Welcome to the best Revolver Build for Cyberpunk 2077 (Patch 2.5). This is my long-range gunslinger: Ol’ Reliable, Deadeye and the Militech “Apogee” Sandevistan turn every headshot into a guaranteed crit, and a Projectile Launch System in my arm takes care of anyone hiding behind cover. Some players call it a Gunslinger Build, a Cowboy Build or a Power Revolver Build, and it works with Tech revolvers too.
The Revolver Build combines Ol’ Reliable, Deadeye and Nerves of Tungsten-Steel with the Militech “Apogee” Sandevistan, Kerenzikov and the Projectile Launch System (“Rocket Arms”): guaranteed headshot crits from range, slow motion on every dash, and a volley of rockets for groups and cover.
You can find more builds here on the Cyberpunk 2077 Builds Database page.
Table of Contents for the Revolver Build:
- Build Overview & How To Play
- Attributes
- Perks (Skills)
- Cyberware
- Weapons
- Gear
- Skill Progression
- Leveling Tips
- Revolver Build FAQ
Want a Tech revolver with Gorilla Arms instead? Read my Weak Kingsley Build, built around King’s Coronation. If you want to shoot from even further away, check out my Sniper Build.
Strengths and Weaknesses list for the Revolver Build:
Strengths
Weaknesses
Cyberpunk 2077 Revolver Build Overview & How To Play

I play this Cyberpunk 2077: Revolver Build from range. I open with a headshot from Ol’ Reliable at full Stamina, and Deadeye with Nerves of Tungsten-Steel turns every headshot into a guaranteed crit. The further away the target is, the more Ol’ Reliable, Nerves of Tungsten-Steel and Visual Cortex Support add on top, so I keep my distance.
When a group pushes me, I activate the Militech “Apogee” Sandevistan: time slows by 85%, my headshot damage, Crit Chance and Crit Damage go up by 20%, and Ticking Time Bomb stuns everyone around me. Whoever hides behind cover or comes in a group gets a rocket from the Projectile Launch System in my arm. Between fights, I slide and dash from cover to cover, and Kerenzikov slows time every time I aim during a slide or Dash.
Power or Tech?: I play the build with Ol’ Reliable, a Power revolver whose bullets ricochet off walls, and the Ballistic Coprocessor makes those ricochets hit harder. The perks also cover a Tech revolver: swap to Comrade’s Hammer and the Bolt perks take over, with shots that go through cover. I explain the swaps in Tech Revolver Variant.
No Phantom Liberty?: Ol’ Reliable, the Cockatrice Optics and the Relic perks come from Phantom Liberty. Without it, I use Archangel or Amnesty as my main revolver, Kiroshi “Sentry” Optics in the Face slot, and the Projectile Launch System without the overcharge. The rest of the build stays the same.
How I Play The Revolver Build
This is how almost every fight goes for me:
- Open from range at full Stamina:
Deadeye is active above 85% Stamina, with no bullet spread and +20% headshot damage.
Nerves of Tungsten-Steel makes every headshot a guaranteed crit while Deadeye is active, so the first shot is always a headshot from as far away as I can. - Chain the kills:
Focus makes my shots free on Stamina for 2.5 seconds when I aim at full Stamina, and
Head to Head resets it on every kill.
California Reaper gives +30% Stamina back on every headshot kill, so Deadeye stays up. - Reload fast: Six rounds go quickly.
High Noon and
Rinse and Reload make the reload after a kill much faster. - Move between cover: Slide or Dash and aim.
Kerenzikov slows time by 60%, and the
Kerenzikov Boost System makes every shot free on Stamina while it runs. - Rockets for groups and cover: Anyone hiding behind cover or standing in a group gets a
Projectile Launch System rocket. Overcharged with Jailbreak, it fires 5 at once. - Sandevistan for the big fights: When a group pushes me or a boss shows up, I activate the
Militech “Apogee” Sandevistan. Ticking Time Bomb stuns everyone nearby, and every kill makes the slow motion last longer.
Swap trick: Ol’ Reliable gets its headshot damage and range bonus when you swap to it. I carry Archangel in the second slot, and
Quick Draw makes every swap 30% faster and gives +30% Stamina when I swap in combat.
How To Use Deadeye And The Apogee Sandevistan
Deadeye Explained: Deadeye is only active above 85% Stamina, and every shot costs Stamina. That is why so much of this build gives Stamina back or makes shooting free:
Focus: Shots cost no Stamina for 2.5 seconds when you aim at full Stamina.
No Sweat lowers what Focus costs you when it ends.
California Reaper: +30% Stamina after a ranged headshot kill.
Quick Draw: +30% Stamina when you swap to a revolver in combat.
Mean Streak: +40% Stamina after a kill while dashing.
Kerenzikov Boost System: Shooting costs no Stamina while Kerenzikov is active.
Militech “Apogee” Sandevistan: Every kill during the Sandevistan gives +22% Stamina.
Kinetic Frame adds +16% Mitigation Chance above 85% Stamina, the same threshold as Deadeye, so staying in Deadeye also makes me harder to hit.
The Apogee Sandevistan: Activate it at any charge level and time slows by 85% while you move at full speed.
- Pick the moment: The cooldown is 25 seconds, so I save it for a group that pushes me, a boss or a MaxTac squad.
- Stun them:
Ticking Time Bomb charges an EMP 1 second after you activate it, which stuns everyone nearby. I activate it while they are still closing in. - Headshot everyone: +20% headshot damage, +20% Crit Chance and +20% Crit Damage on top of Deadeye. Every kill extends the Sandevistan by 10% and gives Stamina back.
- Make it last: The Apogee is attuned to Reflexes, +0.1 seconds per point, so 18 Reflexes turns 6 seconds into 7.8.
Extended Warranty adds 15% on top, and
Cyborg cuts the cooldown by 15%.
Before level 40: The Apogee is sold from level 40. Until then, I run the Dynalar Sandevistan: 50% slow motion with +15% Crit Chance and +15% Crit Damage, for only 18 capacity.
How To Use The Rocket Arms (Projectile Launch System)
The
Projectile Launch System is a rocket launcher in your arm, which is why a lot of players call it the Rocket Arms. It takes the Combat Gadget slot, the same button as grenades, so it doesn’t cost me a weapon slot.
- Tap or charge: A tap fires an explosive projectile with massive Physical damage. A charged shot gets +30% damage, +25% explosion radius and +40% dismemberment chance.
- Overcharge: With
Jailbreak, keep holding the button to overcharge it. The PLS fires a burst of 5 projectiles that cover a much larger area. This is what I use on groups. - More charges:
Launch Capacity Override adds +1 charge, and
Doomlauncher makes it recharge 100% faster and gives part of a charge back on every kill. - Pyromania:
Pyromania adds +10% explosion radius to the PLS, and every explosion that hits an enemy gives a Pyromania stack.
Heat Shield turns those stacks into Mitigation Chance, and
Burn This City consumes 6 stacks to refill a charge. With Doomlauncher, that also works for the PLS. - Don’t fear the blast:
Friendlier Fire gives +50% resistance to your own explosions, so a rocket at close range doesn’t take you down with them.
The PLS is attuned to Technical Ability, +0.5% damage per point, so +10% at 20 Technical Ability. Update 2.5 added Glamdocs, so you can change the look of your arms at one of the 5 Glamdocs (spray paint icon on the map).
Attributes – Revolver Build
Distributing Attributes correctly for the Revolver Build is important. Attributes dictate the direction of the build and give access to different tiers of perks depending on how many points you invest in each category.
The Cyberpunk 2077 Revolver Build’s primary Attribute is
Cool for the revolver perks.
Technical Ability powers the chrome and the PLS,
Body keeps you alive with Adrenaline Rush, and
Reflexes gives you Dash and Air Dash plus a longer Sandevistan.
Intelligence stays at 3.
Revolver Build Start Attributes
At the start of the game, select the following Attribute allocation to give us the optimal start for the Revolver Build in Cyberpunk 2077.
| Attribute | Points | Description |
|---|---|---|
|
|
None |
|
Cool |
+2 |
|
Technical Ability |
+2 |
|
Body |
+2 |
|
Reflexes |
+1 |
|
Max Level Attributes

