As is the case with a ton of other RPG games, Cyberpunk 2077 also allows you to create your starting build. You can go down multiple paths here, such as the Glass Canon or Solo Build. However, for those looking to master the hacking skills from the get-go, and be deadly Assassin, crafting the Assassin Netrunner build in Cyberpunk 2077 is the way to go. Below you will find our tips for the best Assassin Netrunner Build in Cyberpunk 2077 2.0 Phantom Liberty.
Cyberpunk 2077 2.0 Netrunner Assassin Build
For this build you need to invest in the attributes:
Attributes | How Many Points You Need To Invest | Perks |
---|---|---|
Body | 6 | Painkiller Dorph-Head Comeback Kid Army of One Fury Road |
Reflexes | 15 | Air Dash Aerial Acrobat Aerodynamic Dash Can’t Touch This Steady Grip Mad Dash Mean Streak Slippery Muscle Memory Multitasker Power Slide Parkour Flash And Thunderclap Seeing Double Lead And Steel Bullet Deflect Bullet Time Finisher: Bladerunner Flash of Steel Opportunist Going the Distance Ready, Rested, Reloaded Stuntjock |
Technical Ability | 20 | Health Freak Borrowed Time Glutton for War Pyromania Coming in Hot Field Medic Demolitions Surplus Transfusion First Aid Edgerunner Licence to Chrome All Things Cyber Cyborg Extended Warranty Built Different Ambidextrous Lucky Day Driver Update Chipware Connoisseur Renaissance Punk Chrome Continuation Bolt Gearhead |
Intelligence | 20 | Queue Mastery Queue Acceleration Hack Queue Eye in the Sky Finisher: Live Wire Queue Prioritization Queue Hack_Root Feedback Loop Data Recycler Counrer-A-Hack Copy-Paste Warning: Explosion Hazard Forcekill Cypher Blood Daemon Overclock Embedded Exploit Optimization Spillover Power Surge Race Against Mind Sublimation Siphon Shadowrunner Icepick System Overwhelm Speculation Proximate Propagation Encryption Subordination Carhacker Acquisition Specialist |
Cool | 20 | Style Over Substance Focus Road Warrior Ninjutsu Shinobi Sprint Creeping Death Vanishing Act Serpentine Feline Footwork Small Target Blind Spot Unexposed Juggler Sleight of Hand Finisher: Act of Mercy Pat It Forward Scorpion Sting Parasite Neurotoxin Accelerated Toxic Absorption Corrosion Gas Order Killer Instinct Quick Getaway |
Think of it as a fusion of high-octane Quickhacks and the finesse of Ninjutsu. With this setup, you’re armed with the crème de la crème of katana skills. Plus, for those who love the shadows, there’s a top-tier stealth mode for those silent knife takedowns. A pro tip? Consider swapping out Camo for an extra 2 points and lean into smoke grenades. They might just offer that added edge, though they do come with a steeper learning curve.
Recommended Body Perks
- Painkiller
- Speed Junkie
- Dorph-Head
- Comeback Kid
- Speed Junki
- Army of One
- Fury Road
Painkiller
The primary effect of the Painkiller perk is to unlock slow health regeneration during combat. This means that players can gradually recover health while engaged in battle, which can be a significant advantage in sustaining their survivability. To unlock the “Painkiller” perk, players need to have a Body attribute level of 4.
Speed Junkie
Speed Junkie is a Body Perk in Cyberpunk 2077. Here are the details:
- Effect: Grants a +60% Health Regeneration Rate while sprinting.
- Type: Body Perk
- Tier: Rookie (4)
- Prerequisite: Painkiller
Description: Speed Junkie enhances V’s health regeneration rate specifically when sprinting. This perk can be particularly useful for players who adopt a hit-and-run combat style or those who find themselves frequently on the move during combat scenarios.
Perk Tiers
- Rookie: Requires 4 Points spent in Body
- Pro: Requires 9 Points spent in Body
- Phenom: Requires 15 Points spent in Body
- Legend: Requires 20 Points spent in Body
Upgrades
- Level 1: Offers a +60% Health Regeneration Rate while sprinting. (Details for Level 2 and Level 3 are not provided.)
Painkiller is a Body Perk in Cyberpunk 2077.
Effect: This perk allows V to regenerate health during combat, enhancing survivability in intense firefights. It serves as a foundational perk for other advanced Body Perks, making it a valuable choice for players who want to build a character with enhanced resilience and combat capabilities.
Dorph-Head
Dorph-Head is a Body Perk in Cyberpunk 2077. Here are the details:
- Effect: When using the Blood Pump cyberware or a Health Item, it grants a +100% Mitigation chance for 2 seconds. Mitigation in this context means it provides a chance to reduce incoming damage based on the current Mitigation Strength, which by default is set at 50%.
- Type: Body Perk
- Tier: Rookie (4)
- Prerequisite: Painkiller
Description: Dorph-Head increases the mitigation chance for a limited duration when utilizing Blood Pump cyberware or a health item. In Cyberpunk 2077, perks grant various bonuses and enhancements to the character V. Specifically, Body Perks are associated with the Body Primary Stat.
Perk Tiers
- Rookie: Requires 4 Points spent in Body
- Pro: Requires 9 Points spent in Body
- Phenom: Requires 15 Points spent in Body
- Legend: Requires 20 Points spent in Body
Upgrades
- Level 1: When using Blood Pump cyberware or a Health Item, it offers a +100% Mitigation chance for 2 seconds. This mitigation grants a chance to decrease incoming damage based on the current Mitigation Strength, which is typically 50%.
