Welcome to the best Double Barrel Shotgun Build for Cyberpunk 2077 (Patch 2.5). This build lives at point-blank range: three iconic double barrels, the Apogee Sandevistan to slow the fight down by 85%, a Projectile Launch System to blow everyone up, and Peripheral Inverse so that the closer an enemy gets, the less damage they deal to me.
The Double Barrel Shotgun Build combines Order, Dezerter, Sovereign, Rip and Tear, Obliterate and the Apogee Sandevistan: two barrels, a Quick Melee hit, two more barrels, and wounded enemies simply come apart. Armored targets get a charged Bolt shot from the Order that vaporizes everything in a line.
You can find more builds here on the Cyberpunk 2077 Builds Database page.
Table of Contents for the Double Barrel Shotgun Build:
Strengths and Weaknesses list for the Double Barrel Shotgun Build:
Strengths
Weaknesses
Would you rather carry one heavy shotgun instead of three double barrels? Read my Rebecca Build. If you like the charged Bolt shots and want more of them, check out my Weak Kingsley Build.
Cyberpunk 2077 Double Barrel Shotgun Build Overview

This Cyberpunk 2077: Double Barrel Shotgun Build is about getting close and staying close. I open with the Apogee Sandevistan, which slows time by 85%, and Ticking Time Bomb stuns everyone around me a second later. A rocket from my arm goes into the biggest group, a charged jump with Fortified Ankles puts me in the middle of it, and then it is two barrels to the face.
Every shotgun hit makes my next Quick Melee hit harder with Rip and Tear, and the Quick Melee hit makes my next shot harder. Wounded enemies come apart with Obliterate, and every dismemberment refills my Adrenaline. Armored targets and tight groups get the Order: a charged Bolt shot that vaporizes everything in its path and arcs lightning to the enemies next to it. And the closer they are, the less they hurt me, because Peripheral Inverse cuts damage from enemies right next to me by up to 45%.
My rotation: This is how almost every fight goes for me.
- Sandevistan: Pop the Apogee. Time slows by 85%, Ticking Time Bomb charges an EMP that stuns everyone nearby 1 second later, and every kill while it is active extends it.
- Rockets: Fire the Projectile Launch System into the biggest group, or hold the button for the five-rocket burst. Every explosion adds a Pyromania stack, and at 6 stacks Burn This City gives you a charge back.
- Close the gap: Charge a jump with Fortified Ankles, or Dash and Air Dash straight into the group. Once you are within 3 metres, Peripheral Inverse takes 45% off every hit.
- Shoot, punch, shoot: Fire the Dezerter or the Sovereign, follow up with a Quick Melee, then shoot again. Rip and Tear boosts both hits. Reload when it is empty, and the Microgenerator turns the next shot into an electroshock. Wounded enemies get Obliterated.
- Armor or a tight group: Swap to the Order and hold the charge. Release it right before it is fully charged for a Bolt: it counts as a full charge, so it vaporizes everything in its path, ignores armor with Shock Value and arcs to nearby enemies with Chain Lightning.
- Heal: Every dismemberment adds Adrenaline with Bloodlust, every kill heals with Heal-on-Kill, and the Blood Pump and Biomonitor top you up when it gets close.
Before the iconics: The Sovereign is a crafting spec in Japantown, so I craft it as soon as Act 2 opens Westbrook. The Order and the Dezerter need Phantom Liberty. Until then, a DB-4 Igla or DB-2 Testera from any weapon vendor does the job. The Dynalar Sandevistan from level 10 holds the Operating System slot until the Apogee unlocks at level 40.
Attributes – Double Barrel Shotgun Build
Distributing Attributes correctly for the Double Barrel Shotgun 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 Double Barrel Shotgun Build’s primary Attributes are
Body, because shotguns are Body weapons, and
Technical Ability for the Order, the rockets and the chrome. We also invest points in
Cool and
Reflexes.
Intelligence stays at 3.
Double Barrel Shotgun Build Start Attributes
At the start of the game, select the following Attribute allocation to give us the optimal start for the Double Barrel Shotgun Build in Cyberpunk 2077.
| Attribute | Points | Description |
|---|---|---|
|
|
+3 |
|
Technical Ability |
+2 |
|
Reflexes |
+2 |
|
Cool |
None |
|
Intelligence |
None |
|
Max Level Attributes

