per Attribute Point.
-7.5% Cooldown instantly for all cyberware after neutralizing an enemy.
Whenever another cyberware implant is fully used, Quantum Tuner instantly restores its Cooldown. (up to a max of 50 sec.) Cooldown: 60 sec. outside of combat Passive Effect: -15% Cooldown Time for all other cyberware.
intelligence · +0.05% to all dealt damage per Attribute Point.
Automatically negates an enemy quickhack.
+2 Max RAM
Cooldown: 20 sec.
intelligence · -0.5 sec. Cooldown with this cyberware per Attribute Point.
Crit Chance increases the farther you are from the enemy (max. +30% at 30 m).
cool · +0.2% headshot and weakspot damage per Attribute Point.
+40% movement speed for 9 sec. when entering combat.
cool · +0.2% headshot and weakspot damage per Attribute Point.
Slows time by 60% for 4.5 sec. when your Health drops below 25%.
Cooldown: 35 sec.
cool · +0.2% headshot and weakspot damage per Attribute Point.
Increases Crit Chance by 35%.
10x optical zoom when scanning or aiming.
Gorilla Arms are lightweight, efficient and hard-hitting arm replacement cyberware. +6 to Body Attribute checks.
Deal Chemical damage.
cool · +0.5% damage with this cyberware per Attribute Point.
-35% recoil -25% bullet spread Automatically activates effects for ranged weapons that otherwise only occur when behind cover.
-24% recoil
cool · +0.2% headshot and weakspot damage 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
-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 the combat gadget button.
Cooldown: 50 sec.
cool · +0.1 sec. duration with this cyberware per Attribute Point.
The closer an attacking enemy is, the less damage they deal to you. -20% incoming damage at 3 m. Damage reduction tapers off to 0% at 6 m.
body · +0.5 Health per Attribute Point.
+13% Armor
technical · +0.5 Armor per Attribute Point.
Armor – simple but effective.
technical · +0.5 Armor per Attribute Point.
+66% Carrying Capacity
body · +0.5 Health per Attribute Point.
+50% quieter movement +12% crouched movement speed -20% fall damage
cool · +0.2% headshot and weakspot 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.
-20% Stamina cost for shooting.
body · +0.5 Health 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
3/3Each 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).
+20% damage against Elite enemies.
+20% damage against Elite enemies.
Can be charged from hip-fire.
Gives bonuses for headshot kills. Bonus and Streak Duration: 8 sec.
1st: +15% fire rate
2nd: +15% reload speed
3rd: +15% movement speed
4th: +25/25% Crit Chance/Damage
5th: +10% Health
Grenades
0/1Quickhacks
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.