Comeback Kid
Comeback Kid is a Body Perk in Cyberpunk 2077. Here’s what you need to know:
- Effect: This perk offers a +1% health regeneration rate for each percent of missing health. Essentially, the lower V’s health, the faster it regenerates.
- Prerequisite: To acquire the “Comeback Kid” perk, players first need to have the “Painkiller” perk, which allows V to heal during combat.
Description: In the intense world of Cyberpunk 2077, players will inevitably find themselves in combat situations. The “Comeback Kid” perk enhances V’s survivability by increasing health regeneration, especially when health is critically low. This means that during prolonged combat scenarios, players might find themselves using fewer health items. The perk essentially boosts the existing healing mechanics, making V’s natural healing more potent, especially when it’s most crucial.
Army of One
Army of One is a Body Perk in Cyberpunk 2077. Here are the details:
- Effect: Provides a +10% Health Regeneration Rate for each nearby enemy.
- Type: Body Perk
- Tier: Rookie (4)
- Prerequisite: Painkiller
Description: The Army of One perk enhances V’s health regeneration rate based on the number of nearby enemies. This means that the more adversaries are in close proximity, the faster V’s health regenerates, making it a valuable perk for players who often find themselves surrounded or in intense combat situations.
Perk Tiers
- Rookie: Requires 4 Points spent in Body
- Pro: Requires 9 Points spent in Body
- Phenom: Requires 15 Points spent in Body
- Legend: Requires 20 Points spent in Body
Fury Road
Fury Road is a Body Perk in Cyberpunk 2077. Here are the details:
- Effect:
- Increases damage by +50% to enemy vehicles and their occupants in collisions caused by you.
- Reduces damage by -50% to your vehicles in collisions caused by enemies.
- Ensures you take no damage as an occupant in vehicle collisions.
- Type: Body Perk
- Tier: Rookie (4)
- Prerequisite: None
Description: The Fury Road perk is designed to enhance V’s vehicular combat capabilities. It significantly boosts the damage dealt to enemy vehicles and their occupants during collisions, while simultaneously reducing the damage your vehicle takes from enemy-caused collisions. Additionally, it provides immunity to damage for V when involved in vehicle collisions, making it a valuable perk for players who engage in vehicular combat or high-speed chases.
Perk Tiers
- Rookie: Requires 4 Points spent in Body
- Pro: Requires 9 Points spent in Body
- Phenom: Requires 15 Points spent in Body
- Legend: Requires 20 Points spent in Body
Recommended Reflexes Perks
- Air Dash
- Aerial Acrobat
- Aerodynamic
- Dash
- Can’t Touch This
- Steady Grip
- Mad Dash
- Mean Streak
- Slippery
- Muscle Memory
- Multitasker
- Power Slide
- Parkour
- Flash And Thunderclap
- Seeing Double
- Lead And Steel
- Bullet Deflect
- Bullet Time
- Finisher: Bladerunner
- Flash of Steel
- Opportunist
- Going the Distance
- Ready, Rested, Reloaded
- Stuntjock
Air Dash
Air Dash allows players to dash in mid-air, enhancing mobility and combat capabilities. It’s particularly useful for getting up close to enemies during combat. If enemies are positioned above the player, Air Dash can be utilized to scale the environment more efficiently. Additionally, it can be combined with a bunny hop to navigate the world at a faster pace, making it an ideal way to traverse the cyberpunk world.
Aerial Acrobat
Aerial Acrobat improves midair maneuverability, enhancing V’s agility while in the air. This can be particularly useful for players who frequently jump or fall from heights, allowing for more controlled movements during these actions.
Aerodynamic
Offers +30% damage mitigation strength while in mid-air. The Aerodynamic perk provides enhanced protection for V while they are in mid-air, reducing incoming damage by 30%. This can be particularly useful for players who frequently jump or utilize vertical movement during combat, ensuring they are less vulnerable while airborne.
Dash
Dash is a fundamental movement ability in Cyberpunk 2077 that allows V to quickly dodge or move in any direction. It’s particularly useful for evading enemy attacks, repositioning during combat, or quickly navigating the environment. Dashing can be performed by double-tapping the movement keys (W, A, S, D on PC) or the respective movement controls on consoles.
The “Dash” ability can be further enhanced with various perks and cyberware upgrades. For instance, the “Air Dash” perk, which is mentioned in one of the search results, allows players to dash while in mid-air, providing additional mobility.
Can’t Touch This
Grants immunity to all effects from your own grenades.
The Can’t Touch This perk grants immunity to all effects from your own grenades. This means that when you throw a grenade, even if you’re within its blast radius, you won’t be affected by its damage or any other effects it might have.
This perk is especially useful for players who frequently use grenades in combat, as it ensures they won’t accidentally harm themselves in the heat of battle. It’s found within the Engineering Skill Tree and is improved by leveling up your Technical Stat.
Steady Grip
Allows you to shoot while dashing. This perk enhances your combat agility, allowing for more dynamic engagements with enemies by combining movement and offense.
Mad Dash
Allows +100% Dash range specifically when dashing towards enemies. The Mad Dash perk significantly enhances the player’s dashing capabilities, specifically when moving towards adversaries. This can be particularly useful in combat scenarios, allowing players to quickly close the distance between themselves and their targets, making it easier to engage in close-quarters combat or to reposition for a strategic advantage.
Mean Streak
After neutralizing an enemy while dashing, you gain a +40% boost to your stamina. This perk enhances your combat stamina, allowing you to maintain your agility and momentum in battle, especially after taking down an opponent during a dash maneuver.
