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Cyberpunk 2077 Gunslinger Skill Building
The world of Cyberpunk 2077 it's filled to the brim with sleek, compact, stylish guns that are just as lethal as the other weapons in the game. They're easy to wield and have power that gets even meaner with the right combination of passive abilities and gear mods.
What follows is a gunslinger style pistol build that relies on high critical stats and the player's ability to chain kill and score headshots. He's great in all phases of the game and is more than capable of one-tapping almost any enemy Cyberpunk 2077even in the most difficult difficulties. Here's how to set it up.
Updated November 12, 2024 by Marc Santos: Patches following Update 2.1 for Cyberpunk 2077 have not implemented any new changes that drastically affect the most important parts of this Cyberpunk Pistol build. However, a patch added a hard cap to the cyberware, which might surprise some players if they're just starting the game again. We've updated this guide to take this into account, and we've also improved the skill development section to include perk descriptions.
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Cyberpunk 2077 Gunslinger Skill Building
The important benefits needed for this build to work have remained intact since Update 2.1.
The total revamp of the skill and perk system in Cyberpunk 2077 2.0 the update drastically changed the way guns are played. Instead of spending most of their perk and attribute points on Reflexes, players now have to invest in Cold AND Technical ability (and also some more Reflexes).
Long story short, to get a strong gun build, players have to Unlock all gun-related skills In the Cold skill tree, starting from Focus and ends with Tungsten steel nerves, including most (if not all) of the subnodes connected to them. Here's what each of the main skills do:
- Focus: Increases head and weak point damage; no stamina cost when shooting for a short time after aiming down sights
- Blind eye: Greatly increases headshot and weak point damage when stamina is above 85%
- Tungsten Steel Nerves: All headshots and weak spots are guaranteed critical when Deadeye is active; the damage increases the further away the target is
Run 'N' Gun it's the only optional main skill here. Having no stamina cost for hipfire means Deadeye will always be active, but players will lose all benefits Focus and its subnodes provide.
Speaking of subnodes, Head to head, deep breath, AND Postponement are the most important for this build due to the following:
- Deep breath makes headshots easier by slowing down time without using cyberware
- Head to head extends the duration of Concentration and its unlimited Endurance effect as long as players continue to neutralize targets
- Postponement eliminates the need to reload as players can simply switch to another gun
- Players will never have to reload if they use the file Mixer mod, which refills a percentage of a gun's empty magazine after switching to it
With all this in mind, the new Cyberpunk gun building gameplay style revolves around scoring and stringing together headshot kills. Any weapon mod that helps make this easier (Zenith, Shuffler, Pinpoint) will be a great help.
As for the other skill trees, take the following:
Useful perks for building the Cyberpunk gun |
|
---|---|
Reflection tree |
|
Advantage name |
Effect |
Slippery |
Enemies will have a harder time hitting you the faster you move. Dashing, dodging, sliding, sprinting, and spinning increase this effect. |
Muscle memory |
It lets you charge while sprinting, spinning and sliding. |
Multitasking |
It allows you to shoot while running, spinning and sliding. |
Dash |
Replaces dodging with a long-range dash. Also reduces stamina costs for dodges and dashes by 20%. |
Firm grip |
It allows you to shoot while shooting. |
I can't touch it |
Dashing gives you a 100% mitigation chance. |
Technical skill tree |
|
Advantage name |
Effect |
Everything related to cyber |
Increases stat modifiers of all cyberware by 10%. It also reduces cyberware capacity costs for integumentary and skeletal implants. |
Renaissance punk |
Gain +4 bonus cyberware ability for every attribute above 9. |
Driver update |
All cyberware gets an extra modifier. |
Chrome constitution |
Receive 5% less damage when all Integumentary and Skeletal Cyberware slots are filled. |
License for Chrome |
Provides +10% cyberware stat modifiers, +40 armor, and unlocks a new cyberware slot for your skeleton. It also increases Skeleton's cyberware stats. |
Ambidextrous |
Unlock a new cyberware slot for your hands. |
Extended warranty |
Increases the duration of all cyberware effects by 15%. |
Cyborg |
Reduces cyberware cooldown time if all cyberware slots are occupied. Only get it when all slots are filled. |
Edgerunner |
Allows you to exceed the capacity of your cyberware at the cost of 0.5% maximum HP per additional point of capacity. Defeating an enemy while exceeding the cyberware's capacity has a chance to grant you bonus damage, critical strike chance, and critical damage. |
Reflex abilities allow for more agile movement in combat by allowing the use of Kerenzikov when you slide or sprint. Meanwhile, the technical skill build above is more or less mandatory for all builds, and this one is no different. Spend any remaining points on your favorite Reflexes, Ease, or Body skills.
