★ 2.1 Update and Ultimate Edition are now available!
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★ 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
With all the changes in Update 2.1, we have compiled and reviewed the best Cyberwares in Cyberpunk 2077: Phantom Liberty. Learn the best cyberware for each body part, which cyberware to get first, and why they're the best here!
Best Equipment | |
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Best Cyberware in Update 2.1 | |
Best Weapons | Best Armor |
Best Quickhacks | Best Vehicles |
List of Contents
Cyberware | Effect (Tier 5) |
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-10.5% Cooldown instantly for all cyberware after neutralizing an enemy. |
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-1.25% Cooldown instantly for all cyberware after neutralizing an enemy. |
Newton Module, and its Iconic variant Axolotl, is the best frontal cortex cyberware out there. It straight up reduces the cooldown of all cyberware after neutralizing enemies which is extremely helpful on all fronts. Always make sure to have it slotted in at all times.
Cyberware | Explanation |
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Negates enemy quickhacks and provides +2 Max RAM. Can only be used by hacking builds. |
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Removes the stamina cost from shooting, so it's only benefiting ranged weapon builds. |
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Recovers RAM after it falls to 20%. Can only be used by hacking builds. |
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Increases critical chances of quickhacks with the cost of max RAM. With how quickhacks costing more RAM in 2.0, this may make it hard for players to manage their RAM. |
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increases RAM recovery rate. Can only be used by hacking builds. |
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Replenishes a fixed number of RAM after neutralizing an enemy. Can only be used by hacking builds. |
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Increases damage against robot-type enemies. Useful even on non-hacking builds but with how scarce robot-type enemies are, it might be good to slot in something else. |
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Increases your max RAM and upload speed for quickhacks. Can only be used by hacking builds. |
Cyberware | Effect (Tier 5) |
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Press L1 and R1 to activate and deactivate. It can be activated at any charged level. When active: Slows time by 85% (you are not slowed) +10% headshot damage +9% Crit Chance +13% Crit Damage Neutralizing an enemy when active gives: +20% extended duration +22% Stamina Max Duration: 8 sec. Cooldown: 30 sec. |
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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. |
These two cyberwares are objectively the two best operating system cyberwares in the game. They offer a lot of utility for the majority of the builds in the game - only falling off on hacking-focused builds.
The Apogee Sandevistan offers great unparalleled offensive capabilities especially when against hoards of enemy. The Militech Berserk on the other hand, excels in 1-on-1 battles specifically against bosses.
Cyberware | Effect (Tier 5) |
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Allows you to perform quickhacks on enemies and devices while scanning. -20% traceability for quickhacks uploaded through cameras. -50% RAM cost for Device and Vehicle quickhacks. Combat quickhacks uploaded through devices gain: +15% damage and +20% effect duration. |
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Allows you to perform quickhacks on enemies and devices while scanning. +15% weapon damage against enemies affected by non-combat quickhacks. +40% with Combat quickhacks when immediately followed by a non-combat quickhack in the queue. +5 Max RAM. When activating Overlock, automatically upload Reboot Optics and Weapon Glitch to all enemies within 8m. |
If you're running a hacking-focused build, Tetratronic Rippler Mk.5 is your best choice. This provides you with a wide array of effects for both Combat and non-combat quickhacks, as well as boasting a pretty cheap Cyberware capacity cost of 16.
If you have extra cyberware capacity, the Netwatch Netdriver Mk.1 is a viable choice. Do note that this focuses on more stealthy gameplay, so if you like going in guns blazing this may not be for you.
Cyberware | Explanation |
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Increases Cyberware Capacity by a fixed amount. The problem with this Cyberware is the fact that it is slotted in the Operating System, so it shares a slot with other very essential cyberwares like Sandevistans and Cyberdecks. |
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These are Sandevistan-type cyberwares that offer the same effects as the Apogee, but at a lower overall value. The Apogee just straight-up powercreeps these cyberwares. |
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These are Berserk-type cyberwares that offer the same effects as the Militech Berserk, albeit at lower values. The Militech Berserk just straight-up powercreeps these cyberwares. |
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All these cyberdecks offer unique effects that can help players depending on their gameplay. Some excel in covert quickhacks while some aim to improve the monowire. They all fall off on one thing though: they only offer 9 base RAM by default. With Update 2.0, quickhacks cost a lot to run so every bit of base RAM counts! |
The four arms cyberware present in the game have their separate purpose, but we can't ignore that one is better than the other. Also, with the removal of Cyberware mods some of these cyberware became non-meta.
With hundreds of hours logged playing the game, we ranked the four types of Arms Cyberware based on their overall performance in-game and across multiple builds.
