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This is a guide to creating a Tech 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.
List of Contents
The Tech Weapons build will make any Tech weapon a devastating high-tech firearm. This build recommends that you prioritize your Technical Ability and Reflexes attributes.
Technical Ability is the core of this build. Most of the Engineering perks directly benefit the use of Tech weapons. Also, a higher Technical Ability will allow you to craft stronger weapons to add to your arsenal.
Technical Ability represents your technical know-how. It allows you to unlock doors and use Tech weapons. Each increase in level will increase your Armor by 5%. |
Acquiring a few Reflex perks will help increase the damage you inflict whenever you use a Tech weapon. You can invest into Reflexes later on, as increasing your Technical Ability should be your top priority in this build.
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 |
Perk | Up To 11 |
---|---|
Skill Tree | Technical Ability | Engineering |
Required Attribute Lv. | 9 |
Effect (Lv. 1) | Allows you to charge Tech weapons up to 75% capacity. |
This perk allows you to charge Tech weapons up to 75% capacity, making it a more destructive blow against enemies.
Perk | Lightning Bolt |
---|---|
Skill Tree | Technical Ability | Engineering |
Required Attribute Lv. | 12 |
Effect (Lv. 1) | Increases Crit Chance with tech weapons by 3%. |
If you have a good aim, this perk will increase your chances of landing a Critical Hit.
Perk | Tesla |
---|---|
Skill Tree | Technical Ability | Engineering |
Required Attribute Lv. | 12 |
Effect (Lv. 1) | Increases the charge multiplier for Tech weapons by 15%. |
Paired with Up to 11, this perk increases the damage when you charge your Tech weapon and fire.
Perk | Übercharge |
---|---|
Skill Tree | Technical Ability | Engineering |
Required Attribute Lv. | 14 |
Effect (Lv. 1) | Fully charged Tech weapons deal 50% more damage. |
This perk maximizes the damage that you can inflict when you fully charge your Tech weapon.
Perk | Gun Whisperer |
---|---|
Skill Tree | Technical Ability | Engineering |
Required Attribute Lv. | 14 |
Effect (Lv. 1) | Fully charged Tech weapons do not shoot automatically. |
Initially, a base Tech weapon will automatically fire when you fully charge it. This perk allows you to hold your charged shots.
Perk | Lickety Split |
---|---|
Skill Tree | Technical Ability | Engineering |
Required Attribute Lv. | 18 |
Effect (Lv. 1) | Tech weapon charge time is reduced by 10%. |
This perk reduces any Tech weapon's charge time by 10%, slightly increasing the fire rate.
Perk | Revamp |
---|---|
Skill Tree | Technical Ability | Engineering |
Required Attribute Lv. | Level 20 in Engineering |
Effect (Lv. 1) | Increases damage from Tech weapons by 25%. Increases charge damage from all chargeable weapons and cyberware by 10%. +1% charge damage per Perk level. |
With every suggested Engineering perk acquired, this perk will further increase the damage from Tech weapons.
Perk | Bullseye |
---|---|
Skill Tree | Reflexes | Assault |
Required Attribute Lv. | 7 |
Effect (Lv. 1) | Increases Rifle and Sumachine Gun damage while aiming by 10% |
Paired with the suggested Technical Ability perks, this perk will increase the damage you can inflict using rifles and submachine guns by an extra 10%.
Perk | Rio Bravo |
---|---|
Skill Tree | Reflexes | Handguns |
Required Attribute Lv. | 5 |
Effect (Lv. 1) | Increases headshot damage multiplier with Pistols and Revolvers by 10%. |
Similar to Bullseye, this perk will increase the damage of your Tech pistols and revolvers by 10% as well, but you have to hit headshots for it to take effect.
Perk | Eagle Eye |
---|---|
Skill Tree | Reflexes | Assault |
Required Attribute Lv. | 3 |
Effect (Lv. 1) | Reduces time to aim down sight with Rifles and Submachine Guns by 10%. |
This perk simply reduces the time to aim down sight with your rifles and submachine guns by a short amount of time.
Perk | Gunslinger |
---|---|
Skill Tree | Reflexes | Handguns |
Required Attribute Lv. | 3 |
Effect (Lv. 1) | Reduces reload time for Pistols and Revolvers by 10%. |
In contrast with Eagle Eye, this perk reduces the reload time of your pistols and revolvers.
The best weapons to use for this build are those that give you a high chance of killing an opponent quickly. However, any Tech weapon can still benefit from this build.
Weapon | Tiers | Max Mod Slots |
---|---|---|
![]() |
Uncommon Legendary |
3 |
![]() |
Uncommon Rare Epic Legendary |
1 |
![]() |
Uncommon Rare Legendary |
0 |
![]() |
Common Uncommon Rare Legendary |
2 |
![]() |
Common Uncommon Rare Legendary |
1 |
![]() |
Uncommon Rare Legendary |
0 |
![]() |
Rare Epic Legendary (Iconic) |
1 |
![]() |
Uncommon Rare Epic Legendary |
0 |
![]() |
Rare Epic Legendary (Iconic) |
1 |
![]() |
Epic Legendary (Iconic) |
0 |
![]() |
Epic Legendary (Iconic) |
0 |
![]() |
Epic Legendary (Iconic) |
1 |
![]() |
Rare Epic Legendary (Iconic) |
0 |
To complement your abilities, you can invest in some cyberware to boost your ability to defeat enemies.
Cyberware | Effect | Price |
---|---|---|
![]() |
・Increases damage to drones, mechs and robots by 50%. | €$ 21000 |
With the effectivity of Tech weapons against drones, mechs, and robots, getting this cyberware will increase the damage to metal enemies by 50%.
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. |
Black Market Battery | Increases max charge and charge damage by 100% |
Explosive Round | Explodes on impact and deals major Physical damage to enemies within the area of effect. Charged shots increase damage, the explosion radius and the chance to dismember. Effective against groups of enemies. |
Electrical Round | Explodes on impact and deals Electrical damage to enemies within the area of affect with a chance to apply Stun. Charged shots increase the explosion radius and gurantees applying Stun. Effective against fast-moving enemies, drones, mechs and robots, as well as groups of enemies. |
Thermal Round | Charged shots increase damage, explosion range, and chance to apply Burn to 50% |
Chemical Round | Charged shots increase damage, explosion range, and chance to apply Poison to 50%. |
Invest in Body to increase your survivability in combat. Acquire the essential perks as well to reach your Tech weapon's maximum DPS.
Recommended Build | ||||
---|---|---|---|---|
Weapon Type | Tech Weapon | |||
Equipment | Dmg Increasing Mod, Crit Dmg Increasing Mod | |||
Additional Perks | Any |
Build Attributes | |||||
---|---|---|---|---|---|
Lv. | Body | Reflex | Tech | Intel | Cool |
1 | 4 | 6 | 6 | 3 | 3 |
10 | 7 | 7 | 8 | 7 | 6 |
50 | 14 | 20 | 20 | 9 | 8 |
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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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