At max level, you want to have the following distribution of Attributes for the Revolver Build in Cyberpunk 2077:
20 Cool
20 Technical Ability
20 Body
18 Reflexes
3 Intelligence
Why these numbers: Cool goes to 20 for Nerves of Tungsten-Steel, Technical Ability to 20 for Edgerunner and Ticking Time Bomb, and Body to 20 for Pain to Gain. Reflexes sits at 18: Air Dash only needs 15, and every extra point adds 0.1 seconds to the Apogee Sandevistan. Cool, Technical Ability, Body and Reflexes are all at 9 or higher, so Renaissance Punk gives +16 Cyberware Capacity.
Why Intelligence stays at 3: This build doesn’t use quickhacks, and nothing in the Intelligence tree helps a revolver. Self-ICE in the Frontal Cortex blocks the enemy netrunners instead.
Perks – Revolver Build Cyberpunk 2077
In this section of the Cyberpunk 2077 Revolver Build, I will explain the perks that we use for each attribute.
Perk Points: To get perk points, you can either simply level up or farm Perk Shards. Read our guide on all 13 Perk Shard Locations in Cyberpunk 2077, with map locations, screenshots, and the nearest fast travel point for each shard.
Perk Order: The bold perks are the core of the build, so pick them up before the non-bold ones. While you are leveling, rush Cool to 9 for Focus, then to 15 for Deadeye and Quick Draw. After that, Reflexes to 9 for Dash, Technical Ability to 9 for All Things Cyber and Renaissance Punk, Body to 15 for Adrenaline Rush, Technical Ability to 15 for License to Chrome and Pyromania, and Reflexes to 15 for Air Dash. Nerves of Tungsten-Steel, Edgerunner, Ticking Time Bomb and Pain to Gain come last, since they need 20.
Perk Points: This build uses all 80 Perk Points at level 60: 14 in Cool, 38 in Technical Ability, 12 in Body and 16 in Reflexes. 8 of the Technical Ability points go into the Bolt branch for the Tech Revolver Variant.
Cool Perks

The
Cool Perk-Tree is where the revolver lives. We skip the stealth branch in the middle and take the whole gun branch on the left. Max it out to 20 for Nerves of Tungsten-Steel.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
We don’t use any level 4 perks. They are all stealth perks.
Level 9 Perks
Focus and the perks around it.
Level 15 Perks
Deadeye and the perks that branch off it.
Level 20 Perks
Cool is at 20, so we take the revolver capstone.
Skip: Run ‘N’ Gun only works with pistols, not with revolvers.
Technical Ability Perks