At max level, you want to have the following distribution of Attributes for the Double Barrel Shotgun Build in Cyberpunk 2077:
20 Body
20 Technical Ability
20 Cool
18 Reflexes
3 Intelligence
Why these numbers: Body goes to 20 for Rip and Tear and Pain to Gain, and Technical Ability goes to 20 for Edgerunner, Ticking Time Bomb and Chain Lightning. Reflexes sits at 18, which covers Air Dash at 15. Cool doesn’t get a single perk point, but it still goes to 20: every Cool point adds +1.25% Crit Damage, so that is +25% Crit Damage on every shell, and the Shock Absorber and Reflex Tuner add headshot and weakspot damage for every Cool point on top. Body, Reflexes, Technical Ability and Cool are all at 9 or higher, so Renaissance Punk gives +16 Cyberware Capacity.
Perks – Double Barrel Shotgun Build Cyberpunk 2077
In this section of the Cyberpunk 2077 Double Barrel Shotgun 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 Body: Die! Die! Die! and Like a Feather at 9, then Spontaneous Obliteration, Dread and Adrenaline Rush at 15. Technical Ability to 9 comes next for All Things Cyber and Renaissance Punk, and Reflexes to 9 for Dash. After that, Body to 20 for Rip and Tear, then Technical Ability to 15 for Bolt, Pyromania and Doomlauncher once you have the Order and the rocket arm. Edgerunner, Ticking Time Bomb and Chain Lightning come last, since they need 20 Technical Ability.
Perk Points: This build uses all 80 Perk Points at level 60: 40 in Technical Ability, 26 in Body and 14 in Reflexes.
Body Perks

The
Body Perk-Tree is the heart of the Double Barrel Shotgun Build, and we max it out at 20. Shotguns are Body weapons, so we take the whole gun branch on the left, plus the health regen and Adrenaline Rush branch in the middle.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
The health regen row.
Level 9 Perks
Die! Die! Die! opens the shotgun branch.
Level 15 Perks
Spontaneous Obliteration and everything around it on the left, Adrenaline Rush in the middle.
Level 20 Perks
Body is at 20, so we take two capstones.
Technical Ability Perks

The
Technical Ability Perk-Tree is the second big tree, and we max it out at 20. The left branch gives us more health items and turns the arm rockets into a real weapon, the middle branch handles the chrome and leads to Edgerunner, and the right branch is for the Order and its Bolt shots.
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 and the explosive perks on the left, chrome in the middle and the Bolt branch on the right.
Level 20 Perks
Technical Ability is at 20, so we take three capstones.
| Perk | Description |
|---|---|
| Every time you activate the 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 less damage while it charges. Every fight starts with the whole group stunned. | |
| 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 36 points over, see the Cyberware section. | |
| Bolt shots deal Electrical damage and release an arc that electrocutes up to 3 nearby enemies. One charged Order shot, several targets. |
Reflexes Perks

The
Reflexes Perk-Tree is only used for its middle branch: movement. A shotgun is useless from across the room, and Reflexes is how you close that distance. Reflexes sits at 18.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
Slippery and the movement row.
Level 9 Perks
Dash and the two perks next to it.
Level 15 Perks
Air Dash and the two midair perks.
Level 20 Perks
We don’t use any level 20 perks. Reflexes sits at 18.
Cool Perks
We don’t spend any perk points in Cool. It still goes to 20 for its Attribute bonus: every Cool point adds +1.25% Crit Damage, so that is +25% Crit Damage on every shell. The Shock Absorber and the Reflex Tuner also add headshot and weakspot damage for every Cool point.
Intelligence Perks
We don’t spend any perk points or Attribute Points in Intelligence. It stays at 3.
Relic Perks (Phantom Liberty DLC)

