Best Smart Weapons Build | Cyberpunk 2077

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This is a guide to creating a Smart Weapons build in Cyberpunk 2077. Check here for details about the build, what attributes to level up, which perks to choose, and what equipment to use.

How to Use the Smart Weapons Build

Cyberpunk 2077 - Smart Weapons Combat.png

Smart weapons utilize advanced micro guided missile technology, it can lock on and home in onto your targets. Investing in certain Reflexes and Cool perks will make any smart weapon a force to be reckoned with, as there will be no running or hiding from these high-tech killing machines.

Best Attributes for Smart Weapons Build

Reflexes

Reflexes is the foundation of this build. Some smart weapons have a low DPS, so acquiring Assault perks will increase your damage against enemies while not having to worry about accuracy.

Reflexes determine your maneuverability. In addition to increasing your overall movement speed, each level in Reflexes will:
- Increase your passive Evasion from enemy attacks by 1%
- Increase Crit Chance by 1%
- Increase damage from Mantis Blades by 3

Cool

Cool is needed to unlock Cold Blood, which will give your attacks potency. Increasing the level of this attribute will unlock more Cold Blood perks.

Cool determines your resilience, composure and effectiveness in operating from stealth. Each level of Cool will:
- Increase Crit Damage by 2%
- Increase all Resistances by 1%
- Increase stealth damage by 10%
- Reduce the speed at which enemies detect you in stealth by 0.5%
- Increase monowire damage by 3

Best Perks for Smart Weapons Build

Reflexes

Bulletjock

Perk Bulletjock
Skill Tree Reflexes | Assault
Required Attribute Lv. 3
Effect (Lv. 1) Increases damage with rifles by 3%.

This perk increases your damage with rifles and submachine guns by 3%. As mentioned earlier, some smart weapons may be too weak, so it's best to acquire this perk first.

Executioner

Perk Executioner
Skill Tree Reflexes | Assault
Required Attribute Lv. 7
Effect (Lv. 1) Deal 25% more damage with Rifles and Submachine Guns to enemies whose Health is above 50%.

Fused with the Bulletjock, this perk will significantly increase your rifle and submachine gun's DPS against enemies whose health is above 50%.

Named Bullets

Perk Named Bullets
Skill Tree Reflexes | Assault
Required Attribute Lv. 14
Effect (Lv. 1) Increases Crit Damage with Rifles and Submachine Guns by 35%.

This perk takes advantage of the smart weapons' homing technology, raking in critical damages with any smart rifle and submachine gun.

Long Shot

Perk Long Shot
Skill Tree Reflexes | Assault
Required Attribute Lv. 18
Effect (Lv. 1) Rifle and Submachine Gun damage increases the farther you are located from enemies.

Similar to Named Bullets, this perk also benefits from any smart weapon's self-guided micro-projectiles by increasing your damage the farther you are from enemies.

Cool

Cold Blood

Perk Cold Blood
Skill Tree Cool | Cold Blood
Required Attribute Lv. 3
Effect (Lv. 1) After defeating an enemy, gain Cold Blood for 10 sec. and increase movement speed by 2%. Stacks up to 1 time.

This perk gives you a 10 second buff in speed after defeating an enemy. With this skill, a single kill will automatically grant you all of the Cold Blood perk tree bonuses.

Critical Condition

Perk Critical Condition
Skill Tree Cool | Cold Blood
Required Attribute Lv. 7
Effect (Lv. 1) Increases duration of Cold Blood by 5 sec.

Having Cold Blood longer will ensure you maximize all of the Cold Blood perk tree bonuses.

Defensive Clotting

Perk Defensive Clotting
Skill Tree Cool | Cold Blood
Required Attribute Lv. 9
Effect (Lv. 1) Increases Armor by 10% per stack of Cold Blood.

This perk will allow you to survive longer in battle, allowing you to maximize further the effects of Cold Blood.

Cold and Calculating

Perk Cold and Calculating
Skill Tree Cool | Cold Blood
Required Attribute Lv. 14
Effect (Lv. 1) Landing a Crit Hit has 25% chance of applying a stack of Cold Blood.

Together with the Named Bullets perk, this will increase your chance of applying a stack of Cold Blood by inflicting a Critical Damage.

Best Weapons

The best weapons to use for this build are those that give you a high chance of killing an opponent quickly. However, any smart weapon can still benefit from this build.

List of Weapons

Weapon Tiers Max Mod Slots
DB-4 PalicaDB-4 Palica Uncommon
Rare
Legendary
4
TKI-20 ShingenTKI-20 Shingen Uncommon
Rare
Legendary
4
D5 SidewinderD5 Sidewinder Uncommon
Rare
Legendary
0
L-69 ZhuoL-69 Zhuo Uncommon
Rare
Epic
Legendary
0
G-58 DianG-58 Dian Uncommon
Rare
Epic
Legendary
1
A-22B ChaoA-22B Chao Uncommon
Rare
Epic
Legendary
2
AshuraAshura Uncommon
Rare
Epic
Legendary
4
SkippySkippy Epic
(Iconic)
2
HJKE-11 YukimuraHJKE-11 Yukimura Uncommon
Rare
Epic
0
YinglongYinglong Legendary
(Iconic)
4
Divided We StandDivided We Stand Rare
Epic
Legendary
(Iconic)
0
Ba Xing ChongBa Xing Chong Legendary
(Iconic)
0
GenjirohGenjiroh Epic
(Iconic)
0
Prototype: Shingen Mark VPrototype: Shingen Mark V (Iconic)
4

Best Cyberware

To complement your abilities, you can invest in some cyberware to boost your ability to defeat enemies.

Cyberware Effect Price
Smart LinkSmart Link ・Allows you to use the smart-targeting module in Smart weapons. Increases the chance for smart bullets by 15% and Crit Damage by 25%. €$ 21000

Best Mods

Cyberpunk 2077 - Target Analysis Mod.jpg

To reach the full potential of your weapons, you can attach it with mods to increase power, Crit Chance, and other useful effects.

Weapon Mod Effect
Threat Detector Automatically highlights enemies who have detected you.

Related Links

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    • In the crafting screen, would love to see a comparison between what I'm currently equipped with vs what I've selected to craft. In the Inventory screen, I have no idea where any extra weight is without going into each category (weapons, clothes, etc). Please add some sort of weight indicator next to each category so I know exactly where I seem to be overloaded. In the Map, please mark completed items (assault in progress, access points), grey out the icons or something similar?

    • If I fail or cancel out of an access point, the mini-game will not load up, you'll just get the jack in/Jack out animations but the mini-game will no longer appear.

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