Slippery
The faster you move, the more difficult it becomes for enemies to shoot you. This effect is amplified when you’re dashing, dodging, sliding, sprinting, and vaulting. This perk enhances your evasive capabilities, making it harder for enemies to target and hit you as you move swiftly across the battlefield. It’s especially beneficial for players who adopt a dynamic playstyle, frequently using movement to their advantage in combat situations.
Muscle Memory
Allows you to reload weapons while sprinting, sliding, and vaulting. This perk enhances your combat fluidity, allowing you to maintain momentum and keep your weapons ready even while performing dynamic movements. It’s especially beneficial for players who adopt an aggressive and mobile playstyle, ensuring they can reload and be ready to fire without missing a beat.
Multitasker
Allows you to shoot while sprinting, sliding, and vaulting. This perk enhances your combat capabilities by allowing you to maintain offensive actions even while performing dynamic movements. It’s especially beneficial for players who adopt an aggressive and mobile playstyle, ensuring they can fire their weapon without interruption during various movement actions.
Power Slide
This perk increases the slide distance, enhancing V’s ability to cover ground quickly and evade threats during combat.
Parkour
Parkour enhances your in-game movement by increasing the speed at which you can climb and vault. Parkour! can be unlocked with a Reflexes level of 4, after unlocking the perk called Slippery. Parkour can be unlocked with a Reflexes level of 4, after unlocking the perk called Slippery.
Flash And Thunderclap
The Flash And Thunderclap perk in Cyberpunk 2077 is associated with the Reflexes attribute and specifically tailored for characters utilizing bladed weapons. To unlock the Flash And Thunderclap perk, your character needs to have a Reflexes level of 9 and must have previously unlocked the Mad Dash and Seeing Double perks. Once unlocked, this perk enables your character to automatically leap towards enemies within a specified range when performing a Strong Attack with a bladed weapon.
Seeing Double
This perk enhances your combat efficiency with bladed weapons by increasing the damage and the chance to Stun enemies when performing a counterattack. To unlock the Seeing Double perk, your character needs to have a Reflexes level of 9 and must have previously unlocked the Lead And Steel perk.
Lead And Steel
The perk has two levels:
- Level 1: Reduces the Stamina cost for attacking with bladed weapons by 15%.
- Level 2: Unlocks the ability to block incoming projectiles with bladed weapons, although blocking in this manner consumes stamina.
To unlock the Lead And Steel perk, your character needs to have a Reflexes level of 9 and must have previously unlocked the Slippery perk.
Bullet Deflect
This perk allows you to deflect incoming projectiles with bladed weapons, provided your Stamina is above 33%. To unlock the Bullet Deflect perk, your character needs to have a Reflexes level of 9 and must have previously unlocked the Lead And Steel perk.
Bullet Time
Bullet Time activates whenever time is slowed down in the game. In this state, the Bullet Deflect perk no longer consumes Stamina, and deflections with bladed weapons automatically hit enemies for critical damage. To unlock the Bullet Time perk, your character needs to have a Reflexes level of 9 and must have previously unlocked the Bullet Deflect perk.
Finisher: Bladerunner
The perk has three levels of progression:
- Level 1: Reduces the Stamina cost for attacking with bladed weapons by 15%.
- Level 2: Increases the attack speed with blades; the exact increase is mentioned as 30% in one source and 20% in another.
- Level 3: Unlocks a Blade Finisher move that can be used on weakened enemies, restoring 25% of your health upon execution.
This perk can be unlocked at a Reflexes level of 15 after you’ve unlocked the “Lead And Steel” perk.
Flash of Steel
Flash of Steel increases your character’s Movement Speed and Attack Speed by 25% for a duration of 6 seconds after performing a Finisher with a bladed weapon. The perk can be unlocked once your character reaches a Reflexes level of 15, and after you’ve unlocked the Finisher: Bladerunner perk.
Opportunist
Opportunist is tailored for bladed weapons, and upon unlocking, it enhances your combat effectiveness by making enemies who are affected by Stagger, Stun, Blinding, and Bleeding more susceptible to Finishers. The perk can be unlocked once your character reaches a Reflexes level of 15, and after you’ve unlocked the Finisher: Bladerunner perk.
Going the Distance
This perk enhances your combat efficiency with bladed weapons by increasing the range of your Finishers by 100%. To unlock the Going the Distance perk, your character needs to have a Reflexes level of 15 and must have previously unlocked the Finisher: Bladerunner perk.
Ready, Rested, Reloaded
The perk has two levels of progression:
- Level 1: Reduces the Stamina cost for shooting with Assault Rifles and SMGs by 10%.
- Level 2: Increases reload speed by 30% while your Stamina is above 50%.
This perk can be unlocked once your character reaches a Reflexes level of 9.
Stuntjock
- This perk grants your character new ways to exit vehicles:
- Jump Out: Achieved by double-tapping the [F] key.
- Slide Out: Executed by holding the [F] key while at high speed.
- Additionally, while performing these stunts, you can draw and fire weapons, adding a tactical advantage in combat situations
The “Stuntjock” perk can be unlocked when your character reaches a Reflexes level of 4.
Recommended Technical Ability Perks
- Health Freak
- Borrowed Time
- Glutton for War
- Pyromania
- Coming in Hot
- Field Medic
- Demolitions Surplus
- Transfusion
- First Aid
- Edgerunner
- Licence to Chrome
- All Things Cyber
- Cyborg
- Extended Warranty
- Built Different
- Ambidextrous
- Lucky Day
- Driver Update
- Chipware Connoisseur
- Renaissance Punk
- Chrome Continuation
- Bolt
- Gearhead
Health Freak
The perk has two levels of progression:
- Level 1: Increases the recharge speed of Health Items and grenades by 8%.