The Relic tree runs on Relic points from Phantom Liberty rather than attribute levels, so there are no level tiers here. We spend 8 points across two branches: one to turn the Projectile Launch System into a real weapon, and one to make every shotgun blast count.
The other 7 Relic points: I leave them unspent, because none of the other Relic perks do anything in this build. Emergency Cloaking only works with Optical Camo on the Combat Gadget quickslot, and Optical Camo would need an Integumentary System slot that is already taken. Sensory Protocol sits behind Emergency Cloaking. Limiter Removal, Data Tunneling and Spatial Mapping are for Gorilla Arms, Monowire and Mantis Blades, and our Arms slot holds the Projectile Launch System.
Cyberware for the Double Barrel Shotgun Build in Cyberpunk 2077

Slow motion, rockets and a body that takes a beating: The Sandevistan and Kerenzikov slow time, the Projectile Launch System handles cover and cars, the Microgenerator adds a shock to every reload, and the Skeleton, Integumentary and Circulatory Systems keep you standing in the middle of the group. 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 268 at Tier 5++, already including the -20% from All Things Cyber on the Skeleton and Integumentary System.
That is 36 points over, and Edgerunner lets you go up to 50 over. It costs -0.5% Max Health per point, so about -18% Max Health, which the Epimorphic Skeleton and Adrenaline Rush give back. Edgerunner needs 20 Technical Ability, so until you have it, run the Subdermal Armor instead of Peripheral Inverse, the Ballistic Coprocessor instead of the Shock Absorber and the Kiroshi “Sentry” Optics instead of The Oracle. That brings you down to about 230, inside the limit.
Once you have collected Capacity Shards, you can go further. I explain the swaps in With all Capacity Shards below.
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 |
|---|---|
|
|
Militech “Falcon” Sandevistan |
Slows time by 70% for 10 seconds, and every kill while it is active restores 12% Health. Less damage, more sustain, and 5 capacity cheaper. |
Dynalar Sandevistan |
Slows time by 50% with +15% Crit Chance and +15% Crit Damage for 9 seconds. The Sandevistan I use until the Apogee unlocks, and it only costs 18 capacity. |
Location of items:
- Militech “Apogee” Sandevistan: Iconic, any Ripperdoc once you reach level 40.
- Militech “Falcon” Sandevistan: Iconic, any Ripperdoc after level 30. You also get it during Black Steel in the Hour of Chaos (Phantom Liberty) if you enlist Carol Emeka’s help.
- Dynalar Sandevistan: Any Ripperdoc from level 10, with tier improving as you level.
Frontal Cortex
| Cyberware | Description |
|---|---|
| Improves Kerenzikov: no Stamina cost for shooting while it is active, and time slows even more. Only 3 capacity. | |
| +40% damage against drones, robots, mechs and turrets. Only 5 capacity. | |
| Automatically negates an enemy quickhack, with a 20 second cooldown. This build has no answer to Netrunners otherwise. Only 5 capacity. | |
Axolotl |
-7.5% cooldown for all your cyberware after every kill. Takes the place of the Kerenzikov Boost System once you have all Capacity Shards. |
Location of items:
- Kerenzikov Boost System: Any Ripperdoc after level 20, scaling up to Tier 5.
- Mechatronic Core: Sold by Ripperdocs, with quality scaling as you level.
- Self-ICE: Any Ripperdoc after level 20.
- Axolotl: Iconic, from Regina Jones after the gig Last Call, also sold by Dogtown Ripperdocs and found in airdrops.
Face
| Cyberware | Description |
|---|---|
| When you scan, it highlights every enemy within 19.5 metres for 60 seconds, including enemies behind cover. I always know who is waiting around the corner before I jump in. | |
Kiroshi “Sentry” Optics |
Highlights cameras and turrets when scanning. Only 2 capacity, so it is my pick until I have Edgerunner. |
Location of items:
- Kiroshi “The Oracle” Optics: Sold by Ripperdocs from level 30, with quality scaling by level.
- Kiroshi “Sentry” Optics: Any Ripperdoc.
Arms
Update 2.5 added Glamdocs, so you can now give the Projectile Launch System a new look. Visit one of the 5 Glamdocs (spray paint icon on the map) once you have it installed.
Location of items:
- Projectile Launch System: Any Ripperdoc from level 10, with quality scaling as you level.
Hands
| Cyberware | Description |
|---|---|
| Reloading an empty weapon makes your next shot release an electroshock that deals Electrical damage around the point of impact. The damage grows with the number of rounds reloaded, so 2 shells don’t get the maximum, but a double barrel is empty after every second shot, so it triggers all the time. | |
| -24% recoil, and every Cool point adds +0.2% headshot and weakspot damage, so +4% at 20 Cool. Double barrels kick hard, and this keeps the second shot on target. | |
Ballistic Coprocessor |