Rank | Cyberware | Explanation |
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1st |
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The introduction of dashing perks and relic upgrades for the Mantis Blades make this arm cyberware the best in the game at the moment. It can hard carry on its own, and can decimate hoards of enemies in a flash. It also works well with the best Sandevistans in the game, so you're in for a fun fight with this cyberware! |
2nd |
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The Monowire received a lot of tweaks with the introduction of Jailbreak and Data Tunneling relic skill. This enables players to spread quickhacks across multiple enemies. |
3rd |
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Like the Mantis Blades, the Gorilla Arms also get access to the dashing perks introduced in Update 2.0. Its best perk, Quake, can deal AoE damage in a large area. However, Quake has a cooldown that you should take note of. This leads to a huge DPS downtime that you should manage. |
4th |
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Projectile Launch System (PLS) seems to be the one that got nerfed hard. With the removal of mods, Tranquilizer Rounds are now a thing of the past so PLS is now only used to shoot explosives and detonate cars. The related relic skill is also not helping, as it only increases the PLS charge by 1. |
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 sheer number of effects this optic provides V simply makes it better than anything else the Ripperdoc has to offer. This is the most general-purpose optics you can get.
Cyberware | Explanation |
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Only provides slower camera detection speed. Useful in stealth builds. |
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Highlights cameras and turrets, something The Oracle already does. |
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Increases Critical Chance. Great effect, but the utility provided by The Oracle is just too good to pass up. |
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Highlights enemies, something The Oracle already does. |
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Highlights explosives and traps, something The Oracle already does. |
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Highlights behind cover, something The Oracle already does. |
Cyberware | Effect (Tier 5) |
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+12% Armor |
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+35% Armor |
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+19% Mitigation Strength (Total Mitigation Strength cannot exceed 90%) Mitigation grants achance to reduce incoming damage by current Mitigation Strength (default: 50%). |
All these top Skeleton Cyberware aim to provide overall survivability regardless of the build you are running! Slot any of the three in any build, and you won't be disappointed.
Cyberware | Explanation |
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Increases armor by a fixed amount but reduces movement speed. Having your armor increased by a fixed amount and then penalized by being slower makes this cyberware pretty mediocre. |
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Augments your health item to now have extra effects. This is only in effect for 5 seconds and requires that you use a health item in the process. |
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Increases maximum RAM by 2. The cyberware's use case is limited to hacking builds. |
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Increases carrying capacity, and nothing else. With how you can access your stash through any car you own and the capability to use items to temporarily increase carrying capacity, using this cyberware seems like a waste of cyberware slot. |
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Increases armor with no additional effects. Pretty cheap though, so it may be useful as a filler cyberware. In any case, it lacks additional effects and it provides fixed armor based on your Technical Ability level, so it may not be something to prioritize. |
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Increases V's overall maximum HP. Could be good, but the cyberware is very expensive. Should only be taken when you have enough cyberware capacity. |
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Only increases mitigation chance when above 85% stamina. With how almost all attacks cost stamina, the uptime for this cyberware is not that good. |
Cyberware | Effect (Tier 5) |
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Reloading an empty weapon causes the next shot to release an electroshock that deals up to 240 Electrical damage to enemies near the point of impact. Electroshock damage increases with the number of bullets reloaded (max. 5 bullets). |
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-20% Recoil |
These two hand cyberwares aim to increase the overall performance of your weapons while in battle. They can also be slotted in builds easily, so it's always great to have them in.
Cyberware | Explanation |
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This is only useful when you're using throwable weapons, specifically on stealth builds. This is a staple for those types of builds though, but falls off for all other builds. |
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This cyberware is most effective when you're using Power weapons. They are not very generally applicable to all builds, as some do not use guns at all. |
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Very expensive improvement for Shock Absorber. Yes, it has the additional effect of reducing bullet spread but the only weapon that will benefit from this greatly are shotguns. |
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Only useful when using Smart Weapons, else it won't have any effect. Extremely useful if you are wielding a Smart weapon though! |
Cyberware | Effect (Tier 5) |
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+40% movement speed for 7 sec. when entering combat. |
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+20% movement speed for 50 sec. when entering combat |
These two are hands down the best Nervous System cyberwares in the game. They both increase movement speed when entering combat, allowing you to neutralize enemies more easily. When you slot in the Iconic version, the movement speed boost lasts for 50 seconds!
Cyberware | Explanation |
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Slows time when your health drops to a certain percentage. This gives you ample time to escape, but the health requirement means it's a very situational thing. |
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Slows time when enemy detection reaches a certain percentage. This also gives you ample time to escape, but it requires enemy detection to activate. The cyberware is great with stealth builds though! |
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Crit Chance increases relative to your distance from the enemy. Not useful when using melee, but extremely powerful when using ranged weapons. |
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Slows time when aiming using a ranged weapon while sliding, dodging, or dashing. Again, this requires a ranged weapon so it is not very useful on melee builds. |
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Increases movement speed proportional to enemy's detection out of combat. Could be good with stealth builds, but the effect ends after entering combat so its effect is wasted half the time. |
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Straight up increases Mitigation Chance and Strength. The increase is good, but the increase is quite small. Only slot this in if you need more mitigation in your builds. |
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Requires a successful takedown to increase headshot damage and movement speed. Could be good with Stealth builds, but the requirement of a successful takedown is pushing it down. |
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Increases Crit Chance with blades and throwable weapons. Again, this only applies to certain weapons, so it is very situational. |
Cyberware | Effect (Tier 5) |
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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. |
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Instantly restores 100% of max Health when your Health falls to 0. Cooldown 2 min. |
These three circulatory system cyberwares are the best in the game, hands down. Not only do these three promote great survivability, but they also work in all builds without a hitch. Always make sure to have at least one of these three on your builds!