- Level 2: Grants one additional Health Item charge and increases the recharge speed of Health Items by 150% when outside of combat.
To unlock the Health Freak perk, your character needs to have a Technical Ability level of 9 and must have previously unlocked the Glutton for War perk.
Borrowed Time
- The perk automatically activates under certain conditions:
- When your health drops below 25%, and
- You have no charges remaining for your Health Item,
- Once these conditions are met, “Borrowed Time” grants a 100% instant recharge of one Health Item, essentially giving you a second chance in combat.
Your character needs to have a Technical Ability level of 9 to unlock Borrowed Time. Before unlocking Borrowed Time, you must have unlocked the Health Freak perk.
Glutton of War
Glutton for War provides a 5% instant recharge of Health Items and grenades every time you neutralize an enemy. he perk requires a Technical Ability level of 4 to unlock.
Pyromania
The perk comes with two levels of progression:
- Level 1: Increases the recharge speed of health items and grenades by 8%.
- Level 2: Increases the explosion radius for grenades and the Projectile Launch System by 10%.
To unlock the Pyromania perk, your character needs a Technical Ability level of 15, and you must have previously unlocked the Health Freak perk.
Coming in Hot
This perk provides a +50% recharge speed for grenades when you have none available. To unlock the Coming in Hot perk, your character must have previously unlocked the Health Freak perk at level 2.
Field Medic
Field Medic perk allows for a 15% faster use of health items while engaged in combat. The perk can be unlocked once your character reaches a Technical Ability level of 9, provided that you have already unlocked the Health Freak perk at level 2.
Demolitions Surplus
This perk grants:
- One additional maximum grenade charge,
- A 250% increase in the recharge speed of grenades, but this enhanced recharge rate is applicable only when you’re not in combat.
To unlock the Demolitions Surplus perk, your character needs a Technical Ability level of 9. Additionally, you must have previously unlocked the Health Freak perk at level 2.
Transfusion
The perk has a max level of 1 and, once unlocked, it provides a +30% increase in health restored from the final charge of your equipped health item. To unlock the Transfusion perk, your character requires a Technical Ability level of 4 and must have previously unlocked the Glutton for War perk.
First Aid
The perk has a max level of 1. It provides a +15% increase in the recharge speed of health items, but only when you’ve used just one charge of your health item. To unlock the First Aid perk, your character needs to have a Technical Ability level of 4. Additionally, you must have previously unlocked the Glutton for War perk
Edgerunner
Edgerunner perk allows you to exceed your Cyberware Capacity by up to 50 points. However, there is a trade-off: for every point over the capacity, your maximum health decreases by 0.5%.
To unlock the Edgerunner perk, your character needs to have a Technical Ability level of 20. Additionally, before you can unlock the Edgerunner perk, you must first unlock the “License to Chrome” perk. Once these prerequisites are met, you can fast-track the Technical Ability tree and spend around 8 Perk Points to reach and unlock the Edgerunner perk
Licence to Chrome
The perk has three levels:
- Level 1: Grants a +10% increase to all cyberware stat modifiers.
- Level 2: Provides an additional 40 armor and unlocks a new cyberware slot for the Skeleton.
- Level 3: Boosts the stats of all Skeleton cyberware.
To unlock the License to Chrome perk, your character needs a Technical Ability level of at least 15. Additionally, you need to have unlocked the All Things Cyber perk before you can access “License to Chrome”
All Things Cyber
The perk has two levels:
- Level 1: Increases all stats on your cyberware by 10%.
- Level 2: Reduces the Cyberware Capacity cost for cyberware in the Integumentary System and Skeleton slots by 20%.
To unlock the All Things Cyber perk, your character needs a Technical Ability level of 9.
Cyborg
The perk has a singular level which, when unlocked, grants a 15% reduction in cooldowns for all your cyberware, provided all available cyberware slots are filled.
To access the Cyborg perk, your character needs to have a Technical Ability level of 15, and you must have previously unlocked the License to Chrome perk.
Extended Warranty
Once unlocked, this perk increases the duration of all your cyberware effects by 15%. Your character needs a Technical Ability level of 15.
You must have unlocked the License to Chrome perk before you can access Extended Warranty.
Built Different
The perk enables the Cellular Adapter cyberware for the Integumentary System, which can be purchased and installed at Ripperdoc Clinics. To unlock the “Built Different” perk, your character needs to reach a Technical Ability level of 15, and you must have previously unlocked the License to Chrome perk.
Ambidextrous
The perk, when unlocked, grants a new cyberware slot specifically for your Hands. Your character needs a Technical Ability level of 15. Before you can unlock the Ambidextrous perk, you must have already unlocked the License to Chrome perk.
Lucky Day
When unlocked, Lucky Day provides an additional 25% of crafting components when looting them from random boxes. It’s important to note that this perk doesn’t add any extra components from disassembling items for components.
To unlock this perk, your character needs a Technical Ability level of 9. Additionally, you must have previously unlocked the All Things Cyber perk.
Driver Update
Upon unlocking, the perk grants all your cyberware an additional stat modifier. However, there seems to be some confusion among players regarding the exact effects of this perk, as some have reported not noticing a change in their cyberware stats upon unlocking Driver Update.
To access the Driver Update perk, your character needs to have a Technical Ability level of 9. Additionally, you must have unlocked the All Things Cyber perk prior to unlocking Driver Update.
