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★ Update 2.0: Changes to Perks, Cyberware, & UI
This is a guide to the best Update 2.1 Gorilla Arms Build for Cyberpunk 2077: Phantom Liberty. Read our guide for details about the build, what attributes to level up, which perks to choose, and what weapons and cyberwares to use.
List of Contents
Gorilla Arms Build | |
---|---|
Main Attributes | |
Arm Cyberware / Secondary Weapon | ・Thermal Gorilla Arms ・Guts ・Bloody Maria ・Sovereign / Alabai |
Operating System | ・Militech Berserk |
Take advantage of powerful punches, devastating superhero landings, and cannonball-like charges with this Gorilla Arms build for Update 2.0 and Phantom Liberty. This build changes the way Gorilla Arms is played by incorporating better mobility, both in the ground and air, thanks to perks under Reflexes.
You'll also be naturally bulky with this build's focus on Body and Technical Ability perks which give you higher health and better health regen. This is further improved by equipping cyberware that give you more health, armor, and defense boosts.
The Gorilla Arms' charge mechanic was removed in Update 2.0, but you'll be able to get an improved version of it in Phantom Liberty thanks to several Relic-exclusive skills which also improve its damage output.
Outside of Quake, Epicenter, and your melee finisher, you'll only be able to focus on beating up a single target with Gorilla Arms most of the time. Although your cyberware will make you tanky, you'll still be under constant fire from your enemies, especially those positioned far away, like snipers and netrunners.
You'll also be vulnerable whenever your healing item and active perks are on cooldown, in which you should find cover while they replenish.
Build Attributes | |||||
---|---|---|---|---|---|
Lv. | Body | Reflex | Tech | Intel | Cool |
1 | 6 | 6 | 4 | 3 | 3 |
10 | 15 | 6 | 4 | 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.
This build is centered around the perks you can get from the melee tree under the Body attribute, which is maxed out first in order to get the most important ones right away, besides getting extra HP and health regen.
Once maxed out, you can then branch out to Reflexes and Technical Ability to get mobility perks like Air Dash and stat boosts to your equipped cyberware.
The remaining points, including the ten extra points from the raised level cap in Phantom Liberty, are used on Cool to get more crit damage.
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! | ||
---|---|---|
Body | Technical Ability | Reflexes |
Optional Perks |
Body holds every melee-related perk, which makes it the main attribute of this build and is maxed out first as you level up.
Initially, you'll be using Gorilla Arms normally. But once you get Wrecking Ball, you'll be able to charge towards your targets with a chance to knock them down if you collide with them.
Halfway through the perk tree, you'll have access to Quake which gives you a way to deal area-of-effect damage. This is further improved by Epicenter, a perk that lets you smash the ground if you use Quake while you are in the air. This is used in conjunction with the Air Dash perk under Reflexes for aerial mobility and equipping Reinforced Tendons to get double jump so you can easily get some height before using the skill.
You will also be getting the Savage Sling finisher, which lets you throw a low health enemy towards another and deal damage upon impact.
The other tree under Body revolves around health regen perks and Adrenaline Rush, which gives you extra health if you use the Blood Pump cyberware.
If you have Phantom Liberty, the level cap will be raised to level 60 and you'll be able to get ten additional perk points. You can allocate these points to shotgun perks, like Die! Die! Die! and Spontaneous Obliteration, to slightly power up your secondary weapon.
Main Perk | Secondary Perk(s) |
---|---|
Painkiller
(1 pt) |
|
Die! Die! Die!
(2 pt) |
|
Wrecking Ball
(2 pt) |
|
Spontaneous Obliteration
(3 pt) |
|
Adrenaline Rush
(3 pt) |
|
Quake
(3 pt) |
Final Perks | |||
---|---|---|---|
Finisher: Savage Sling | Pain to Gain |
Perk | Requirement |
---|---|
Bloodlust | |
Ripple Effect |
Get this perk when you have specific secondary perks unlocked.
After the 2.0 update, you can no longer spam health items to heal as these are now locked behind cooldowns per use, which warranted the need of some perks under the reworked Technical Ability tree to be included in this build.
