★ 2.1 Update and Ultimate Edition are now available!
┗ NEW: Metro System, Car Racing, Romantic Hangouts
★ Phantom Liberty: Dogtown Map & Relics System
★ See our Best Update 2.0 Builds here!
┗ HOT: Blades Build, Netrunner Build, & Assassin Build
★ Update 2.0: Changes to Perks, Cyberware, & UI
This is a guide to creating the Update 2.1 Blunt Weapon melee build in Cyberpunk 2077: Phantom Liberty. Check here for details about the bonk build, what attributes to level up, which perks to choose, and what equipment to use.
List of Contents
Blunt Weapon Build | |
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Main Attributes | |
Main Weapons / Arm Cyberware | ・ Gold-Plated Baseball Bat / Murphy's Law ・ Sasquatch's Hammer ・ Guts ・Electrifying Projectile Launch System |
Operating System | ・Militech Berserk |
This blunt weapon build is extremely strong when used together with a Berserk Sandevistan. Blunt weapons, except for two-handed clubs, have inherently low attack speed but can deal tons of damage. The Stun effect from blunt weapons is also great to use against hoards of enemies - even bosses.
The build relies heavily on jumping in and taking on multiple enemies at the same time, so it won't be very effective when stealth is required for a certain mission. Additionally, the player is required to jump in face-to-face with an enemy so they will inevitably soak up a lot of damage. This may not be very effective against high HP enemies like bosses.
Also since we are using a Sandevistan, note that V won't have access to any quickhacks in this build.
Build Attributes | |||||
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Lv. | Body | Reflex | Tech | Intel | Cool |
1 | 6 | 6 | 4 | 3 | 3 |
10 | 9 | 9 | 7 | 3 | 3 |
50 | 20 | 20 | 20 | 3 | 8 |
60 | 20 | 20 | 20 | 3 | 18 |
The max level is only up until 50 in the base game. Purchase Phantom Liberty to reach level 60.
When starting out, add points to Body first. Body is the main attribute of this build, due to the access it gives to the Blunt weapon perk tree. This attribute also provides perks that enable V to survive in combat.
Reflexes is your second-most important attribute, as it gives you access to perks that will enable you to dash around in battle. This greatly increases your mobility and chances to survive in battle.
You then need to level up your Technical Ability attribute to unlock perks that enable you to increase cyberware capacity and reduce cooldowns for certain cyberwares like the Sandevistan.
We will not put any points in Intelligence mostly because our Operating Systems would be primarily a Sandevistan. V won't have access to any quickhacks in this build, so be wary of that.
This is the full list of perks that you can get if you achieve the maximum level 60 with the Phantom Liberty DLC. Optional perks are also listed in their own section in case you have not purchased the DLC.
Jump to Each Attribute for Their Perks! | |||
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Optional Perks |
Points invested on Body improves the overall performance of Blunt weapons as well as perks that promote V's survivability. This is also where we add perks that improve on your secondary weapon - a Shotgun.
Main Perk | Secondary Perk(s) |
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Final Perks | |||
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Perk | Requirement |
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Get this perk when you have specific secondary perks unlocked.
Most Reflexes perks for this build give you mobility options as you dash in and out of battle while holding a two-handed club. Dash will help you easily cut the distance between you and an enemy or give you the capability to jump out of battle when low on health.
Air Dash, on the other hand, will help you leap across platforms or buildings to more easily access enemies.
Main Perk | Secondary Perk(s) |
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Final Perks | |||
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Perks from Technical Ability allows you to increase your cyberware capacity. These said Cyberware also increases your overall armor and health to promote survivability.
The explosives perk tree is also taken in this attribute to improve the overall performance of the Projectile Launch System.
Main Perk | Secondary Perk(s) |
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Final Perks | |||
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Perk | Requirement |
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Get this perk when you have specific secondary perks unlocked.
If you still have not purchased the Phantom Liberty DLC and have no access to the 10 additional perk points that came with it, these perks are optional and can be removed.
Removable Perks (10 pts) | |
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Priority | Main Skill | → | Branch Skill |
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1st |
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2nd |
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Blunt weapons do not specifically utilize any of the effects brought about by the Relic Skill Tree. We take Jailbreak then Launch Capacity Override to improve on the performance of the Projectile Launch System that will be slotted in this build.
Lastly, take Vulnerability Analytics and Machine Learning to expose your opponent's weakness and generally increase your damage output.
Recommended Weapons (Base Game only) |
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Gold-Plated Baseball Bat | Sasquatch's Hammer | Guts |
Recommended Weapons (with Phantom Liberty) |
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Murphy's Law | Sasquatch's Hammer | Guts |
Jump to a Cyberware section! | |||
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Operating System | Face | Hands | Circulatory System |
Legs | Frontal Cortex | Arms | Skeleton |
Nervous System | Integumentary System |
Cyberware | Effect (Tier 5) |
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When active: Invulnerable to damage, cannot use items, Melee weapons only, +30% attack speed, -100% stamina cost, +20% movement speed, Increased damage at low health. When it ends: +25% Health for each enemy neutralized. |
A Berserk is the main cyberware for melee weapons which gives you several buffs when activated. Use this when you have low health and out of Blood Pump charges.
Whenever you activate Berserk, always switch to the Sasquatch's Hammer to maximize damage. When this cyberware is on cooldown, switch to the Gold-Plated Baseball Bat so you have access to dashes.
Cyberware | Effect (Tier 5) |
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Effect active when scanning: Highlights enemies within 17.5 m.including enemies behind cover. Highlights cameras and turrets within 35m. Highlights explosive devices and traps near your crosshair within 26m. |
The Oracle variant of a Kiroshi Optics lets you track enemies, which is useful to keep track of who to kill next.