Chipware Connoisseur
Once unlocked, this perk allows you to choose from two stat modifiers when upgrading cyberware. At Tier 3 cyberware, a third option for a stat modifier becomes available. Essentially, this perk provides more flexibility and options for enhancing the stats of your cyberware, which could be crucial depending on your playstyle and the situations you encounter in the game.
To unlock the Chipware Connoisseur perk, your character needs to have a Technical Ability level of 9. Additionally, you must have previously unlocked the “Driver Update” perk.
Renaissance Punk
When unlocked, the Renaissance Punk perk grants you an additional 4 Cyberware Capacity for each attribute that is level 9 or higher.
Essentially, this perk enhances your Cyberware Capacity value by 4 for each attribute you have above 9, including the Technical Ability attribute itself. The perk can be unlocked at a Technical Ability level of 9, after unlocking the “All Things Cyber” perk.
Chrome Constitution
Upon unlocking, this perk grants a 5% reduction in all damage received, provided all the slots in the Integumentary System and Skeleton cyberware sections are filled. To unlock the “Chrome Constitution” perk, your character needs to have a Technical Ability level of 9. Additionally, you must have previously unlocked the All Things Cyber perk
Bolt
The perk can be unlocked at a Technical Ability level of 15.
- At the first level, it increases the charge-up speed for Tech weapons by 20%.
- At the second level, it buffs the damage for fully charged shots from Tech weapons by 15%.
- At the third level, it unlocks the ability to fire Bolt shots. To fire a Bolt shot, you need to release the trigger for a charged shot right before it fully charges. This counts as a fully charged shot, providing +30% damage, with a -50% penalty for penetrating cover.
Gearhead
Upon unlocking, the Gearhead perk provides a 33% increase in vehicle health. Additionally, it boosts the damage of vehicle-mounted weapons by 25% and reduces their lock-on time by 0.7 seconds. The perk can be unlocked at a Technical Ability level of 4.
Recommended Intelligence Perks
- Queue Mastery
- Hack Queue
- Queue Acceleration
- Eye in the Sky
- Finisher: Live Wire
- Queue Prioritization
- Queue Hack_Root
- Feedback Loop
- Data Recycler
- Counrer-A-Hack
- Copy-Paste
- Warning: Explosion Hazard
- Forcekill Cypher
- Blood Daemon
- Overclock
- Embedded Exploit
- Optimization
- Spillover
- Power Surge
- Race Against Mind
- Sublimation
- Siphon
- Shadowrunner
- Icepick
- System Overwhelm
- Speculation
- Proximate Propagation
- Encryption
- Subordination
- Carhacker
- Acquisition Specialist
Queue Mastery
Once unlocked, this perk increases the Quickhack Queue size by 1, allowing for an additional quickhack to be queued. The last quickhack in the queue receives a 50% reduction to RAM cost, but locks the queue until all quickhacks are uploaded. Moreover, it also reduces the RAM cost of the last quickhack to fill a queue and locks that queue until all quickhacks have been uploaded, while additionally increasing damage by 15% against enemies that possess a locked queue.
The Queue Mastery perk can be unlocked at an Intelligence level of 20, but only after unlocking the Queue Acceleration perk.
The prerequisites for unlocking this perk also include having 3 points in Queue Prioritization.
Hack Queue
- Level 1: Grants +1 Max RAM, which increases the amount of RAM available for executing quickhacks.
- Level 2: Unlocks the ability to queue quickhacks, allowing for 2 quickhacks to be queued on a single enemy. Once queued, the quickhacks will automatically upload in the order they were added. Additionally, there’s a +30% upload speed for the second quickhack in the queue, which reduces the time taken to execute the second quickhack
The Hack Queue perk can be unlocked at 9 Intelligence, after unlocking the Eye In The Sky perk.
Queue Acceleration
- Level 1: Grants +1 max RAM, enabling more resources for executing quickhacks.
- Level 2: Reduces the RAM cost of quickhacks uploaded to devices and vehicles by 1, making it more cost-efficient to hack these targets.
- Level 3: Increases the quickhack queue size by 1, allowing for an additional quickhack to be queued up. Moreover, it provides a +60 upload speed for quickhacks that are third or later in the queue, speeding up the process of executing multiple queued quickhacks.
You can unlock Queue Acceleration at 15 Intelligence, after unlocking the Hack Queue perk. The prerequisites for unlocking Queue Acceleration are having 15 points in the Intelligence attribute and 2 points in the Hack Queue perk.
Eye in the Sky
The primary function of this perk is to automatically highlight nearby access points and cameras, making it easier for players to spot these elements in the game environment. Besides, when executing Control, Covert, and Distract quickhacks through a camera, the perk provides a -1 RAM cost and a +50% duration, making these particular quickhacks more efficient and effective.
Finisher: Live Wire
The perk unlocks a special Monowire Finisher move that can be activated by pressing the [F] key when an enemy’s health is low. The more quickhacks a player has queued on an enemy, the more susceptible the enemy becomes, likely making the Monowire Finisher more effective. Upon executing a Monowire Finisher, the perk restores 15% of the player’s health and 5 RAM, which can be crucial during intense combat scenarios.
Queue Prioritization
The perk increases the upload speed of the first quickhack in a queue by 50% if at least two quickhacks have been queued on an enemy. This means that the first quickhack you queue will upload faster, making it more efficient in combat scenarios where timing is crucial.
Queue Hack_Root
The perk reduces the RAM cost of the first quickhack from each unique category (Covert, Combat, Control) that is uploaded after the first quickhack in a queue by 1. In other words, if you have a queue of quickhacks set up, the first quickhack of each distinct category in the queue will consume one less RAM, thereby optimizing the RAM usage for diversified quickhack strategies. It’s important to note that the reduction in RAM cost applies to quickhacks that are second or later in the queue, emphasizing the perk’s focus on queued quickhacking strategies3.