The Glutton for War and Health Freak perks improve health item usage and will also lower its cooldown. These two will also benefit from buffs received from Adrenaline Rush perks, which is under the Body attribute.
For cyberwares, the Edgerunner and its connected perks will improve all of your equipped cyberwares. Edgerunner also has a chance to activate Fury, which will make you deal even more damage and can be used with your equipped Berserk.
Pyromania perks, on the other hand, improve grenade usage. You can take advantage of these perks if you constantly throw grenades to deal additional damage.
Both perk trees will merge with the Ticking Time Bomb perk, which incentivizes using your Berserk cyberware.
Main Perk | Secondary Perk(s) |
---|---|
Glutton for War
(1 pt) |
|
Health Freak
(2 pt) |
|
All Things Cyber
(2 pt) |
|
Pyromania
(3 pt) |
|
License to Chrome
(3 pt) |
Final Perks | |||
---|---|---|---|
Edgerunner | Ticking Time Bomb |
For this build, the most important perk under Reflexes is Air Dash, as this is used to execute the Quake and Epicenter area-of-effect combo that drastically changes the way Gorilla Arms is played.
The other perks generally improve your mobility, which you need to be able to quickly reach other enemies.
Main Perk | Secondary Perk(s) |
---|---|
Slippery
(1 pt) |
|
Dash
(2 pt) |
|
Air Dash
(3 pt) |
Final Perks | |||
---|---|---|---|
Tailwind |
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) | |
---|---|
-- |
Priority | Main Skill | → | Branch Skill |
---|---|---|---|
1st | Jailbreak | → | Limiter Removal |
2nd | Vulnerability Analytics | → | Machine Learning |
Gorilla Arms gets its own set of Relic-exclusive skills under Jailbreak and Limiter Removal, which are the top ones to get after getting it in Phantom Liberty.
Jailbreak brings back the charge mechanic to your equipped Gorilla Arms, which you can build up by attacking. Once charged, using a strong attack will deal massive damage and create a shockwave which staggers nearby enemies. If you have the Breakthrough perk, you'll even reduce your target's armor if you hit them with a strong attack.
Once you get Limiter Removal, the shockwave caused by a charged-up strong attack will now knock down anyone within range, giving you more breathing room and a window to follow up with a ground or aerial Quake.
After obtaining the initial skills, you can then get Vulnerability Analytics and Machine Learning. These will highlight enemy weakspots that you can hit to deal bonus damage.
Please take note that the Phantom Liberty expansion is needed to access the Relic Skill Tree.
Relic Skill Tree Guide and List
Recommended Weapons (Base Game only) |
||
---|---|---|
Guts | Bloody Maria | Sovereign |
Recommended Weapons (with Phantom Liberty) |
||
---|---|---|
Guts | Bloody Maria | Alabai |
Jump to a Cyberware section! | |||||||
---|---|---|---|---|---|---|---|
Operating System | Face | Circulatory System | Legs | ||||
Frontal Cortex | Arms | Skeleton | Nervous System | ||||
Integumentary System |
Cyberware | Effect (Tier 5) |
---|---|
Militech Berserk |
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.
If you're lucky, you may be able to get Fury from the Edgrunner perk before activating Berserk, which lets you deal even more damage and is very useful against bosses.
Cyberware | Effect (Tier 5) |
---|---|
Kiroshi "The Oracle" Optics | 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) |
---|---|
Adrenaline Booster | Stamina +23% whenever you use a melee weapon to neutralize an enemy. |
Blood Pump | Activate to instantly restore 90% of max Health. Cooldown 30 sec. |
Microrotors | Increase melee attack speed by 23%. (Melee attack speed cannot exceed 2 attacks per second.) |
Blood Pump is another key cyberware for this build, as this will activate Adrenaline Rush and all of its effects, apart from it being your main healing item.
Adrenaline Booster will give you stamina whenever you kill an enemy, which you need to be able to attack more.
Lastly, Microrotors will let you attack faster, which are important for melee builds.
Cyberware | Effect (Tier 5) |
---|---|
Reinforced Tendons | Press Space Bar in midair to perform a double jump. |
Reinforced Tendons enable double jumping, which you can use to get more height for the Air Dash, Quake, and Epicenter combo.
