Cyberpunk 2077 - Skills
The build system of Cyberpunk 2077 after the 2.0 rework: the five attributes that cap at 20, the perk tree attached to each attribute, the quickhacks and breach daemons a netrunner spends RAM on, and the separate Relic tree added by Phantom Liberty. Cyberpunk has no classes, so a build is defined by...
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of 23 entries
· updated 2026-09-15
| Name | Type | Description | Tree | Cost | Prerequisite |
|---|---|---|---|---|---|
| Body | Attribute | The physical attribute. Body gates health, stamina, melee damage, carrying capacity, and the ability to force doors and rip mounted turrets. | Attributes | Attribute points (max 20) | None |
| Reflexes | Attribute | The speed attribute, covering movement, dash and air dash, assault rifle and blade damage, and the critical chance that most weapon builds are built on. | Attributes | Attribute points (max 20) | None |
| Technical Ability | Attribute | The engineering attribute. It governs armour from cyberware, tech weapon damage, crafting and upgrading, and the ability to open technical doors and disable security. | Attributes | Attribute points (max 20) | None |
| Intelligence | Attribute | The netrunning attribute. Intelligence raises RAM, quickhack damage and duration, and unlocks the daemon and ultimate quickhack perks. | Attributes | Attribute points (max 20) | None |
| Cool | Attribute | The composure attribute, covering stealth, critical damage, headshot damage, sniper and pistol handling, and cold-blooded combat bonuses that stack as a fight goes on. | Attributes | Attribute points (max 20) | None |
| Body Perk Tree | Perk Tree | Blunt weapon, shotgun, health and stamina perks: faster heavy attacks, health regeneration in combat, damage reduction while sprinting, and the brawler perks that make Gorilla Arms and hammers hit like vehicles. | Perk Trees | Perk points | Body attribute investment |
| Reflexes Perk Tree | Perk Tree | Movement, blade, rifle and handgun perks: air dash, faster reloads, more mitigation while dashing, and the blade combo perks that turn a katana into a mobility tool. | Perk Trees | Perk points | Reflexes attribute investment |
| Technical Ability Perk Tree | Perk Tree | Cyberware, armour and tech weapon perks: more cyberware capacity, more armour from implants, faster charge on tech weapons and cheaper upgrades. | Perk Trees | Perk points | Technical Ability attribute investment |
| Intelligence Perk Tree | Perk Tree | Quickhack, RAM and breach perks: cheaper uploads, faster spread, extra RAM regeneration, and the ultimate quickhack unlocks. | Perk Trees | Perk points | Intelligence attribute investment |
| Cool Perk Tree | Perk Tree | Stealth, headshot and cold-blooded perks: silent takedowns, faster crouch movement, bonus damage from stealth, and the stacking cold-blooded buff that rewards chaining kills without being hit. | Perk Trees | Perk points | Cool attribute investment |
| Ping | Covert Quickhack | Reveals every device and enemy on the target's network through walls for a short time. | Quickhacks | Low RAM | Cyberdeck with a quickhack slot |
| Overheat | Combat Quickhack | Sets a target's cyberware burning for thermal damage over time and applies the burn status, which primes detonation and panic reactions. | Quickhacks | Low to medium RAM | Cyberdeck with a quickhack slot |
| Short Circuit | Combat Quickhack | Delivers an electric surge that deals instant damage and applies shock, with a high chance to crit against enemies with heavy cyberware. | Quickhacks | Medium RAM | Cyberdeck with a quickhack slot |
| Contagion | Combat Quickhack | Applies a chemical damage-over-time infection that spreads to nearby enemies when the target dies. | Quickhacks | Medium RAM | Cyberdeck with a quickhack slot |
| Synapse Burnout | Combat Quickhack | Overloads the target's nervous system for heavy damage scaled by the target's current health, making it the go-to single-target finisher for a high-Intelligence netrunner. | Quickhacks | High RAM | Intelligence investment, rare or better quickhack |
| Reboot Optics | Control Quickhack | Blinds a target and breaks its detection, which lets a netrunner walk past a guard or reset a fight that has gone loud. | Quickhacks | Medium RAM | Cyberdeck with a quickhack slot |
| Cyberpsychosis | Ultimate Quickhack | Turns a target hostile to its own allies for a short time, effectively deleting a group from the inside. | Ultimate Quickhacks | Very high RAM | High Intelligence, ultimate quickhack unlocked |
| Suicide | Ultimate Quickhack | Forces a human target to kill itself, removing one enemy instantly and traumatising the ones nearby. | Ultimate Quickhacks | Very high RAM | High Intelligence, ultimate quickhack unlocked |
| System Reset | Ultimate Quickhack | Knocks a target unconscious without killing it, which keeps a non-lethal playthrough intact while removing the threat. | Ultimate Quickhacks | Very high RAM | High Intelligence, ultimate quickhack unlocked |
| Breach Protocol Daemons | Network Daemon | The code-matrix minigame that installs daemons on a network before combat: reduced resistances, disabled cameras and turrets, extra loot from access points and cheaper quickhacks. | Netrunning | Time in the breach minigame | Breach Protocol perk investment |
| Relic Skill Tree | Special Tree | A separate progression track that upgrades arm cyberware and adds combat cloaking, vulnerability analysis on scanned enemies and spatial mapping of nearby threats. | Relic (Phantom Liberty) | Relic points from Phantom Liberty | Phantom Liberty installed and its opening mission completed |
| Cyberware Capacity | Build Resource | Every implant costs capacity, and the total is raised by Technical Ability, by perks, and by capacity shards found in the world. | Cyberware | Attribute and perk investment | None |
| Street Cred | Reputation | A separate reputation track from character level that gates vendor stock, gig availability and some dialogue options. | Progression | Earned from jobs and combat | None |
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