★ 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 list of Perks and guide on how to build your Skill Tree in Cyberpunk 2077: Phantom Liberty. Learn how Attributes affect Perks and see the new Perks added in the 2.0 Update and Phantom Liberty.
Character Building Guides | |||||||||||
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Phantom Liberty Builds | Update 2.1 Builds | ||||||||||
Best Attributes | Best Perks by Playstyle |
Best Perks by Attribute |
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Build Element Lists | |||||||||||
Relics | Attributes | Perks |
List of Contents
A redesign on the Perk system is slated to arrive once Phantom Liberty expansion arrives. The new system simplifies the perk UI so it's easier to customize and understand.
Phantom Liberty DLC: Everything We Know and Release Date
Phantom Liberty DLC's New Ways to Play trailer teased a few new Perks that are coming to the expansion on September 26, 2023! Here are some of them:
Attributes are V's in-game stats which have different effects the more you put points in them.
You can get Attribute points just by leveling up, so be sure level up as much as you can!
Perks are abilities that will increase your combat efficiency with weapons, skills outside of combat like, hacking, crafting, and more. They are part of Perk skill trees which are attached to one of the Attributes.
With the right combinations of Perks and Gear, you can create different builds with different playstyles. You can be the fastest gunslinger, a cybernetic samurai, or a stealthy netrunner. With the right Perks, you can play the game however you want.
Previously, each Attribute has two or three Perk trees with corresponding Skill progression bars that track your proficiency in different weapons and playstyles.
Update 2.0 revamped these Skills (along with the Perk trees) and simplified them into five new ones, while keeping the progression mechanic and rewards for reaching certain Skill levels.
Skill | Explanation and How to Progress |
---|---|
Headhunter |
Determines your proficiency in killing enemies, making it the easiest skill to progress especially when using guns or bladed weapons. You can gain Headhunter XP by: ・Killing enemies (should be lethal) ・Landing headshots ・Striking Vulnerabilities |
Netrunner |
Determines your proficiency in using quickhacks. You can gain Netrunner XP by: ・Using quickhacks ・Neutralizing enemies with quickhacks |
Shinobi |
Determines your overall mobility both in and out of combat. You can gain Shinobi XP by: ・Dodging ・Dashing ・Air Dashing |
Solo |
Determines your proficiency in hand-to-hand combat. You can gain Solo XP by: ・Using fists ・Using Gorilla Arms ・Performing Finishers |
Engineer |
Determines your proficiency in crafting and tinkering with items. You can gain Engineer XP by: ・Crafting items ・Upgrading items ・Disassembling items ・Looting |
Perk | Req. Attribute Pts. | Effect at Lv. 1 |
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15 | Improves midair maneuverability. |
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15 | +30% Mitigation strength in midair. |
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15 | -20% Dash Stamina cost. |
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15 | Activating Kerenzikov in midair keeps you suspended in the air and extends its duration. |
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9 | When your Stamina is above 33%, blocking projectiles will Deflect them to wherever your reticle is aimed. Well-timed blocking just before being hit increases the damage you deal with deflected bullets. |
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9 | Whenever time is slowed, Bullet Deflect does not consume Stamina and deflections automatically hit enemies for Crit Damage. |
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9 | +100% Mitigation Chance when performing a Dash. Mitigation - grants a chance to reduce incoming damage by current Mitigation Strength (default 50%). |
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9 | -20% Stamina cost for dodging and Dashing. |
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15 | -15% Stamina cost for attacks with Blades. |
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9 | When performing Strong Attacks, you now automatically leap to enemies within range. These Leap Attacks can be also performed from midair, and deal additional damage that scales with the distance of the leap (max. +50%). |
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15 | +25% movement speed and attack speed for 6 sec. after performing a Finisher. |
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15 | +100% Finisher range |
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15 | Aiming no longer slows movement. Allows you to shoot while vaulting. |
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9 | -15% Stamina cost for attacks with Blades. |
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9 | +100% Dash range toward enemies. |
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9 | +40% Stamina after neutralizing an enemy while Dashing. |
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9 | -25% recoil when aiming. |
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4 | Allows you to shoot while sprinting, sliding and vaulting. |
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4 | Allows you to reload weapons while sprinting, sliding and vaulting. |
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15 | Enemies affected by Stagger, Stun, Blinding and Bleeding are more susceptible to Finishers. |
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4 | Increased vaulting and climbing speed. |
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4 | Increased slide distance. |
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15 | +7% Crit Chance and Crit Damage per stack of Sharpshooter. |
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9 | -10% stamina cost for shooting with AR and SMGs. |