Technical skill skills should be saved for when you have enough resources to fully invest in cyberware. There's no need to rush anything here, so feel free to spend your points elsewhere unless you have a piece of chrome you really want to use.
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Recommended weapons
Update 2.1 gave crafted weapons two mod slots instead of one. However, weapons made before this update are not affected, so you will have to craft new ones.
Since version 2.0 removed almost all of the weapon changes that make the old gun strong, players will have to make do with what's available. Thankfully, the above pistol skills ensure that pistols and revolvers still have access to improved critical hit damage and 100% critical hit chance (as long as players hit headshots), which play a vital role in Original gameplay style.
THE Overture The Revolver remains the most well-rounded option for this build thanks to its solid damage profile and easy handling compared to other revolvers. The heaviest RT-46 Burya it can also be a good choice if players can handle its violent recoil.
Legendary variants are recommended for their modding capabilities, although some are iconic Cyberpunk 2077 guns like Amnesty, Archangel, and the Destiny Destiny DR-5 Nova are all valid alternatives.
Regular pistols follow the same rules as revolvers, although they are better suited for stealth builds as revolvers can no longer use silencers. Still, hard hitting guns like Nue and Tamayura it can be used even in a loud build like this.
Given the killstreak-focused nature of gun skills, it is better to equip two or even three revolvers at a time. Don't worry about reloading and switch to another gun if you run out of ammo. Keep the streak alive and reap the benefits of the build.
Recommended weapon mods
- Zenith: Increases critical strike chance and weapon switching speed. Reduces projectile spread.
- Mixer: Drawing your weapon automatically refills a percentage of its magazine. Increases weapon switching speed and improves reload time.
- Better half: Increases critical strike chance when in the lower half of the magazine.
Cyberware
Patch 2.11 introduced a cyberware cap of 450. Be sure to check whether equipped implants can adapt to this new cap, and reduce defensive ones first if necessary. Just make sure all slots are filled to get Cyborg's cooldown reduction.
Cyberware now plays a significantly larger role in this build than before. Simple stat-boosting implants are now gone, and players need to improve their cyberware prowess Cyberpunk 2077 and equip the more advanced ones to get the most out of this setup. Priority facilities include:
- Militech “Apogee” Sandevistan (OS): Slows down time and greatly increases damage dealt
- May not be available until level 40+; use Zetatech or Dynalar Sandevistans until then
- Tyrosine injector (nervous): Increases movement speed and headshot damage after a takedown
- Newton module (frontal cortex): Reduces cyberware recovery time after removal
- Kerenzikov: Slows down time when aiming after a dash, dodge, or slide
- Clutch padding (circulatory): Reduces the stamina cost for shooting
- Kiroshi “clairvoyant” optics (eyes): Attuned to calm; highlights enemies while scanning
- Shock Absorber (Hands): Reduces recoil
Players should fill the remaining empty cyberware slots with their favorite implants to enable the Cyborg skill, which reduces the cooldown of all cyberware by 15% if all slots are filled. Usage Sandevistan whenever it's available for quicker kills and easier aiming.
If you need more critical hit chance or want to make room for more damage modifiers, replace the Kiroshi Clairvoyant Scope with the Kiroshi Cockator. This is only available in Dogtown.