Feedback Loop
At Level 1, the perk increases the RAM recovery rate by 25% for each quickhack that is currently in a queue. This essentially means that the more quickhacks you have lined up in a queue, the faster your RAM recovers, allowing you to execute more quickhacks in a shorter amount of time.
Data Recycler
Upon unlocking, Data Recycler allows you to recover 80% of the RAM cost from all quickhacks that remain in an enemy’s quickhack queue after neutralizing them. This means that if you have executed quickhacks on an enemy, and the enemy is neutralized while some quickhacks are still queued, a significant portion of the RAM used for those queued quickhacks will be recovered.
Counter-A-Hack
When you are targeted by enemy netrunners, this perk allows you to counter quickhack them through walls and obstacles. This can be crucial in situations where enemy netrunners are attempting to hack you, as it gives you the ability to retaliate and neutralize the threat they pose. Additionally, counter quickhacks performed this way have their RAM cost reduced by 1, making it more RAM efficient to counter hack enemy netrunners.
Copy-Paste
Copy-Paste can be unlocked at a level of 9 in this attribute, after unlocking the Counter-A-Hack perk1. This perk has a function related to counter-hacking, particularly when enemy netrunners are attempting to hack into the player. When the player counter-hacks an enemy netrunner, the Copy-Paste perk allows the counter-hack to automatically spread to most enemies around, making it a potentially powerful tool in hacking-centric engagements
Warning: Explosion Hazard
Upon unlocking, this perk increases the explosion damage from hacked devices by 40%. However, if an enemy is affected by a quickhack, the bonus explosion damage is increased to 80%.
Forcekill Cypher
The primary effect of the Forcekill Cypher perk is to reduce the sequence length required to hack Access Points by 1. However, it’s important to note that the total length of the sequence cannot be reduced below 2 characters.
Blood Daemon
When the Overlock is active, this perk provides +40 health for each quickhack queued on an enemy at the time you neutralize them.
Overclock
Upon unlocking, the perk has three levels of progression:
- Level 1: Increases the RAM recovery rate by 10%.
- Level 2: Enhances quickhack damage by 10%.
- Level 3: Unlocks the Overclock mode, which can be activated if you have a cyberdeck installed. The activation is done by pressing the [E] key.
Embedded Exploit
The perk has two levels of progression:
- Level 1: Increases the RAM recovery rate by 10%.
- Level 2: Enhances quickhack damage by 60% against enemies affected by Control quickhacks, Covert quickhacks, or the Distract Enemies quickhack.
Optimization
The main benefit of the Optimization perk is that it reduces the cyberdeck RAM cost of all quickhacks by 1, which essentially makes it cheaper to execute quickhacks during gameplay.
Spillover
Once unlocked, the Spillover perk grants a +50% chance for quickhacks to spread to an additional target whenever the Overclock mode is active. To unlock the Spillover perk, players need to have an Intelligence level of 20, and they also need to have unlocked the Overclock perk beforehand.
Power Surge
Upon unlocking, the Power Surge perk causes the Overclock mode to instantly restore health equal to 5 times the player’s maximum RAM capacity whenever activated. This perk becomes available when the player reaches an Intelligence level of 15, and it requires the unlocking of the Overclock perk as a prerequisite.
Race Against Mind
When the Overclock mode is active, this perk increases the damage dealt by your quickhacks. The lower your health is at the time of initiating the quickhack (when you begin the upload), the more damage the quickhack will do, up to a maximum of 50% bonus damage. The perk can be unlocked once you have an Intelligence level of 15 and have already unlocked the Overclock perk.
Sublimation
When the Overclock mode is active, the “Sublimation” perk allows all RAM recovery effects to also regenerate your Health. To access the Sublimation perk, you need to have an Intelligence level of 15, and it requires the unlocking of the Overclock perk beforehand.
Siphon
Upon unlocking, the Siphon perk allows Monowire attacks to recover 0.5 RAM units. This RAM recovery effect is increased to 1 RAM unit if the enemy being attacked is targeted or affected by a quickhack. The “Siphon” perk can be unlocked once a player has achieved an Intelligence level of 9 and has previously unlocked the Icepick perk.
Shadowrunner
Once unlocked, this perk completely removes trace progress after performing a silent Takedown, thus improving a player’s stealth capabilities. To unlock the Shadowrunner perk, a player needs to have an Intelligence level of 9 and must have already unlocked the Embedded Exploit perk.
Icepick
The Icepick perk reduces the RAM cost by 1 for Combat quickhacks used on enemies affected by or targeted by Control quickhacks, Covert quickhacks, or the Distract Enemies quickhack. To unlock the Icepick perk, you need to achieve a maximum level on the Embedded Exploit perk.
System Overwhelm
Once unlocked, the System Overwhelm perk increases the damage dealt by quickhacks by 7% for each unique quickhack and damage-over-time (DOT) effect affecting the target. To unlock the System Overwhelm perk, a player needs to have an Intelligence level of 9 and must have already unlocked the Embedded Exploit perk.
Speculation
Once unlocked, this perk allows combat quickhacks to recover RAM when used to neutralize a target. Specifically, neutralizing an enemy with a combat quickhack recovers RAM equal to 25% of the total cost of all quickhacks affecting the target. To unlock the Speculation perk, a player needs to have an Intelligence level of 9 and must have already unlocked the Embedded Exploit perk.