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20 | Shooting the same target a 7th consecutive time deals bonus damage equal to 100% of the total damage from the preceding shots. |
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9 | Increased damage and Stun chance with Counterattacks. |
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15 | +15% aim speed. |
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15 | +4% Armor penetration. |
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20 | All attacks, counterattacks and deflected bullets apply Bleeding, which increases dismemberment chance. Bleeding cannot kill enemies, but does make them more susceptible to Finishers. +25 stamina from dismemberments. |
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4 | The faster you move, the more difficult for enemies to shoot you. Effect increases when Dashing, dodging, sliding, sprinting and vaulting. |
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9 | +15% weapon swap speed, -30% bullet spread briefly after swapping weapons. |
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15 | -10% Stamina cost for hip-firing. |
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9 | Allows you to shoot while Dashing. |
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4 | Unlocks preem new ways to exit vehicles: Jump out - double-tap F Slide out - hold F while at high speed You can also draw and fire weapons during these stunts. While driving: No bullet spread penalty from movement -50% bullet spread overall |
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20 | Swapping Submachine Guns is faster and automatically reloads them. +22% fire rate after swapping to an SMG. Normal reloading ends the effect. |
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20 | +25 stamina from performing Air Dashes and double jumps. Air Dashes do not cost Stamina. |
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9 | +20% effective range and accuracy. |
Perk | Req. Attribute Pts. | Effect at Lv. 1 |
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15 | +35 Max Health. |
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15 | +30 stamina for each enemy hit with Quake. |
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4 | +10% Health Regen Rate for each nearby enemy. |
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15 | When Adrenaline Rush is active: +50 Adrenaline on dismemberment of a nearby enemy. |
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9 | -40% enemy Armor for 7 sec. after hitting them with a Strong Attack. |
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9 | -25% bullet spread when moving. |
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15 | When Adrenaline Rush is active: +3 sec. delay before Adrenaline begins to decay. |
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9 | +100% Knockdown chance with Defensive Attacks. Cooldown: 10 sec. +100% Stun chance with Counterattacks. |
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15 | Increased chance to Obliterate enemies with ranged attacks at close range (max. 10%). |
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4 | +1% Health Regen Rate for each percent of missing Health. |
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9 | +12.5% Crit Chance |
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9 | When below 33% Stamina: +15% Mitigation Chance +5% Mitigation Strength. |
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4 | When using Blood Pump Cyberware or a Health Item: +100% Mitigation Chance for 2 sec. Mitigation - grants a chance to reduce incoming damage by current Mitigation Strength (default 50%). |
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15 | -15% enemy Armor when using ranged attacks. Dismemberment spreads the effect to nearby enemies. |
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15 | When Quake is performed from the midair (a Superhero Landing), its area of effect and damage scale with your fall speed and fall distance. |
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20 | Unlocks a Blunt Weapon Finisher. Press F when an enemy's Health is low. Enemies affected by Stun are more susceptible. Restores 20% Health. Hold F to throw the enemy instead, killing them and damaging other enemies where they land. |
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9 | -40% incoming ranged damage when blocking with Blunt weapons. |
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4 | In vehicle collisions: +50% damage to enemy vehicles and their occupants. -50% damage to your vehicles. You take no damage as a vehicle occupant in collisions. |
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15 | When Adrenaline Rush is active: +20% movement speed, +10% damage |
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9 | Blocking an attack gives: +10% stamina +30% damage with Blunt Weapons for 5 sec. |
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9 | No movement speed penalty with Shotguns, Light Machine Guns and Heavy Machine Guns. |
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20 | +20% ammo refill after neutralizing an enemy with a Light Machine Gun. |
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20 | When Adrenaline Rush is active: +20% Health Item recharge after neutralizing an enemy. |
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4 | Unlocks slow Health Regen in combat. |
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15 | -15% Stamina cost for attacks with Blunt Weapons. |
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20 | +100% damage for the next Quick Melee Attack after shooting an enemy with a Shotgun. +100% damage for the next Shotgun shot after hitting an enemy with a Quick Melee Attack. |
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15 | +15% health for each enemy hit by Quake. |
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15 | +20% reload speed for 8 sec. after dismembering an enemy. |