Cyberware | Effect (Tier 5) |
---|---|
Mechatronic Core | +35% damage against drones, robots, mechs and turrets. +2 Max RAM. |
Newton Module | -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) |
---|---|
Thermal Gorilla Arms | +6 to Body Attribute checks. Deal Physical damage. 20% Burn chance |
Your main weapon for this build are your Gorilla Arms. Equip the Thermal variant for a chance to burn your target and deal damage over time.
Cyberware | Effect (Tier 5) |
---|---|
Bionic Joints | Armor - Simple but effective. |
Dense Marrow |
+24% melee damage +15% melee Stamina cost |
Epimorphic Skeleton | +13% Max Health |
Dense Marrow improves your melee playstyle by increasing the damage you deal and decreasing stamina costs for each punch. The other two cyberware are chipped in to get extra health and armor.
Cyberware | Effect (Tier 5) |
---|---|
Adrenaline Booster | Stamina +23% whenever you use a melee weapon to neutralize an enemy. |
Neofiber |
+10% Mitigation Chance, +9% Mitigation Strength Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default: 50%). |
Adrenaline Booster is useful everytime you kill an enemy as you'll recover some stamina, which you'll be constantly using as you attack.
Neofiber is equipped to get additional defense stats.
Cyberware | Effect (Tier 5) |
---|---|
Carapace |
+32% Armor effectiveness when attacked from the side or rear. +0.5 Armor per Attribute Point. +1.3% Bonus Ricochet Damage +1.3% Decreased enemy vision |
Cellular Adapter |
+1% explosion resistance '+0.5% Tech weapon damage +0.5% Health item recharge speed +0.5% grenade recharge speed +13 Carrying Capacity +2.6 Health |
Nano-Plating |
7% chance to block an incoming projectile. +100% bonus chance after performing a dodge or Dash. This bonus lasts 1.7 sec. or until the next projectile is blocked, whichever comes first. Cannot block more than 3 projectiles in a 5 sec. span. +0.2 headshot and weakspot damage per Attribute Point. +1.3% Bonus Ricochet Damage +1.3% Decreased enemy vision |
Since you are using a melee weapon, you'll only be able to deal with a single target most of the time while still being shot at from everywhere. The Carapace cyberware will help decrease the damage you take from your side and rear as you attack an enemy in front of you.
Cellular Adapter, which you can only equip if you have the Built Different perk under Technical Abilty, gives you quicker health item and grenade recharge, as well as some additional health.
Nano-Plating can be used to deflect bullets while dashing, which you can use for quick sidesteps if you don't want to charge with Wrecking Ball.
The Quake and Epicenter perks are a game-changer for melee builds, and you should use it either as an opening attack or as a way to easily damage a group of enemies.
Find a high place, double jump towards your target, and use Quake midair to execute a superhero landing.
This can easily take out several enemies in a single attack, and you can even get extra health and stamina for each enemy hit with if you have the perks Ripple Effect and Aftershock.
Sprinting is a thing of the past for Gorilla Arms as you can now charge towards enemies with the Wrecking Ball perk. Use this to close the gap to your next target or simply run around and knock down everyone as you go.
You will receive less damage while charging with the Fly Swatter and Kinetic Absorption perks, as well as some defense boosts from cyberwares.
The Savage Sling finisher is useful not only against the enemy you're about to kill, but also to a group of enemies from far away as this can potentially wipe them out once you throw the body, leaving you with less targets to deal with.
Once your health is low, activate Berserk and go all out with your attacks. You will get several stat boosts and won't take damage while Berserk is active, so try to kill as many enemies as possible or use the time to focus on bosses.
Once you have the Ticking Time Bomb perk under the Technical Ability tree, you'll also cause an EMP blast three seconds after activating Berserk, dealing additional damage to enemies near you.
As a melee-focused build, there may be times that you'll get overwhelmed by a lot of enemies surrounding you. Your Gorilla Arms won't always be effective against large groups of enemies, so always bring a shotgun so you can easily clear out the crowd.
If you have Phantom Liberty and reach level 60, you can allocate extra perk points to get shotgun perks under the Body tree to improve its damage output.
2.1 Best Gorilla Arms Build
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