The
Technical Ability Perk-Tree is used in all three branches. The left branch gives us health items and the Pyromania perks for the PLS, the middle branch handles the chrome, and the right branch holds the Bolt perks for a Tech revolver. Max it out to 20.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
The health item perks on the left.
Level 9 Perks
Health items and grenades on the left, the Cyberware perks in the middle.
Level 15 Perks
Pyromania for the PLS on the left, chrome in the middle, and the Bolt branch on the right for the Tech revolver.
| Perk | Description |
|---|---|
| Faster health item and grenade recharge, +10% explosion radius for grenades and the PLS, then Pyromania stacks every time an explosion from the PLS hits an enemy, with a burst of movement speed and explosion damage. Ticking Time Bomb sits behind it. | |
| Every stack of Pyromania gives you Mitigation Chance. | |
| When you reach 6 Pyromania stacks, they are consumed to instantly refill a grenade charge, and their bonuses stay active for 1 more second. With Doomlauncher, the PLS gets the same refill. | |
| +50% resistance to damage and effects from your own explosions. Overcharged rockets have a big radius. | |
| +100% PLS recharge speed, much faster recharge outside of combat, and 20% of a charge back after every kill. It also makes Burn This City refill PLS charges. It needs both Friendlier Fire and Ambidextrous. | |
| +10% to all cyberware stat modifiers, +40 armor and an extra Skeleton slot. Max it out. | |
| +15% duration for all cyberware effects, so the Apogee and Kerenzikov last longer. | |
| An extra Hands cyberware slot. Doomlauncher needs it, and I fill the slot with the Ballistic Coprocessor for harder ricochets. | |
| -15% cooldown for all cyberware while every available slot is filled. A faster Sandevistan, and this build fills every slot. | |
Bolt |
+20% charge speed and +15% charged shot damage with Tech weapons, then Bolt shots: release the trigger right before a full charge to fire a Bolt, which counts as fully charged and deals bonus damage. |
In Charge |
Tech weapons no longer fire automatically at full charge, so you can hold the charge and release it when the shot lines up. |
Internal Clock |
Increases the time window to fire a Bolt. |
Lightning Storm |
Faster charging after every Bolt, stacking 3 times. Swapping weapons or firing a non-Bolt shot resets the stacks. |
Shock Value |
Bolt shots ignore enemy armor. |
Bolt branch: Ol’ Reliable is a Power revolver, so Bolt, In Charge, Internal Clock, Lightning Storm, Shock Value and Chain Lightning do nothing for it. I keep them because nothing else in the trees helps a revolver more, and they turn this into a Tech revolver build the moment you swap to Comrade’s Hammer. See the Tech Revolver Variant.
Level 20 Perks
Technical Ability is at 20, so we take three capstones.
| Perk | Description |
|---|---|
| Every time you activate your Sandevistan, you charge an EMP that hits nearby enemies 1 second later. It stuns them and deals damage based on how many cyberware implants you have and their tier, and you take a lot less damage while it charges. | |
| Go up to 50 points over your Cyberware Capacity, for -0.5% Max Health per point. Kills can also put you into a Fury state with +10% damage, +30% Crit Chance and +50% Crit Damage, and the further you are over capacity, the higher the chance. This build sits about 33 points over, see the Cyberware section. | |
Chain Lightning |
Bolt shots deal Electrical damage and release an arc that electrocutes up to 3 nearby enemies. |
Body Perks

The
Body Perk-Tree is only used for its middle branch: health regen and Adrenaline Rush. We max it out at 20 for Pain to Gain.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
The health regen row.
Level 9 Perks
We don’t use any level 9 perks. They are all for shotguns, machine guns and Blunt weapons.
Level 15 Perks
Adrenaline Rush and the perks that branch off it.
Level 20 Perks
Body is at 20, so we take one capstone.
| Perk | Description |
|---|---|
| While Adrenaline Rush is active, every kill recharges your health items by 20%. Health items fill Adrenaline, and kills refill health items. |
Reflexes Perks

The
Reflexes Perk-Tree is only used for its movement branch in the middle. Every slide and Dash is a chance to trigger Kerenzikov, and Air Dash gets you to high ground. Reflexes sits at 18 for a longer Sandevistan.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
Slippery and the movement row behind it.
Level 9 Perks
Dash and everything attached to it.
Level 15 Perks
Air Dash and the midair perks.
Level 20 Perks
We don’t use any level 20 perks. Reflexes sits at 18.
Intelligence Perks
We leave Intelligence at 3 and spend nothing here. A revolver build has no use for RAM or quickhacks.
Relic Perks (Phantom Liberty DLC)

The Relic tree only exists if you own Phantom Liberty, and it runs on Relic points rather than attribute levels. We spend 8 points across two branches: one for the PLS, and one to make every shot count.
The other 7 Relic points: I leave them unspent. Limiter Removal, Data Tunneling and Spatial Mapping are for the Gorilla Arms, Monowire and Mantis Blades, and Emergency Cloaking and Sensory Protocol need Optical Camo, which this build doesn’t use.
Cyberware for the Revolver Build in Cyberpunk 2077