Increased ricochet chance with Power weapons and +35% ricochet damage. The Dezerter and the Sovereign are Power weapons. Only 2 capacity, so it is my pick until I have Edgerunner. |
Ambidextrous gives you the second Hands slot.
Location of items:
- Microgenerator: Sold by any Ripperdoc from level 10 onward.
- Shock Absorber: Any Ripperdoc from level 10, with quality scaling by level.
- Ballistic Coprocessor: You get it during the intro quest The Ripperdoc, and Ripperdocs sell better versions as you level.
Skeleton
| Cyberware | Description |
|---|---|
| +13% Max Health. It gives back what Edgerunner takes. | |
| +16% Mitigation Strength. Slippery, Can’t Touch This, Neofiber and Heat Shield all give Mitigation Chance, and this makes every one of those mitigated hits hurt less. | |
| Armor for only 8 capacity, plus +0.5 Armor for every Technical Ability point. It fills the third slot for Chrome Constitution. | |
Para Bellum |
+12% Armor. Takes the place of the Bionic Joints once you have all Capacity Shards. |
License to Chrome gives you the third Skeleton slot. Fill all three for Chrome Constitution.
Location of items:
- Epimorphic Skeleton: Any Ripperdoc upon reaching level 30.
- Spring Joints: Any Ripperdoc from level 10, with quality scaling by level.
- Bionic Joints: Any Ripperdoc, with tier scaling by character level.
- Para Bellum: Any Ripperdoc from level 20, with quality scaling by 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. Slow motion between two Sandevistans, and the Kerenzikov Boost System needs it. | |
| +11% Mitigation Chance and +11% Mitigation Strength, so you simply take less damage in the middle of the group. | |
| Slows time by 60% for 4.5 seconds when your Health drops below 25%. Time to heal, dash away or finish the last guy. Only 5 capacity. | |
Deep-field Visual Interface |
Its Crit Chance bonus only works at long range, so that part does nothing here. I run it for its Cool attunement: +1% Crit Damage per Cool point, so +20% Crit Damage at 20 Cool. Takes the place of Kerenzikov once you have all Capacity Shards. |
Location of items:
- Kerenzikov: Any Ripperdoc from level 10, with quality scaling by level.
- Neofiber: Any Ripperdoc after level 20.
- Reflex Tuner: Sold by Ripperdocs, with quality scaling as you level.
- Deep-field Visual Interface: Iconic Visual Cortex Support variant (Phantom Liberty DLC), sold by Dogtown Ripperdocs and found in airdrops.
Circulatory System
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.
Integumentary System
| Cyberware | Description |
|---|---|
| The closer an attacking enemy is, the less damage they deal to you: -45% incoming damage at 3 metres, tapering off to 0% at 6 metres. Every enemy this build fights is inside that range. | |
| +32% Armor effectiveness against attacks from the side or the rear. In the middle of a group, that is most attacks. | |
| For every Technical Ability point: +1% explosion resistance, +0.5% Tech weapon damage and +0.5% health item and grenade recharge speed. At 20 Technical Ability, that is +10% damage with the Order and +20% resistance against my own rockets. Only 10 capacity. It only shows up at Ripperdocs once you have the Built Different perk. | |
Subdermal Armor |
A big chunk of Armor for only 5 capacity. My pick until I reach Dogtown and have Edgerunner. |
Location of items:
- Peripheral Inverse: Iconic ProxiShield variant (Phantom Liberty DLC), sold by Dogtown Ripperdocs and found in airdrops.
- Carapace: Sold by Ripperdocs from level 10 onward, with quality scaling by level.
- Cellular Adapter: Any Ripperdoc once you have the Built Different perk.
- Subdermal Armor: You get it during the intro quest The Ripperdoc, and Ripperdocs sell better versions as you level.
Legs
Location of items:
- Fortified Ankles: Any Ripperdoc from level 10 onward.
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 more expensive pieces. These are the swaps I make:
| Slot | Swap out | Swap in | Extra capacity |
|---|---|---|---|
| Frontal Cortex | Kerenzikov Boost System | Axolotl | +45 |
| Nervous System | Kerenzikov | Deep-field Visual Interface | +28 |
| Skeleton | Bionic Joints | Para Bellum | +14 (after All Things Cyber) |
- Axolotl: -7.5% cooldown for all cyberware after every kill. The Apogee and the rocket arm come back much faster, and Obliterate kills come in bunches.
- Deep-field Visual Interface: +20% Crit Damage at 20 Cool from its attunement. Kerenzikov and the Kerenzikov Boost System go out together, since the Boost System only works with Kerenzikov. The Apogee still covers the slow motion.
- Para Bellum: +12% Armor instead of the flat Armor from the Bionic Joints.
That brings the total to about 355 of 356. You are about 49 points over 306, so Edgerunner costs about -24% Max Health. The Epimorphic Skeleton and Adrenaline Rush still give most of that back.
Weapons for the Double Barrel Shotgun Build in Cyberpunk 2077