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15 | Increases damage of Quick Melee Attacks as Stamina decreases (max. +200% at 0 Stamina). |
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4 | +60% Health Regen Rate while sprinting. |
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15 | +12.5% Crit Chance |
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15 | When Adrenaline Rush is active: Gain immunity to movement penalties and non-damaging status effects such as Knockdown, Blinding, etc. |
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9 | -15% stamina cost for attacks with Blunt Weapons. |
Perk | Req. Attribute Pts. | Effect at Lv. 1 |
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9 | +10% to all cyberware stats modifiers. |
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15 | Unlocks a new cyberware slot for your Hands. |
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15 | +20% charge speed for Tech weapons. |
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9 | +100% instant recharge of a Health Item after neutralizing an enemy if you're below 25% Health and have no charges remaining. |
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15 | Unlocks Cellular Adapter cyberware for the Integumentary System. It can be purchased and installed at ripperdoc clinics. This Perk is required to use it properly. |
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15 | When you accumulate 5 stacks of Pyromania, they will be consumed to instantly replenish a grenade charge, but all bonuses from those stacks will remain active for 6 sec. |
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20 | Bolt now deals Electrical damage and releases an electric arc that can electrocute up to 3 nearby enemies. |
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9 | When upgrading cyberware, you can choose from two stat modifier options. A third option is available at Tier 3 and higher. |
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9 | -5% incoming damage if all Integumentary System and Skeleton cyberware slots are filled. |
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9 | +50% recharge speed for grenades when you have none available. |
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15 | 15% reduced Cooldown for all cyberware if all available slots are filled. |
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9 | +1 max grenade charge, +250% recharge speed for grenades outside of combat. |
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15 | Projectile Launch System cyberware receives: +1 max charges, +20% recharge speed, +25% additional recharge speed when you have no charges available, +200% additional recharge speed outside of combat, +5% instant recharge after neutralizing an enemy. It also receives the same bonus as grenades from Burn This City Perk. |
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9 | All cyberware gain an additional stat modifier. |
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20 | Allows you to exceed your Cyberware Capacity by up to 50 points, but at the cost of -0.5% Max Health per point. When you neutralize an enemy during combat, there is a 0.1% chance for each point you're over capacity that you will enter a Fury state. In this state, you gain: +10% damage, +30% Critical Chance, +50% Critical Damage. Duration: 12 sec. |
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15 | +15% duration for all cyberware effects. |
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9 | 15% faster use of Health Items in combat. |
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4 | +15% recharge speed for Health Items when you've only used 1 charge. |
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15 | For Flash, Smoke, and Recon grenades: Double grenade charges. Double recharge rate. |
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15 | +50% resistance to damage and effects from explosions you cause. |
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4 | +33% vehicle health. Vehicle-mounted weapons receive: +25% damage and -0.7 sec. lock-on time. |
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4 | 5% instant recharge of Health items and grenades after neutralizing an enemy. |
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9 | +8% recharge speed for Health Items and grenades. |
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15 | +10% Mitigation Chance per stack of Pyromania. |
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15 | Tech weapons no longer fire automatically when reaching full charge. |
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15 | Increased time window to fire a Bolt. |
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15 | +10% to all cyberware stats modifiers. |
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15 | +10% charge speed after firing a Bolt. Stacks 3 times. Swapping weapons or firing a non-Bolt shot resets the stack. |
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9 | +25% crafting components from looting. |
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15 | +8% recharge speed for health items and grenades. |
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9 | +4 Cyberware Capacity for each Attribute at 9 or higher. |
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15 | Bolt shots ignore enemy Armor. |
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20 | Charges a powerful EMP that hits nearby enemies after 3 sec. whenever you activate Operating System cyberware (Berserk, Sandevistan) or Overlock mode. Applies Stun and deals damage proportionate to the quantity and Tier of cyberware implants you have installed, -50% incoming damage while charging EMP. |
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4 | +30% health from the final charge of your Health Item. |
Perk | Req. Attribute Pts. | Effect at Lv. 1 |
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9 | +10% larger targeting reticle for smart weapons. |