Headshots, slow motion and rockets: The Apogee and Kerenzikov slow time, the Cockatrice Optics and Visual Cortex Support add Crit Chance at range, and the PLS handles groups and cover. The Skeleton, Integumentary System and Circulatory System keep me alive when someone gets close. Every slot is filled, so Cyborg and Chrome Constitution are always on.
Cyberware Capacity: At level 60 you have 201 Cyberware Capacity, plus 15 from the Engineer skill tree and 16 from Renaissance Punk, so 232 in total. Everything marked bold or without a note below costs about 265 at Tier 5++, already including the -20% from All Things Cyber on the Skeleton and Integumentary System.
That is 33 points over, and Edgerunner lets you go up to 50 over. It costs -0.5% Max Health per point, so -16.5% Max Health. Edgerunner needs 20 Technical Ability, so until you have it, run Kiroshi “Sentry” Optics in place of the Cockatrice and the Synaptic Accelerator in place of Visual Cortex Support. That brings you down to about 222, inside the limit.
Once you have collected Capacity Shards, you can go further. I explain the swaps in With all Capacity Shards below.
Stat modifiers: With Chipware Connoisseur, you choose the stat modifier every time you upgrade cyberware. I pick headshot damage first, then Crit Damage.
Important: Priority Cyberware is marked in bold.
- Operating System (Most Important)
- Frontal Cortex
- Face
- Arms
- Hands
- Skeleton
- Nervous System
- Circulatory System
- Integumentary System
- Legs
- With all Capacity Shards
Operating System
| Cyberware | Description |
|---|---|
|
|
Dynalar Sandevistan |
Slows time by 50% for 9 seconds with +15% Crit Chance and +15% Crit Damage, 30 second cooldown. Only 18 capacity, and it holds the slot until the Apogee unlocks at level 40. |
Location of items:
- Militech “Apogee” Sandevistan: Iconic, sold by any Ripperdoc once you reach level 40.
- Dynalar Sandevistan: Any Ripperdoc from level 10, with tier improving as you level.
Frontal Cortex
Location of items:
- Kerenzikov Boost System: Sold by any Ripperdoc after level 20.
- Self-ICE: Sold by any Ripperdoc after level 20.
- Mechatronic Core: Sold by Ripperdocs, with quality scaling as you level.
Face
| Cyberware | Description |
|---|---|
| +35% Crit Chance. Headshots in Deadeye already crit, so this is for body shots, shots outside of Deadeye and the PLS. | |
Kiroshi “Sentry” Optics |
Highlights cameras and turrets when scanning. Only 2 capacity, so it fills the slot until you have Edgerunner. |
Kiroshi “Stalker” Optics |
Connects to your Tech weapon and highlights enemies behind cover while you aim, so you know where to shoot through it. Only 2 capacity. |
Location of items:
- Kiroshi “Cockatrice” Optics: Iconic, Dogtown Ripperdocs from level 35 (Phantom Liberty DLC), also found in Dogtown airdrops.
- Kiroshi “Sentry” Optics: Any Ripperdoc.
- Kiroshi “Stalker” Optics: Sold by Ripperdocs.
Arms
How to use the Rocket Arms. Update 2.5 added Glamdocs, so you can give your arms a new look at one of the 5 Glamdocs (spray paint icon on the map).
Location of items:
- Projectile Launch System: Any Ripperdoc from level 10, with quality scaling as you level.
Hands
Ambidextrous gives you the second Hands slot. Fill both for Cyborg.
Location of items:
- Shock Absorber: Any Ripperdoc from level 10, with quality scaling by level.
- Ballistic Coprocessor: You get it during the intro quest The Ripperdoc, and any Ripperdoc sells it afterward.
Skeleton
License to Chrome gives you the third Skeleton slot. Fill all three for Chrome Constitution.
Location of items:
- Kinetic Frame: Any Ripperdoc, with quality scaling as you level.
- Spring Joints: Any Ripperdoc from level 10, with quality scaling by level.
- Titanium Bones: Sold by any Ripperdoc, with quality scaling as you level.
Nervous System
| Cyberware | Description |
|---|---|
| Aim during a slide, dodge or Dash and time slows by 60% for 3.75 seconds, with a 6 second cooldown. Together with the Kerenzikov Boost System, every slide is a free headshot. | |
| Crit Chance increases the further you are from the enemy, up to +30% at 30 metres. Its Cool attunement adds +4% headshot damage at 20 Cool. Made for a long-range revolver. | |
| Slows time by 60% for 4.5 seconds when your Health drops below 25%, with a 35 second cooldown. Time to use a health item or get back into cover. Only 5 capacity. | |
Synaptic Accelerator |
Slows time by 50% for 4.5 seconds when enemy detection reaches 50%. Time for the first headshot before they open fire. Only 5 capacity. |
Location of items:
- Kerenzikov: Any Ripperdoc from level 10, with quality scaling by level.
- Visual Cortex Support: Sold by any Ripperdoc, with quality scaling as you level.
- Reflex Tuner: Sold by any Ripperdoc, with quality scaling as you level.
- Synaptic Accelerator: Any Ripperdoc from level 10, with quality scaling by level.
Circulatory System
| Cyberware | Description |
|---|---|
| Works as a second health item: 110 health right away, then 23 health per second for 6 seconds. With Adrenaline Rush it also fills your Adrenaline, and Dorph-head adds Mitigation Chance. | |
| Automatically uses your health item when your health drops below 50%, and +16% health item effectiveness. | |
| +7.5% Health for every kill. | |
Electromag Recycler |
+5% Health and Stamina every time you hit an enemy with a fully charged Tech weapon shot. Bolts count as fully charged. It costs 50 capacity, so it replaces Heal-on-Kill. |
Location of items:
- Blood Pump: Ripperdocs from level 10.
- Biomonitor: Sold by Ripperdocs, with quality scaling as you level.
- Heal-on-Kill: Sold by Ripperdocs, with quality scaling as you level.
- Electromag Recycler: Iconic, Dogtown Ripperdocs (Phantom Liberty DLC), also found in Dogtown airdrops.
Integumentary System
Location of items:
- Pain Editor: Ripperdocs from level 30, with quality scaling by level.
- Countershell: Sold by Ripperdocs, with quality scaling as you level.
- Subdermal Armor: You get it during the intro quest The Ripperdoc, and Ripperdocs sell better versions as you level.
Legs
| Cyberware | Description |
|---|---|
| Double jump. High ground is where a revolver wants to be, and an Air Dash after the second jump gets you there. |
Location of items:
- Reinforced Tendons: Any Ripperdoc from level 10.
With all Capacity Shards
Capacity Shards permanently raise your Cyberware Capacity by +2, +3, +4 or +6 each, depending on their tier. They drop from enemies, police scanner activities and airdrops until you have them all: 60 capacity from the base game and 14 more from Phantom Liberty. With all of them, you have 306 Cyberware Capacity, and 356 with Edgerunner.
That is enough room for three iconic upgrades. These are the swaps I make:
| Slot | Swap out | Swap in | Extra capacity |
|---|---|---|---|
| Skeleton | Spring Joints | Rara Avis | +23 |
| Nervous System | Visual Cortex Support | Deep-field Visual Interface | +20 |
| Integumentary System | Countershell | Painducer | +14 |
- Rara Avis: +40% Armor and +2 Health per Body point, so +40 Health at 20 Body.
- Deep-field Visual Interface: The iconic Visual Cortex Support. Crit Chance grows with distance up to +100% at 100 metres, and +1% Crit Damage per Cool point, so +20% at 20 Cool.
- Painducer: A lot of Armor, and part of the damage you take is dealt to you over time instead of all at once.
That brings the total to about 323 of 356. You are about 17 points over 306, so Edgerunner only costs about -8.5% Max Health.
Rara Avis and the Deep-field Visual Interface are sold by Dogtown Ripperdocs (Phantom Liberty DLC) and found in Dogtown airdrops. The Painducer is sold by Ripperdocs from level 30.
Weapons for the Revolver Build in Cyberpunk 2077

