El Diablo
BOOM BOOM BOOOOOOOOOM (and Jackie's Pistols for aura.)
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More: AoE builds, Close Range builds, Endgame builds, Solo builds, Tank builds
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) +17% headshot damage +17% Crit Chance +17% 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.
Improves Kerenzikov by enhancing the user's speed and reflexes. When Kerenzikov is active: -100% Stamina cost from shooting. Slows time by +17% relative to your enemies.
reflexes · +0.1% Crit Chance per Attribute Point.
Automatically negates an enemy quickhack.
+2 Max RAM
Cooldown: 26 sec.
intelligence · -0.5 sec. Cooldown with this cyberware per Attribute Point.
-1.3% Cooldown instantly for all cyberware after neutralizing an enemy.
technical · +0.5 Armor per Attribute Point.
+10% Mitigation Chance +10% Mitigation Strength
Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default: 50%).
reflexes · +0.1% Crit Chance 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 sec.
reflexes · +0.1% Crit Chance per Attribute Point.
+40% movement speed for 8 sec. when entering combat.
cool · +0.2% headshot and weakspot damage per Attribute Point.
Effects active when scanning: Highlights enemies within 18.5 m., including enemies behind cover. Highlights cameras and turrets within 37 m. Highlights explosive devices and traps near your crosshair and within 27.5 m. These effects remain active for 60 sec. after scanning.
10x optical zoom when scanning or aiming.
body · +0.5 Health 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 the combat gadget button.
intelligence · +0.5% damage with this cyberware per Attribute Point.
-22% recoil
cool · +0.2% headshot and weakspot damage per Attribute Point.
Enables the use of smart-targeting in Smart weapons. +20% target lock duration +12% Crit Damage with Smart weapons.
Directly links the user's optical implant to the weapon's system, offering real-time weapon info.
+2 Max RAM
intelligence · +0.1% Smart weapon damage 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.
-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.
-7% all incoming damage
cool · +0.1% damage reduction per Attribute Point.
+15% Max Health
body · +0.5 Health 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.
Health Items now also give: +10% Armor for 5 sec. -30% all Stamina costs for 5 sec. These effects can stack.
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.
-19% Stamina cost for shooting.
body · +0.5 Health per Attribute Point.
Functions as a powerful Health Item. Instantly restores 100 Health, then regenerates 20 Health per second for 6 sec.
technical · +0.1% Health Item efficiency per Attribute Point.
+100% Health when your Health reaches 0. (May not activate in some situations, such as falling from extreme heights.)
Cooldown: 220 sec.
body · +0.5 Health per Attribute Point.
Weapons
2/3Each 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).
Fires explosive rounds. The modified automated targeting system guides bullets to up to 3 targets while aiming. Perfect for when you're outnumbered.
Grenades
1/1Applies Burn for 5 sec.
Deals additional damage to armored enemies.
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.