Cyberware | Explanation |
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Both of these cyberwares promote lessening stamina costs for ranged and all attacks, though these would not apply to all builds. Hacking builds would not benefit from this, for example. |
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This cyberware is more focused on melee builds, so the use case is pretty limited. |
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Both of these need Tech Weapons to take advantage of its full effects. Again, the limited use-case pushes it back. |
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With how Health Pots now charges overtime, Blood Pump has an alternative that does not use any cyberware capacity. Use your capacity on other cyberwares that will increase your overall damage instead. |
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This requires the enemies to be poisoned first before taking effect. It lessens damage taken from poisoned enemies, but increases damage from all other sources - not a good trade. |
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The effects of this cyberware are extremely situational, and can still sometimes fail to save you especially when you're overwhelmed by a lot of enemies. |
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Like Microrotors, this cyberware is more focused on melee builds making its use-case fairly limited. |
Cyberware | Effect (Tier 5) |
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Provides additional Health Regen. +1.6% Health Regen Bonus +3.1 Health |
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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 |
Chitin greatly increases your armor by a whopping 200 points. This is helpful in all builds, as it promotes survivability on all fronts. Together with Pain Editor, they just reduce incoming damage straight up.
Cyberware | Explanation |
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Subdermal Armor only offers armor points without any special effect so it is just a stat stick. The armor given is not even that high so there may be other cyberwares with higher armor values and provide extra effects at the same time. |
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Provides a wide range of bonuses like explosion resistances, a good amount of armor, and increased item recharge speed. However, this requires the player to unlock a certain perk first before using it. |
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Converts a percentage of damage taken into damage over time, so it saves you from insta-kill attacks. Sadly, it does not reduce the overall power of the attack, so you'll still take the same amount of damage. |
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Provides armor when there are no enemies around, so it is better used when in long range. This limits its use case to ranged weapon builds. |
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Reduces the damage of enemies close to you, so it's better used when in melee range. This limits the use-case to melee builds. |
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Grants a small chance to release an electroshock that deals damage to nearby enemies whenever you are being attacked. The activation is not guaranteed, and it does not reduce any incoming damage. |
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Limited to stealth build, and it takes over the quickslot for players to use. |
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Blocks incoming projectile after dashing. This limits the use case to builds that have dashes integrated into their perk pool. |
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Increases armor effectiveness when attacked from the side and the rear. The conditions make it a situational cyberware to use. |
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Requires the activation of Kerenzikov before it activates. This requirement makes it a bit inflexible to use. |
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Increases mitigation chance at low health. This is appreciated when used in melee builds, but ranged & stealth builds won't have their HP lowered that much so it won't be of use to them. |
Cyberware | Effect (Tier 5) |
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Press Space Bar in midair to perform a double jump. |
Reinforced Tendons is the undisputed best leg cyberware in Update 2.0. With the introduction of dashing perks in the game, this will be your default mobility tool against anyone threatening you in Night City. Always slot it in your builds.
Cyberware | Explanation |
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Enables you to charge jumps from the ground by charging the jump button. Though one could argue that this is similar to the effects of reinforced tendons, double jumping is infinitely better when it comes to flexibility. |
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This only increases sprint speed, which can be easily overtaken by someone using dashing perks & Reinforced Tendons. |
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This cyberware is extremely good when you're running a stealth build. Aside from that, Reinforced Tendons is the way to go. You may even argue that Reinforced Tendon is useful in stealth builds as it can give you access to high vantage points. |
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An Iconic leg cyberware that increases movement speed. Similar to Jenkins' Tendons, it can be easily overtaken by someone using dashing perks and Reinforced Tendons so use that instead. |
Cyberpunk 2077 is a very flexible game, and it has tons of builds that anyone can freely brew on their own. Therefore, we think the best cyberwares should be able to work across all builds in the game.
The general stat increase brought about by the cyberware is also considered together with how much cyberware capacity it consumes. A cyberware may have crazy stats, but is hard to slot in because of the capacity requirement!
Cyberware Related Articles | |
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2.0 Cyberware List | Best Cyberware |
Types of Cyberware | ||
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Frontal Cortex | Ocular System | Circulatory System |
Immune System | Nervous System | Integumentary System |
Operating System | Skeleton | Hands |
Arms | Legs | |
Cyberware Locations | ||
All Sandevistan Locations | All Berserk Locations | All Cyberdeck Locations |
Cyberware Rarity Tiers | |
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Legendary | Iconic |
uh anyway, just wanted to check if anybody noticed before but: Kerenzikov can be used with melee weapons if u slide dodge and stuff, thats my main fighting style as a katana wielding ninja netrunner. its basically a nerfed sandevistan if you use it like that, just sprint slide into the enemy and hack and slay them down
Best Cyberware in Phantom Liberty (Update 2.1)
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oh fork, they removed it?! just found out while browsing reddit. goddamnit my main playstyle is trash now..