Revolvers only: Both weapon slots hold a revolver, and the PLS in the Combat Gadget slot covers everything a revolver struggles with. Ol’ Reliable is my main revolver, and Archangel goes in the second slot.
- Cool perks like Deadeye and Nerves of Tungsten-Steel boost revolvers.
- Technical Ability perks like Bolt and Chain Lightning boost Tech weapons, so a Tech revolver gets both.
- Power revolvers ricochet off surfaces, and the Ballistic Coprocessor makes those ricochets hit harder. Tech revolvers charge up and shoot through cover.
Upgrade: Weapons can be upgraded when you go to the crafting section and then swap to upgrades.
| Item | Description |
|---|---|
Ol’ Reliable |
My main revolver. An iconic Power revolver with a 200% Headshot Damage Multiplier. Swapping to it greatly increases headshot damage and effective range, and the further away the target is, the higher its headshot Crit Chance. How to get Ol’ Reliable. |
Archangel |
My second revolver. Kerry’s iconic Power revolver with a full auto mode in the rhythm of the Samurai song, and quick successive hits knock enemies down. Great for the close fights. How to get Archangel. |
Overture |
A Power revolver from Malorian Arms that hits hard per shot. Weapon vendors sell it from the start, so this is what I level with until the iconics. |
Comrade’s Hammer |
The iconic Burya. One explosive round per load that hits like a truck, and a Quick Melee Attack reloads it. My pick for the Tech Revolver Variant. |
Burya |
Techtronika’s Tech revolver with four rounds per load. The easy Tech revolver from vendors until you have Comrade’s Hammer. |
Location of items:
- Ol’ Reliable: Dante Caruso drops it during the Phantom Liberty gig Shot by Both Sides. See below.
- Archangel: Kerry Eurodyne gives it to you during the quest A Like Supreme. See below.
- Overture: Sold by weapon vendors and found as random loot throughout Night City.
- Comrade’s Hammer: Crafting spec from Darius Miles during the NCPD Suspected Organized Crime Activity on Hargreeves Street in Arroyo. See below.
- Burya: Sold by weapon vendors and found as random loot throughout Night City.
Grenades: The PLS takes the Combat Gadget slot. Before you have it, any grenade works, and Demolitions Surplus and Coming in Hot keep them coming.
Health item: MaxDOC MK.5 for the big instant heal. The Biomonitor uses it for you below 50% Health.
Best Revolvers in Cyberpunk 2077
These are the revolvers I rate highest for this build, from best to worst. Every one of them works with Deadeye, Nerves of Tungsten-Steel and Quick Draw:
- Ol’ Reliable (Power, Phantom Liberty): The best revolver for long-range headshots. More headshot damage and range on every swap, and headshot Crit Chance that grows with distance.
- Archangel (Power): The best revolver for full auto. Full auto mode, and quick successive hits knock enemies down. Base game, from Kerry.
- Amnesty (Power): The best revolver for Quick Draw. Hip firing and landing a headshot right after drawing it guarantees Crit Damage. Cassidy gives it to you in We Gotta Live Together if you hit at least 12 of 16 bottles within 15 seconds.
- Bald Eagle (Power, Phantom Liberty): The best revolver for raw headshot damage. A 250% Headshot Damage Multiplier and 8 rounds. Kurt Hansen drops it during Firestarter, and Herold Lowe sells it if you missed it.
- Crash (Power): The best revolver for steady follow-up shots. A short charge while aiming turns on full auto with less recoil and spread. River Ward gives it to you during Following the River.
- Comrade’s Hammer (Tech): The best Tech revolver for this build. One explosive round, a Bolt with Chain Lightning, then a quick melee to reload.
- Overture (Power): The best revolver for the early game. Sold by weapon vendors from the start, with the same 200% Headshot Damage Multiplier as Ol’ Reliable.
My advice: Get Ol’ Reliable as soon as you are in Dogtown and keep Archangel in the second slot. If you prefer King’s Coronation, it is a Tech revolver too, and I explain how to get it in my Weak Kingsley Build.
Ol’ Reliable (Iconic Power Revolver) – How To Get It

“Can’t count on anyone? Count on this baby.” Dante Caruso’s revolver, and the main weapon of this build. It is missable, so read this before the end of the gig.
- Prerequisites: Phantom Liberty DLC. Mr. Hands offers the gig Shot by Both Sides in Dogtown.
- Where: At the end of the gig you have to choose between Bree and Dante.
- How to Get It: Side with Bree and kill Dante. Ol’ Reliable drops on the ground next to him.
- What to Do: On the ground it looks like a weak Tier 1 revolver. Pick it up anyway, it shows its real stats once it is in your inventory.
- Note: If you side with Dante, you get Bree’s Riskit instead and Ol’ Reliable is gone. Make a manual save before the choice.
Archangel (Iconic Power Revolver) – How To Get It