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15 | When Overclock is active: +40 health for each quickhack queued on an enemy at the time you neutralize them. |
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4 | Unlocks Vehicle quickhacks, allowing you to take control, set off alarms or even blow them up. The availability of a given quickhack depends on the Tier of your installed cyberdeck. |
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9 | When you're the target of an enemy netrunner, using the quickhack against them will also spread the quickhack's effect to their allies. |
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9 | When you're the target of an enemy netrunner, you can quickhack them back through walls and obstacles. -1 RAM cost for such quickhacks. |
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9 | After neutralizing an enemy, recover 80% of the RAM cost from all quickhacks remaining in their queue. |
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9 | +10% RAM recovery rate. |
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4 | -30% traceability for all quickhacks. |
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4 | Automatically highlights nearby Access Points and cameras. When uploaded through cameras, Control quickhacks, Covert quickhacks and the Distract Enemies quickhack have: -1 RAM cost, +50% duration. |
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9 | +25% RAM recovery rate for each quickhack currently in a queue. |
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15 | Unlocks a Monowire finisher. Press F when an enemy's health is low. The more quickhacks you have queued on an enemy, the more susceptible they are. Restores 15% Health and 5 RAM. |
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4 | Reduces sequence length required to hack Access Points by 1. Total sequence length cannot be reduced below 2 characters. |
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9 | +1 Max RAM. |
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9 | -1 RAM cost for Combat quickhacks used on enemies affected by or targeted Control quickhacks, Covert quickhacks or the Distract Enemies quickhack. |
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9 | When using Smart weapons, if the target lock on an enemy is about to end, shooting them resets it. |
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4 | +35% RAM Recovery Rate. |
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15 | +10% RAM recovery rate. |
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15 | Activating Overclock instantly restores Health equal to 5 times your max RAM. |
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9 | +2% accuracy with Smart weapons for each unit in your cyberdeck's Max RAM. |
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4 | Reduced RAM cost the closer you are to the target (max -35%). |
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15 | +1 max RAM. |
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15 | -1 RAM cost for the first quickhack of each unique category that is second or later in the queue. |
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20 | +1 quickhack queue size. The last quickhack to fill a queue has -50% RAM cost and locks the queue until all quickhacks are uploaded, +15% damage against enemies with a locked queue. |
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15 | +50% upload speed for the first quickhack when you have at least 2 quickhacks queued on an enemy. |
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15 | When Overclock is active: increased quickhack damage as health decreases (max +50%). Health is measured when you begin upload. |
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9 | +2 RAM after neutralizing an enemy with a Smart weapon. If the enemy is affected by quickhacks, restores additional RAM equal to +50% of their total RAM cost. |
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9 | -100% trace progress after performing a Takedown. |
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9 | Monowire attacks recover 0.5 RAM. Increases to 1 if the enemy is affected by or targeted by a quickhack. |
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20 | When Overclock is active, smart weapons gain instant target lock, and +25% damage if the enemy is affected by a quickhack. |
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9 | Neutralizing an enemy with a Combat quickhack recovers RAM equal to 25% of the total cost of all quickhacks affecting the target. |
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20 | When Overclock is active: +50% chance for quickhacks to spread to an additional target. |
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15 | When Overclock is active, all RAM recovery effects also regenerate health. |
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4 | +100% duration for Control quickhacks used on full-health enemies. |
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9 | +7% quickhack damage for each unique quickhack and DOT effect affecting the target. |
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15 | 10% larger targeting reticle for Smart weapons. |
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15 | Enables multiple target locks when aiming and increases the number of simultaneous targets for all smart weapons by 1. |
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15 | Increased projectile velocity and lock-on range for 10 sec. after neutralizing an enemy with smart weapon. Stacks 3 times. New stacks reset duration. All stacks are removed when duration ends. |
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4 | +40% explosion damage from hacked devices, +80% additional explosion damage to enemies affected by quickhacks (including Distract Enemies) |
Perk | Req. Attribute Pts. | Effect at Lv. 1 |