Cyberware | Effect (Tier 5) |
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-20% Recoil |
Shotguns have inherently high recoil, so we'd want to slot in Shock Absorber to reduce the overall recoil from such a huge weapon.
Cyberware | Effect (Tier 5) |
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Stamina +23% whenever you use a melee weapon to neutralize an enemy. |
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Automatically heals you with your Health Item when your Health drops below 35%. +14% Health Item effectiveness. |
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Health +7% when you neutralize an enemy. |
Both Blood Pump and Heal-on-Kill help with your overall survival during fights especially when facing a large group of enemies.
Adrenaline Booster enables you to maintain your stamina while slashing through hoards of enemies.
Cyberware | Effect (Tier 5) |
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Press Space Bar in midair to perform a double jump. |
Reinforced Tendons enable double jumping, which is a valuable positioning move that lets you reach higher places, helping you get away or giving you a better vantage point. Do note that you can combine double jumps with air dashes, which lets you zip across areas easily.
Cyberware | Effect (Tier 5) |
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+35% damage against drones, robots, mechs and turrets. +2 Max RAM. |
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-1.25% Cooldown instantly for all cyberware after neutralizing an enemy. |
Newton Module will decrease Berserk's cooldown whenever you kill an target, which is useful when you are fighting several enemies and you're always at low health.
Mechatronic Core will let you deal more damage against robots, which you will encounter as you progress through the game.
Cyberware | Effect (Tier 5) |
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Charged shots gain: +30% damage, +25% explosion radius, +30% Burn chance |
The Projectile Launch Systems are your secondary weapon that you use to attack far away enemies. The thermal variant of this cyberware fits well with the build as it has a bigger explosion radius.
Cyberware | Effect (Tier 5) |
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+24% melee damage +15% melee Stamina cost |
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+12% Armor |
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+22% Armor when below 50% Health. |
For Skeleton cyberwares, we focused mainly on improving V's overall defense.
Dense Marrow is added to bolster this build's overall damage with the cost of some extra stamina. Don't worry, the added stamina cost is completely negated when Berserk Sandevistan is active so just go ham!
Cyberware | Effect (Tier 5) |
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+40% movement speed for 7 sec. when entering combat. |
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+10% Mitigation Chance, +9% Mitigation Strength Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default: 50%). |
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Slows time by 60% for 4 sec. when your Health drops below 25%. Cooldown 40 sec. |
Adrenaline Converter and Neofiber was added to improve overall movement speed and provide survivability respectively.
Reflex Tuner is also slotted in as an additional layer of protection that gives you time to react when you drop down to 25% health. Zoom out of battle, or pop in a Health potion whenever the time slow kicks in!
Cyberware | Effect (Tier 5) |
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-7% all incoming damage +0.1% damage reduction per Attribute Point. +0.5% Mitigation Chance +2.1% Damage Over Time Resistance |
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The closer an attacking enemy is, the less damage they deal to you. -20% incoming damage at 3 m. Damage reduction tapers off to 0% at 6 m. +0.5 Health per Attribute Point. +2.1% Melee Damage Resistance +2.5% Melee Damage |
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+0.5 Armor per Attribute Point. +1.3% Decreased enemy vision +2.6 Health |
All of the cyberwares listed above aim to improve V's overall survivability in fights. Pain Editor ensures your health is topped up everytime you kill an enemy.
Here is a general playstyle guide for this build which involves switching between the Gold-Plated Baseball Bat and the Sasquatch's Hammer depending on the situation.
Step | What To Do |
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1 | Use the One-Handed Club Whenever your Berserk Sandevistan is not active, use a One-Handed Club. This gives you access to dashes so you can zoom around while picking off enemies one-by-one. |
2 | Switch to Sasquatch's Hammer When you inevitably lose health during a fight, activate your Sandevistan to enter the berserk state & switch to the Sasquatch's Hammer. You will deal increased damage and become invulnerable during this time, enabling you to freely whack enemies to oblivion while healing with Heal-on-Kill. |
3 | Repeat the Steps Once the Sandevistan goes on cooldown, go back to Step 1 and switch to your One-Handed Club. |
Opt. | Shotgun Whenever you find yourself surrounded by hoards of enemies, whip out your shotgun for a quick burst of point blank damage! |
Projectile Launch System If you want to kill enemies from far away, use the Projectile Launch System to reach them. This can even make cars explode, so use that to your advantage! |
Similar to using the Blades, the key to surviving with Blunt Weapons is to not let your enemies pin you down in one location. Keep moving and cut through each enemy one by one - leaping from one to the next. Make use of the improved Dashing perks to go in or out of battle when necessary.
Quake is a special, high-damage AoE move that only blunt weapons have access to. Use this whenever it is off cooldown preferably around multiple enemies. The cooldown for Quake is around 10 seconds!
Blunt weapons use up stamina for every swing, which could mean life and death for you in fights. Managing your stamina should always be the top priority.
On that note, Tailwind negates stamina consumption while dashing as long as you do it in mid-air. This is basically free mobility so use it extensively.
When you see a group of enemies shooting from afar, try using your Projectile Launch System (PLS) to deal explosive damage! Don't forget to charge your PLS to maximize your damage by shooting 5 projectiles.
When you are pinned down by hoards of enemies and got nowhere to go, switch to your shotgun and start shooting multiple enemies at once. Your shotgun should have enough perks to deal decent damage for that particular situation!
2.1 Best Blunt Weapon Build (Bonk Build)
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Is the LMG a viable alternativa to the shotgun or the Projectile launch system? The perks work the same