Three double barrels: The Dezerter and the Sovereign do most of the work up close, and the Order is the shotgun I swap to for armored enemies and tight groups. All three are shotguns, so every Body perk in this build works with all of them, and the Order also gets the whole Bolt branch.
- Body perks like Spontaneous Obliteration, Dread and Rip and Tear boost all three shotguns.
- Bolt, Shock Value and Chain Lightning only work with Tech weapons, so only with the Order.
- All three hold 2 shells, so Muscle Memory, Rush of Blood and the Microgenerator matter a lot.
- All three use Shotgun Ammo. I keep a stack crafted, because three shotguns go through it fast.
Upgrade: Weapons can be upgraded when you go to the crafting section and then swap to upgrades.
| Item | Description |
|---|---|
Order |
My Bolt shotgun. Charge it above 66% and the shot vaporizes every enemy in its path and leaves an EMP trail behind. In Charge lets me hold the charge, Bolt makes the release hit even harder, and Shock Value makes it ignore armor. The highest armor penetration of the three. |
Dezerter |
My main shotgun. Extreme firepower that pulverizes everything in front of it, and the fastest reload of the three. Every kill sets me on fire, which here is a good thing: a movement speed boost and more Mitigation Chance. It doesn’t trigger while your Health is low. |
Sovereign |
The crit shotgun. Point-blank shots are guaranteed Crit Hits, and a torso hit gives you faster reloads and movement speed. It also fires faster than the other two, and you can craft it early in Act 2. |
DB-4 Igla |
The standard Rostović double barrel. Sold by weapon vendors and found as loot, so it is what I use until I have the iconics. |
DB-2 Testera |
The other Rostović double barrel, with a faster reload. Also sold by weapon vendors and found as loot. |
Location of items:
- Order: Bought from Herold Lowe at the black market in the EBM Petrochem Stadium in Dogtown (Phantom Liberty DLC). See below.
- Dezerter: In a cache from the Phantom Liberty side job Addicted to Chaos, which you unlock by sparing Rinder in the gig The Man Who Killed Jason Foreman. Herold Lowe also sells it. See below.
- Sovereign: Crafting spec from Shinobu Imai during the Suspected Organized Crime Activity Modern Labor Market in Japantown, Westbrook. See below.
- DB-4 Igla and DB-2 Testera: Sold by weapon vendors across Night City and found as loot, with quality scaling as you level.
Grenades: Any explosive grenade. Explosions build Pyromania stacks, Heat Shield turns those stacks into Mitigation Chance, and Burn This City gives you a charge back at 6 stacks. The Projectile Launch System uses the same perks.
Health item: MaxDOC MK.5 for the big instant heal. Every heal also fills Adrenaline Rush.
Vehicle: Any car or bike you like. This build doesn’t use any vehicle perks.
Order (Iconic Tech Double Barrel Shotgun) – How To Get It

