Reflexes
Cyberpunk 2077 Attribute
Reflexes is one of the five attributes in Cyberpunk 2077. It starts at 3 and caps at 20.
Its perk tree holds 37 perks (25 regular perks, 8 milestones and 4 master perks) across four tiers, unlocked at Reflexes 4, 9, 15 and 20.
Its skill is Shinobi, which levels from the weapons and actions the attribute governs.
Reflexes Builds
Perks
Tier 1 (Reflexes 4)
Unlocks preem new ways to exit vehicles:
- Jump out - double-tap [F]
- Slide out - hold [F] while at high speed
You can also draw and fire weapons during these stunts.
While driving:
- No bullet spread penalty from movement
- -50% bullet spread overall
The faster you move, the more difficult for enemies to shoot you.
Effect increases when Dashing, dodging, sliding, sprinting and vaulting.
Allows you to shoot while sprinting, sliding and vaulting.
Allows you to reload weapons while sprinting, sliding and vaulting.
Increased slide distance.
Increased vaulting and climbing speed.
Tier 2 (Reflexes 9)
-10% Stamina cost for shooting with AR and SMGs.
-20% stamina cost for dodging and Dashing.
-15% Stamina cost for attacks with blades.
+15% weapon swap speed,
-30% bullet spread briefly after swapping weapons.
+20% effective range and accuracy.
-25% recoil when aiming.
+100% Mitigation Chance when performing a Dash.
Mitigation - grants a chance to reduce incoming damage by current Mitigation Strength (default 50%)
Allows you to shoot while Dashing.
+40% Stamina after neutralizing an enemy while Dashing.
+100% Dash range toward enemies.
When performing Strong Attacks, you now automatically leap to enemies within range.
These Leap Attacks can be also performed from midair and deal additional damage that scales with the distance of the leap (max +50%).
Increased damage and Stun chance with Counterattacks.
Whenever time is slowed, Bullet Deflect does not consume Stamina and deflections automatically hit enemies for Crit Damage.
When your stamina is above 33% blocking projectiles will Deflect them to wherever your reticle is aimed.
Well-timed blocking just before being hit increases the damage you deal with deflected bullets.
Tier 3 (Reflexes 15)
+15% aim speed.
-20% Dash Stamina cost.
-15% Stamina cost for attacks with Blades.
-10% Stamina cost for hip-firing.
+4% Armor penetration for automatic weapons per stack of Sharpshooter.
+7% Crit Chance and Crit Damage per stack of Sharpshooter.
Aiming no longer slows movement.
Allows you to shoot while vaulting.
Activating Kerenzikov in midair keeps you suspended in the air and extends its duration.
Improves midair maneuverability.
+30% Mitigation strength in midair.
+100% Finisher range.
Enemies affected by Stagger, Stun, Blinding and Bleeding are more susceptible to Finishers.
+25% movement speed and attack speed for 6 sec. after performing a Finisher.
Master Perks (Reflexes 20)
Shooting the same target 7 consecutive times deals bonus damage equal to 100% of the total damage from those shots.
Swapping Submachine Guns is faster and automatically reloads them.
+22% fire rate after swapping to an SMG. Normal reloading ends the effect.
+25 stamina from performing Air Dashes and double jumps.
Air Dashes do not cost stamina.
All attacks, counterattacks and deflected bullets apply Bleeding, which increases dismemberment chance.
Bleeding cannot kill enemies, but does make them more susceptible to Finishers.
+25 Stamina from dismemberments.