Proximate Propagation
Once unlocked, the Proximate Propagation perk reduces the RAM cost of quickhacks, with the reduction increasing the closer you are to the enemy, up to a maximum of 35% RAM cost reduction. This perk can be unlocked at an Intelligence level of 4, and requires the prior unlocking of the “Optimization” perk.
Encryption
Upon unlocking, the Encryption perk reduces the traceability for all quickhacks by 30%. Traceability, in this context, refers to the chance enemies have to detect the origin of the quickhack.
Subordination
Once unlocked, the Subordination perk increases the duration of Control quickhacks by 100% when used on enemies with full health. The Subordination perk can be unlocked at an Intelligence level of 4, provided the Optimization perk has been unlocked beforehand.
Carhacker
Upon unlocking, this perk grants the ability to perform Vehicle quickhacks. This includes remotely taking control of vehicles, setting off their alarms, or even blowing them up. The availability of a given quickhack depends on the Tier of your installed cyberdeck. The Carhacker perk can be unlocked with an Intelligence level of 4.
Acquisition Specialist
- Level 1: 10% larger target reticle for smart weapons.
- Level 2: Reloading smart weapons no longer interrupts target lock, +15 lock-on speed when hip-firing, +20% lock-on speed when aiming.
Recommended Cool Perks
- Style Over Substance
- Focus
- Road Warrior
- Ninjutsu
- Shinobi Sprint
- Creeping Death
- Vanishing Act
- Serpentine
- Feline Footwork
- Small Target
- Blind Spot
- Unexposed
- Juggler
- Sleight of Hand
- Finisher: Act of Mercy
- Pat It Forward
- Scorpion Sting
- Parasite
- Neurotoxin
- Accelerated Toxic Absorption
- Corrosion
- Gas Order
- Killer Instinct
- Quick Getaway
Style Over Substance
The Style Over Substance perk ensures guaranteed critical hits with throwable weapons when performing actions like crouch-sprinting, sliding, dodging, or dashing. Additionally, there’s no movement speed penalty when aiming a throwable weapon.
Focus
At Level 1, this perk increases headshot and weak spot damage by 10%. At Level 2, it unlocks a feature known as Focus mode which activates automatically when aiming at full Stamina. The Focus perk can be unlocked at a Cool attribute level of 9.
Road Warrior
Once unlocked, this perk allows you to use Sandevistan to slow down time while driving a vehicle. It enables the activation of Kerenzikov while aiming and handbraking at the same time. Additionally, the perk increases your weapon damage by 25% while your vehicle is drifting or airborne.
Ninjutsu
- Level 1: Grants a +15% increase to movement speed when crouched.
- Level 2: Provides a +15% increase in Mitigation Chance when crouched.
- Level 3: Unlocks the ability to sprint while crouching, allowing for faster movement while maintaining a stealthy profile. However, crouch-sprinting consumes Stamina.
Shinobi Sprint
Once unlocked, the Shinobi Sprint perk reduces the Stamina cost for crouch-sprinting by 75% during combat. To unlock Shinobi Sprint, players need to have a Cool level of 15 and must have unlocked the Ninjutsu perk to level 3.
Creeping Death
When the perk is active, neutralizing an enemy while under the effects of Optical Camo or while undetected grants a bonus of:
- +15% health,
- +15% stamina,
- +10% movement speed for a duration of 6 seconds
To unlock the Creeping Death perk, players need to first have the Ninjutsu perk unlocked at level 3, indicating a progression pathway within the Cool attribute tree towards enhancing stealth and tactical gameplay advantages.
Vanishing Act
Once unlocked, the Vanishing Act perk activates Optical Camo automatically and gradually consumes its charge while the player is crouch-sprinting or sliding. The Vanishing Act perk can be unlocked at a Cool attribute level of 15, provided that the “Creeping Death” perk has been unlocked beforehand.
Serpentine
Once unlocked, this perk increases the mitigation chance by 30% when the character is crouch-sprinting.The Serpentine perk can be unlocked at a Cool level of 15, with a prerequisite of having the Ninjutsu perk unlocked.
Feline Footwork
Upon unlocking, this perk grants a 15% increase in Movement Speed and a 15% Mitigation Chance while the player character is crouched12.
The Mitigation Chance refers to the probability of reducing the incoming damage by the current Mitigation Strength, which is set at 50% by default.
Small Target
Once unlocked, the “Small Target” perk increases the Mitigation Chance by 20% when your character is crouched and not moving. This perk requires a Cool attribute level of 4, and the “Feline Footwork” perk needs to be unlocked before you can access Small Target.
Blind Spot
The “Blind Spot” perk in Cyberpunk 2077 is associated with the Cool attribute and can be unlocked after obtaining the Feline Footwork perk. The primary effect of “Blind Spot” is to make it more challenging for enemies to detect you while you are crouched. Specifically, the higher your Mitigation Chance, the longer it takes for enemies to notice you. This perk is particularly beneficial in stealth or assassin builds, allowing players to move undetected for longer periods, thus providing a tactical advantage especially in scenarios requiring stealth.
Unexposed
The “Unexposed” perk in Cyberpunk 2077 can be unlocked at a Cool attribute level of 4, following the unlocking of the “Feline Footwork” perk. Upon unlocking, the “Unexposed” perk provides a +20% Mitigation Chance while aiming from cover, enhancing the player’s ability to mitigate damage in combat situations.
Juggler
At Level 1, the perk reduces the recovery time of throwable weapons by 15%. At Level 2, it increases the headshot and weak spot damage of throwable weapons by 20%. When players defeat an enemy or land a critical hit with a thrown knife, they regain all knives that are currently on cooldown.