“A piece of art that should never waste away in a display case.” Kerry’s revolver, named after the Samurai song, and my second revolver.
- Prerequisites: Finish Kerry’s side job Second Conflict, then wait 24 hours for Nancy’s call, which starts A Like Supreme.
- Where: The Red Dirt bar in Arroyo, Santo Domingo, between 8 PM and 8 AM.
- How to Get It: Play the Samurai reunion concert, then talk to Kerry at the bar. Once Johnny hands control back to you, Kerry gives you the Archangel.
- Note: None of the choices in the quest stop you from getting it.
Tech Revolver Variant
Want your shots to go through cover? The perks for a Tech revolver are already in the build. These are the swaps I make:
- Weapon:
Comrade’s Hammer in place of Ol’ Reliable, or a Burya until you have it. Charge it, release it right before full charge for a Bolt, then a Quick Melee Attack reloads it. - Perks:
Bolt,
In Charge,
Internal Clock,
Lightning Storm,
Shock Value and
Chain Lightning now do the work: Bolts ignore armor and arc to up to 3 nearby enemies. - Face:
Kiroshi “Stalker” Optics in place of the Cockatrice, so you can see who is behind the cover. -28 capacity. - Circulatory System:
Electromag Recycler in place of Heal-on-Kill, for Health and Stamina on every Bolt. +40 capacity.
The Ballistic Coprocessor does nothing for a Tech revolver, but at 2 capacity it stays as the filler for Cyborg. That brings the main loadout to about 277 of 282, so still inside the Edgerunner limit, at about -22.5% Max Health.
Comrade’s Hammer (Iconic Tech Revolver) – How To Get It

“Powered by revolutionary fervor.” One explosive charged round, fired as a Bolt, with Shock Value ignoring armor and Chain Lightning arcing to the enemies around it.
- Where: Hargreeves Street in Arroyo, Santo Domingo, during the Suspected Organized Crime Activity there.
- How to Get It: Defeat Darius Miles and loot the crafting spec.
- What to Do: Craft the revolver from the spec in your crafting menu.
- Note: Darius Miles is tough early on, so come back once you are higher level if you can’t beat him yet.
Gear for the Revolver Build in Cyberpunk 2077