“Don’t bother aiming. Something’s guaranteed to hit.” The Order is the only Tech double barrel in this build, and the reason the Bolt branch is in it.
- Prerequisites: Phantom Liberty DLC, and Dogtown has to be unlocked.
- Where: Herold Lowe’s black market inside the EBM Petrochem Stadium in the north of Dogtown. Fast travel to EBM Petrochem Stadium and look for the vendor icon with the eurodollar and glasses.
- How to Get It: Buy it from Herold Lowe. Bring plenty of eddies.
- What to Do: Upgrade it to Tier 5++ like any other iconic. With Bolt, In Charge and Shock Value, a charged shot past 66% vaporizes everything in its path.
- Note: Herold’s stock changes as you progress through Phantom Liberty, so check back if you don’t see it right away.
Dezerter (Iconic Power Double Barrel Shotgun) – How To Get It

“Faultless as far as murder weapons go.” You get the Dezerter by letting a man live, so read this before you walk into Rinder’s room.
- Prerequisites: Phantom Liberty DLC. Finish the main mission You Know My Name, which unlocks the gig The Man Who Killed Jason Foreman in the Longshore Stacks.
- Where: Investigate the crime scene, then follow the marker to Rinder’s hideout and fight your way to his room.
- How to Get It: Spare Rinder and make the deal. Exhaust his dialogue, then threaten his life. He gives you his dogtags and the location of a supply cache, and you tell your client he is dead.
- Next: The deal unlocks the side job Addicted to Chaos. Follow it to Rinder’s garage, open it with the code 1975 and take the Dezerter from the cache.
- Note: If you kill Rinder, there is no cache. Herold Lowe at the EBM Petrochem Stadium sells the Dezerter in that case.
Sovereign (Iconic Power Double Barrel Shotgun) – How To Get It

“Become the king of the hunt.” The Sovereign is a crafting spec, and it is the first of the three iconics you can get.
- Prerequisites: Westbrook has to be unlocked, which happens at the start of Act 2.
- Where: The Suspected Organized Crime Activity Modern Labor Market in Japantown, Westbrook.
- How to Get It: Clear the area and loot the crafting spec from Shinobu Imai, the leader of the group.
- What to Do: Open the Crafting menu and craft the Sovereign. Upgrade it later like any other weapon.
- Note: It is a crafting spec, not the shotgun itself, so you need the components to craft it.
Gear for the Double Barrel Shotgun 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 Peripheral Inverse, the Epimorphic Skeleton, the Carapace, Neofiber and Adrenaline Rush.
For the look, I wear the full NUS Infiltrator set:
- Head: NUS Infiltrator Headgear
- Outer Torso: NUS Infiltrator Jacket
- Legs: NUS Infiltrator Pants
- Feet: NUS Infiltrator Boots
Location: The clothing vendor in Japantown, near the Sagan & Diamond fast travel point. Update 2.5 added the set, and the clothing vendors in Kabuki sell it as well.
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: Double Barrel Shotgun Build you want to focus on Solo, Engineer and Shinobi. Solo is the big one: every shotgun kill levels it. At level 40 you get +10% Crit Chance within 5 metres, which is exactly where this build fights, and at level 55 your Adrenaline decays 50% slower. Engineer levels with every charged shot and Bolt from the Order and every Projectile Launch System kill. It gives you the extra Cyberware Capacity this build counts on, and at level 55 adds +10% Bolt damage and makes Chain Lightning burn. Shinobi comes along with all the dashing.
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.
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.
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.
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 Double Barrel Shotgun Build in Cyberpunk 2077
Here are a few general leveling tips for the Double Barrel Shotgun 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 shotguns until the Militech “Apogee” unlocks at level 40.
- Reinforced Tendons (Legs): Allow you to double jump
- Kerenzikov (Nervous System): Slows Time by 60% for 2s.
- 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 Double Barrel Shotgun 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.