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9 | Strong Attacks and thrown weapons used against Poisoned enemies instantly deal substantial Poison damage then remove all Poison effects. |
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4 | When crouched, the higher your Mitigation Chance, the longer it takes for enemies to detect you. |
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15 | +30% Stamina after neutralizing an enemy with a ranged attack via headshot or weakspot. |
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9 | Allows you to apply Poison to mechs, robots, drones and turrets. |
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15 | When Optical Camo is active or you are undetected, neutralizing an enemy grants: +15% health +15% Stamina +10% movement speed for 6 sec. |
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15 | +10% headshot and weakspot damage |
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9 | Slows time by 25% for you and enemies when Focus is active. |
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4 | When crouched: +15% Movement Speed, +15 Mitigation Chance. Mitigation - grants a chance to reduce incoming damage by current Mitigation Strength (default: 50%). |
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15 | Unlocks a Throwable Weapons Finisher. Press F when an enemy's Health is low. Automatically activates Juggler. Restores 25% Health. |
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9 | +10% headshot and weakspot damage. |
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4 | Landing an attack on an enemy right after they detect you will delay detection from other nearby enemies. |
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9 | When Focus is active, neutralizing an enemy with a ranged attack resets its duration. |
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15 | When Deadeye is active: +35% reload speed for your next reload after neutralizing an enemy via headshot or weak spot. Effect available for 3 sec. Slows time by 50% during reload. |
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15 | -15% recovery time for throwable weapons |
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4 | +25% damage with knives, axes and silenced guns outside of combat. They also provide a preview of estimated damage. |
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15 | When Deadeye is active, your shots always deal full damage regardless of distance. |
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20 | When Deadeye is active: Guaranteed Crit Hits for headshots and weak spots Increased damage as distance increases (max. +25%). |
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9 | Applying poison to an enemy via Scorpion Sting now also applies Blinding and disables sprinting for 6 sec. |
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15 | +15% crouch movement speed. |
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9 | -50% stamina cast from Focus made for each enemy neutralized while it was active. |
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9 | +15 Health on Crit Hits and headshots with thrown weapons. |
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15 | After retrieving a thrown knife or axe from an enemy, your first melee attack with a throwable weapon gains +200% damage. |
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15 | Allows you to perform Finishers from a greater distance if you've hit the enemy with a throwable weapon. Each successful throw also makes them more susceptible to Finishers. To perform a Finisher, press F when an enemy's Health is low. |
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9 | When Focus is active, shooting grenades out of the air is easier and the blast is more powerful. |
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15 | +30% weapon swap speed when swapping to Pistols, Revolvers, Sniper Rifles and Precision rifles +30% Stamina when swapping during combat. |
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4 | +10% movement speed after neutralizing and enemy while undetected. Duration: 30 sec, or until you are detected. Stacks 2 times. New stacks reset duration. All stacks are removed when duration ends. |
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9 | +10 reload speed for your next reload after neutralizing an enemy while aiming. Stacks 2 times. The stack resets to 0 whenever you reload or start aiming again. |
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4 | Allows you to use Sandevistan to slow time while driving. Allows Kerenzikov to be activated when aiming and handbraking simultaneously. +25% weapon damage when your vehicle is drifting or airborne. |
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20 | Hip-firing does not consume stamina. When Focus is active: +25% movement speed. |
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9 | -15% recovery time for throwable weapons. |
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15 | +30% Mitigation Chance when crouch-sprinting. |
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15 | -75% stamina cost for crouch-sprinting during combat. |
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15 | +20% Crit damage for 8 sec. whenever Juggler is activated. Stacks 5 times. New stacks reset duration. All stacks are removed when duration ends. |
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4 | +20% Mitigation Chance when crouched and not moving. |
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20 | Guaranteed Crit Hits with throwable weapons when crouch-sprinting, sliding, dodging or Dashing. No movement speed penalty when aiming a throwable weapon. |
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4 | +20% Mitigation Chance when aiming from cover |
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15 | Optical Camo activates automatically and consumes its charge gradually while crouch-sprinting or sliding |
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