Since gear is mostly cosmetic, you can wear whatever you want. All of this build’s defense comes from cyberware instead, mainly the Pain Editor, Kinetic Frame, Countershell and Adrenaline Rush.
Gunslinger look: For a revolver build I like King’s outfit, which comes with Coronation from the Clampdown side quest. I explain where to find every piece in my Weak Kingsley Build.
Change the look of your arms: Update 2.5 added Glamdocs, so your cyberarms can match your outfit too. Visit one of the 5 Glamdocs (spray paint icon on the map) to give them a new look. It is cosmetic only, so the stats stay the same.
Skill Progression in Cyberpunk 2077
This is often overlooked; in the character menu, you can actually click on “Skill Progression”. This will send you to a very powerful mechanic in Cyberpunk 2077.
By leveling up these trees you gain powerful effects.
For our Cyberpunk 2077: Revolver Build you want to focus on Headhunter, Engineer and Shinobi. Headhunter is the big one: every revolver kill and headshot levels it, and it gives +10% headshot damage at level 10 and +15% more at level 30. Engineer levels with every PLS kill and gives you the extra Cyberware Capacity this build counts on. Shinobi levels while you dash and slide in combat, and at level 60 its Sandevistan Mode adds +40% Crit Chance.
Headhunter (Cool)
- Level 5: -10% Visibility to enemies
- Level 10: +10% Headshot & Vulnerability damage
- Level 15: +1 Perk Point
- Level 20: No weapon sway when crouched
- Level 25: -10% Visibility to enemies
- Level 30: +15% Headshot & Vulnerability damage
- Level 35: +1 Perk Point
- Level 40: Optical Camo is active while grappling enemies
- Level 45: -30% Recovery time after a throw
- Level 50: +30% Crouch walk & sprint speed
- Level 55: Undetected damage bonus lasts 3s in combat
- Level 60: +15% Optical Camo charge on stealth/special kills
How to Level Up Headhunter (Cool)
- Looting Skill Shards from chests and enemies.
- Perform stealth takedowns and neutralizations on unaware enemies.
- Get headshots and hit enemy weakspots using any weapon type.
- Defeat enemies using pistols, revolvers, sniper rifles, precision rifles, or thrown weapons (knives and axes).
- Deal damage and secure kills while crouching or using Optical Camo.
Engineer (Technical Ability)
- Level 5: +15 Armor
- Level 10: +5 Cyberware Capacity
- Level 15: +1 Perk Point
- Level 20: +10% Grenade damage & explosion radius
- Level 25: +25 Armor
- Level 30: +10 Cyberware Capacity
- Level 35: +1 Perk Point
- Level 40: Increased Shock chance when charging Tech weapons
- Level 45: +15% Health Item effectiveness
- Level 50: +30% to all Cyberware stat modifiers
- Level 55: +10% Bolt damage, +40% Bolt burn, Chain Lightning burns
- Level 60: Fury Mode: You occasionally release a massive EMP blast
How to Level Up Engineer (Technical Ability)
- Looting Skill Shards from chests and enemies.
- Defeat enemies using Tech weapons, especially by firing fully charged shots or Bolt shots.
- Get kills using damage-dealing grenades or the Projectile Launch System (PLS) cyberware.
- Craft new weapons, quickhacks, and item components.
- Upgrade weapons and cyberware at Ripperdocs or through your crafting menu.
- Dismantle weapons, armor, and junk items into crafting components.
Shinobi (Reflexes)
- Level 5: +5% Movement Speed
- Level 10: -5% Dodge/Dash Stamina cost
- Level 15: +1 Perk Point
- Level 20: Better accuracy after dodging/dashing
- Level 25: +5% Movement Speed
- Level 30: -10% Dodge/Dash Stamina cost
- Level 35: +1 Perk Point
- Level 40: Increased Mitigation Chance the faster you move
- Level 45: +25% Fast Attack damage
- Level 50: Sliding & Air Dashing reload 20% of your weapon
- Level 55: Mid-air/Slow-mo: low stamina does not penalize combat
- Level 60: Sandevistan Mode: +40% Crit Chance; No movement Stamina cost
How to Level Up Shinobi (Reflexes)
- Looting Skill Shards from chests and enemies.
- Defeat enemies using blade weapons (Katanas, Machetes, Chainswords, or Mantis Blades).
- Actively dodge, dash, air-dash, slide, and vault while in active combat.
- Defeat enemies using Assault Rifles or Submachine Guns (SMGs), especially while moving at high speeds.
Solo (Body)
- Level 5: +50 Carrying Capacity
- Level 10: +10 Max Health
- Level 15: +1 Perk Point
- Level 20: +20% Fist/Gorilla Arms damage & speed (Fists bleed)
- Level 25: +100 Carrying Capacity
- Level 30: +15% Max Health
- Level 35: +1 Perk Point
- Level 40: +10% Crit Chance within 5 meters
- Level 45: +25% Strong/Quick Melee damage
- Level 50: +25% Health after performing a Finisher
- Level 55: Adrenaline decays 50% slower, min 10% floor
- Level 60: Berserk Mode: +30% Finisher threshold, +50% Finisher heal, +30% duration
How to Level Up Solo (Body)
- Looting Skill Shards from chests and enemies.
- Defeat enemies using Heavy Weapons (Shotguns, Light Machine Guns, and Heavy Machine Guns).
- Defeat enemies using blunt weapons, Gorilla Arms, or bare fists.
- Force open locked doors, rip heavy turrets from their mounts, and pass physical Body attribute checks in the world.
- Execute physical melee finishers.
Netrunner (Intelligence)
- Level 5: +5% RAM Recovery Rate
- Level 10: +1 Max RAM
- Level 15: +1 Perk Point
- Level 20: +20% Smart Weapon lock-on range
- Level 25: +5% RAM Recovery Rate
- Level 30: +1 Max RAM
- Level 35: +1 Perk Point
- Level 40: -20% RAM cost for hacking devices/vehicles
- Level 45: +15% Control/Covert duration; +5% Combat hack damage
- Level 50: +40% Overclock duration
- Level 55: -10% Health loss during Overclock
- Level 60: Overclock Mode: Reveals enemies (10m) & hacks through cover
How to Level Up Netrunner (Intelligence)
- Looting Skill Shards from chests and enemies.
- Use offensive, control, or covert quickhacks on enemies during combat.
- Hack environmental objects, security cameras, and devices to distract enemies or trigger explosions.
- Successfully jack into and hack Access Points (Data Terminals) using Breach Protocol.
- Defeat enemies using Smart weapons or the Monowire.
Leveling Tips for the Revolver Build in Cyberpunk 2077
Here are a few general leveling tips for the Revolver Build in Cyberpunk 2077.
- Perfect Start
- How to make Money
- Upgrade Weapons
- How Gear Scaling Works
- How to get Perk Points Fast
- Dogtown Consumables
Perfect Start in Cyberpunk 2077
Here are the steps that I recommend taking with a new Cyberpunk 2077 playthrough.
Starter Build: You can also check out my Cyberpunk 2077 Starter Build that takes you from level 1 to level 15.
- Regular Start (Don’t skip ahead to Phantom Liberty).
- Immediately after the prologue, once you are out of your room and go downstairs before you enter the elevator.
- Weapon Vendor: Buy the Iconic pistol Dying Night.
- Coach Fred: Capacity Boosters (in case you get over capacity so you can still move).
- Buff Routine: Sleep & Shower. This gives you 20% Skill XP acquisition and Health Regen.
- Watson Clean Sweep (NCPD Missions):
- Watson is the first district you play in.
- Clearing all missions takes 1-2 hours. This will give you at least 10 levels, 15 Street Cred and over 150k Eddies Cash.
- Loot all enemies and either disassemble for materials or sell them at the vendor for extra Eddies.
- Get the Fenrir SMG from the monk mission. This SMG is insanely good at the start because it often stuns enemies.
- Visit a Ripperdoc at level 10: After you have enough money, it’s time to get chromed up.
- Dynalar Sandevistan (Operating System): Sold from level 10. Slow motion for your revolver until the Militech “Apogee” unlocks at level 40.
- Projectile Launch System (Arms): Sold from level 10. Rockets for groups and cover from here on.
- Reinforced Tendons (Legs): Allow you to double jump
- Kerenzikov (Nervous System): Slows time by 60% when you aim during a slide, dodge or Dash.
- Synaptic Accelerator (Nervous System): Slows time by 20% for 2s when enemy detection reaches 50%.
- Whatever else you can fit!
- Time to start playing for real. The Pickup mission is waiting for you!
How to make Money
It is actually fairly easy to make money in Cyberpunk 2077. The best way to make money is to clear all the NCPD and Cyberpsycho missions in each district. As previously mentioned, clearing most of the Watson district NCPD mission alone already gives you approximately 150k Eddies Cash.
Upgrade Weapons

This often gets overlooked, but you can upgrade early-game weapons in Cyberpunk 2077. Go to the crafting section, then move to the Upgrade tab. Here you can upgrade all weapons if you have the necessary crafting components.
Gear Scaling in Cyberpunk 2077
Gear scaling is automated in Cyberpunk 2077. The moment you reach a certain level, you will start finding more and more high-quality items. Meaning the faster you reach a higher level the sooner you will find better gear from chests or enemies. That counts for Gear, Weapons, Cyberware, Outfits, etc.
- Tier 1: Level 1-9
- Tier 2: Level 10-19
- Tier 3: Level 20-29
- Tier 4: Level 30-39
- Tier 5: Level 40-44
- Tier Iconic: Level 45-50
How to get Perk Points in Cyberpunk 2077
You need Perk Points to unlock additional Perks for the Revolver Build in Cyberpunk 2077. Perks are the bread and butter of any CP2077 Build, as they significantly enhance your power.
- You get one Perk Point per character level.
- Skill Progression awards you with Perk Points.
- You can farm up to 13 Perk Shards (10 base game, 3 Phantom Liberty DLC)
Perk Point per Character Level
Not much needs to be said here; leveling up gives you one extra Perk Point.
Skill Progression