Sleight of Hand
The perk significantly enhances the critical damage of throwable weapons by 20% whenever the Juggler perk is activated. This increased critical damage effect can stack up to five times, with each new stack resetting the duration of the effect. The effect lasts for 8 seconds, and all stacks are removed when the duration ends
Finisher: Act of Mercy
Once unlocked, this perk allows you to perform finishers with throwable weapons when an enemy’s health is low. By pressing the [F] key, you can execute a Throwable Weapon Finisher, which automatically activates the Juggler perk and restores 25% of your health. To unlock the Finisher: Act of Mercy perk, you need to have a Cool level of 15 and have previously unlocked the Juggler perk.
Pat It Forward
This perk specifically affects throwable weapons like knives and axes. Upon retrieving a thrown knife or axe from an enemy, your first melee attack with a throwable weapon receives a significant damage boost of +200%.
Scorpion Sting
At Level 1, this perk reduces the recovery time of throwable weapons by 15%. At Level 2, critical hits, headshots, and hits to weak spots with throwable weapons will apply poison for 5 second. It can be unlocked at a Cool level of 9, post the unlocking of the Killer Instinct perk.
Parasite
Upon unlocking, this perk allows you to restore 15 health points whenever you land a Critical Hit or a Headshot with thrown weapons against an enemy. The perk only impacts throwable weapons such as knives and axes, and does not apply to other types of weapons or combat interactions.
Neurotoxin
When this perk is unlocked, applying poison to an enemy via Scorpion Sting also applies bleeding and disables the enemy’s ability to sprint for 6 seconds. This effect is exclusive to throwable weapons.
Accelerated Toxic Absorption
The perk allows you to instantly deal any remaining poison damage on poisoned enemies when using strong attacks and thrown weapons. This means if an enemy is poisoned, executing a strong attack or using a throwable weapon will instantly apply the remaining poison damage that would have otherwise been dealt over time.
Corrosion
Once unlocked, Corrosion allows you to apply Poison to mechs, robots, drones, and turrets, but it only affects throwable weapons like knives and axes. This perk can be unlocked at a Cool level of 9, but only after unlocking the “Scorpion Sting” perk. The “Scorpion Sting” perk needs to be at level 2 to access Corrosion.
Gag Order
The “Gag Order” perk can be unlocked at a Cool level of 4, following the unlocking of “Killer Instinct.” This perk delays enemy detection if an enemy has spotted you but you manage to land an attack on them first.
Killer Instinct
The perk provides a significant damage boost of +25% with knives, axes, and silenced guns when outside of combat. Additionally, it offers a preview of estimated damage which could be useful for players to strategize their attack, especially in stealth or surprise attack scenarios.
Quick Getaway
Upon unlocking, the Quick Getaway perk increases your movement speed by 10% for 30 seconds or until detected, after neutralizing an enemy while undetected. This effect can stack up to 2 times, and new stacks will refresh the duration. All stacks are removed when the duration ends.
Relics For Netrunner Assassin Build
With this Netrunner Assassin Build, you also need to the exclusive Phantom Liberty Relics.
Relic | Description |
---|---|
Jailbreak | Unlocks new abilities for Arm cyberware: Mantis Blades, Gorilla Arms, Projectile Launch System and Monowire. You can now overcharge the Projectile Launch System by holding MMB. This launches a burst of 5 projectiles that cover a larger area. Attacking with Gorilla Arms now charges them up. When fully charged, a Strong Attack deals massive damage and create a shockwave, staggering enemies. Neutralizing an enemy this way will send their body flying. Dismembering an enemy or performing a Finisher with Mantis Blades will charge the next Leap Attack. Hold Left Mouse Button and release to perform a long range Leap Attack. A charged Leap Attack with Mantis Blades has +30m longer reach and deals massive damage with a wide slash that hits the target and other nearby enemies. Killing an enemy with this attack also dismembers them. The Monowire now has a dedicated slot for Control quickhacks. To use the installed quickhacks, charge the Monowire by holding Left Mouse Button. When fully charged, release the attack to deal damage and upload the quickhack without paying its RAM cost. |
Emergency Cloaking | Improves Optical Camo cyberware. Activating Optical Camo during combat will cause enemies to lose track of you, giving you a chance to exit combat. You must have Optical Camo equipped to your combat Gadget quickslot. |
Vulnerability Analytics | During combat, you can now detect Vulnerabilities in enemy Armor and cyberware. Hitting Vulnerabilities gives 100% crit chance, +255 Armor penetration, and Weakspot damage bonus. Dealing enough damage to a Vulnerability will cause it to explode, generating an EMP blast that damages enemies within 3m. |
Best Weapons For Netrunner Assassin Build
Weapon Name | Type | Description |
---|---|---|
Mantis Blades | Melee | Cyberware that allows V to deploy lethal blades for quick and deadly melee combat. |
Monowire | Melee | A whip-like weapon that can slice enemies from a distance. Also used for hacking. |
Skippy | Smart Pistol | A unique smart pistol that can change its firing mode. It also talks and has a personality. |
Divided We Stand | Smart Rifle | A powerful smart rifle that can target up to five enemies simultaneously. |
Tsumetogi | Katana | A powerful katana that can deal massive damage and has a high crit chance. |
Genjiroh | Smart Pistol | A smart pistol that can fire four rounds simultaneously, each targeting a different enemy body part. |
And that’s how you create the starter Netrunner build in Cyberpunk 2077. If you need more help with the game please visit how to save your game, how to make money fast, and The Nomad walkthrough.