This is often overlooked; the Skill Progression system also awards you Perk Points at 15 and 35. So you can get an additional 10 Perk Points from this.
Character menu > bottom right Skill Progression.
Perk Shards
There are 10 base-game Perk Shards and 3 Phantom Liberty DLC Perk Shards you can collect to earn additional perks in Cyberpunk 2077.
Read Guide: All 13 Perk Shard Locations in Cyberpunk 2077
Here is the full list, click on the hyperlink of each location to see images, it will send you to the full Cyberpunk 2077: Perk Shards Location Guide.
| Shard # | Exact Sub-Location | District | Nearest Fast Travel Point | Source Content |
|---|---|---|---|---|
| 1 | Abandoned Warehouse A B C (Garages) | Watson (Northside) | Offshore Street | Base Game |
| 2 | NCPD Scanner Alert (Car Trunk) | Westbrook (Japantown) | Dark Matter | Base Game |
| 3 | Roadside Crash Site (Billboard/Drone) | The Badlands | Sunset Motel | Base Game |
| 4 | Suspected Organized Crime Activity (NCPD) | The Badlands | Sunset Motel | Base Game |
| 5 | Dead Maintenance Worker at Ventilation Shaft | City Center (Corpo Plaza) | Corpo Plaza Apartment | Base Game |
| 6 | At Memorial Park, in a chest during NCPD Assault | City Center (Corpo Plaza) | Arasaka Tower | Base Game |
| 7 | Gang Activity under Bridge (NCPD) | Heywood (The Glen) | Ventura & Skyline | Base Game |
| 8 | Arasaka Park Entrance Building Upstairs | Santo Domingo (Arroyo) | Arasaka Industrial Park | Base Game |
| 9 | Reported Crime Garage (NCPD) | Santo Domingo (Rancho Coronado) | Woodhaven Street | Base Game |
| 10 | Riverside Garage (NCPD) | Santo Domingo (Arroyo) | Red Dirt Bar | Base Game |
| 11 | “Dog Eat Dog” Starter Quest | Dogtown | Dogtown Entrance | Phantom Liberty DLC |
| 12 | Red Van Junk Shop (Marcin) inside EBM Petrochem Stadium | Dogtown | EBM Petrochem Stadium | Phantom Liberty DLC |
| 13 | Longshore Stacks below Jung Store behind cardboard | Dogtown | Longshore Stacks | Phantom Liberty DLC |
Dogtown Consumables (Phantom Liberty DLC)
During the starter quest of the Phantom Liberty DLC in Cyberpunk 2077 called “Dog Eat Dog” you eventually enter the marketplace area (You can also access the area later at any time). Here you can buy various new stuff that isn’t available in the base game.
Some vendors also sell permanent consumable upgrades, 12k each. Best you go talk to all the vendors in that area and see what they offer.
- Bartender Shop: Dendritic Protoplasma Supplier permanent +1% Ram Recovery Rate.
- Netrunner Shop: Dendritic Protoplasma Supplier permanent +2% Ram Recovery Rate.
- Note: The items are called the same, but they both work, so you get a total of 3% Ram Recovery Rate.
- Food Vendor: Prototype Pseudo Embryonic Cell Builder permanent +2 Health.
- Meds Vendor: Prototype Pseudo Embryonic Cell Builder permanent +3 Health.
- Note: The items are called the same, but they both work, so you get a total of +5 Health.
- Note: You find the Meds vendor on the opposite side of the Netrunner Vendor in a hallway.
- Food Vendor: Military-Grade Lactic Acid Recyclers: +1% Stamina Regen Rate.
- Herold Weapon Vendor: Sells you all the Iconic Weapons you have missed during your playthrough.
- Marcin/ Michal Kicinski Junk Vendor: 1 Perk Shard and 1 Progression Shard of each type.
Additionally, make sure to check all other vendors in Dogtown. For example at the Longshore Stacks fast travel point, you also have vendors that sell you permanent upgrades.
Cyberpunk 2077 Revolver Build FAQ
What is the best revolver in Cyberpunk 2077?
For this build, Ol’ Reliable. Swapping to it greatly increases headshot damage and range, and its headshot Crit Chance grows with distance. Without Phantom Liberty, I use Archangel or Amnesty. All my picks ranked.
How do I get Ol’ Reliable?
Take the gig Shot by Both Sides from Mr. Hands in Dogtown, side with Bree at the end and kill Dante Caruso. Ol’ Reliable drops next to him. Full walkthrough.
Is a revolver build good in Cyberpunk 2077?
Yes. In Patch 2.5, Deadeye and Nerves of Tungsten-Steel make every headshot a guaranteed crit, and the Apogee Sandevistan adds +20% headshot damage, Crit Chance and Crit Damage on top. Revolvers hit very hard per shot, and the PLS covers what they struggle with.
Should I use a Power or a Tech revolver?
Both work with this build. Power revolvers like Ol’ Reliable ricochet off surfaces and fire fast, Tech revolvers like Comrade’s Hammer charge up, ignore armor with Shock Value and shoot through cover. Tech Revolver Variant.
Which Sandevistan is best for a revolver build?
The Militech “Apogee” Sandevistan. It slows time by 85% and adds +20% headshot damage, +20% Crit Chance and +20% Crit Damage, and kills extend it. Before level 40, use the Dynalar Sandevistan. How to use it.
Are revolvers pistols in Cyberpunk 2077?
Revolvers are their own weapon type next to pistols. Most Cool perks work with both, but Run ‘N’ Gun only works with pistols, and Nerves of Tungsten-Steel works with revolvers, precision rifles and sniper rifles.
What does the Projectile Launch System do?
It is an Arm cyberware that fires explosive projectiles from the Combat Gadget slot. With the Jailbreak Relic perk you can overcharge it for a burst of 5 projectiles. How to use the Rocket Arms.
Can I play the Revolver Build without Phantom Liberty?
Yes. You lose Ol’ Reliable, the Cockatrice Optics and the Relic perks. Use Archangel or Amnesty as your main revolver and Kiroshi “Sentry” Optics in the Face slot. The PLS still works, just without the overcharge.





