Welcome to the best Dual Wield Build for Cyberpunk 2077 (Patch 2.5). Update 2.5 finally lets V dual-wield and go in guns blazing with the new Double Trouble perk.
The Dual Wield Build combines Jackie’s La Chingona Dorada, Double Trouble, Run ‘N’ Gun, the Falcon Sandevistan and Ticking Time Bomb: two pistols, no Stamina cost for hip-fire, and an EMP that stuns the whole room every time time slows down.
Table of Contents for the Dual Wield Build:
Strengths and Weaknesses list for the Dual Wield Build:
Strengths
Weaknesses
Prefer one big gun in one hand? Read my Weak Kingsley Build for revolvers. If you would rather shoot from a rooftop than walk into the room, check out my Sniper Build.
Cyberpunk 2077 Dual Wield Build Overview
This Cyberpunk 2077: Dual Wield Build plays like Jackie would: loud, close and with a grin. I open every fight with the Falcon Sandevistan, and Ticking Time Bomb sends out an EMP a second later that stuns everyone around me. Then I close the distance with a Dash and hip-fire both pistols. Run ‘N’ Gun makes hip-firing free, so my Stamina stays full and Deadeye stays on, and every headshot with La Chingona Dorada adds more Crit Damage and Burn chance. Peripheral Inverse cuts the damage from anyone standing close, Adrenaline Rush soaks up the rest, and every kill during the Sandevistan heals me.
My rotation: This is how almost every fight goes for me.
- Sandevistan: Pop the Falcon. Ticking Time Bomb charges an EMP that stuns everyone nearby 1 second later.
- Close in: Dash into the group while they are stunned. Can’t Touch This protects you during the Dash, and Steady Grip lets you shoot on the way in.
- Empty both pistols: Hip-fire for the heads. Run ‘N’ Gun keeps your Stamina full, so Deadeye stays on.
- Reload on the move: Muscle Memory lets you reload while you sprint or slide to the next group, and High Noon makes the reload after a headshot kill much faster.
- Heal: Kills during the Sandevistan restore Health, and the Blood Pump and Biomonitor fill up Adrenaline Rush when it gets close.
Before La Chingona Dorada: You can get Jackie’s pistol right at the start of Act 2, once you have finished Heroes. Before that, I use the Dying Night, which Robert Wilson gives you for free in Watson, and any Unity or Nue from a weapon vendor. The Dynalar Sandevistan from level 10 holds the Operating System slot until the Falcon unlocks at level 30.
Attributes – Dual Wield Build
Distributing Attributes correctly for the Dual Wield 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 Dual Wield Build’s primary Attribute is Cool. We also invest points in
Technical Ability,
Body and
Reflexes.
Intelligence stays at 3. We don’t need it, so those points go into Body and Reflexes instead.
Dual Wield Build Start Attributes
At the start of the game, select the following Attribute allocation to give us the optimal start for the Dual Wield Build in Cyberpunk 2077.
| Attribute | Points | Description |
|---|---|---|
|
|
+3 |
|
Body |
+2 |
|
Technical Ability |
+1 |
|
Reflexes |
+1 |
|
Intelligence |
None |
|
Max Level Attributes
At max level, you want to have the following distribution of Attributes for the Dual Wield Build in Cyberpunk 2077:
20 Cool
20 Technical Ability
20 Body
18 Reflexes
3 Intelligence
Why these numbers: Cool goes to 20 for Run ‘N’ Gun, Technical Ability goes to 20 for Edgerunner and Ticking Time Bomb, and Body goes to 20 for Pain to Gain. This build stands in the middle of the fight, and every Body point also adds +2 Max Health. Reflexes sits at 18: Air Dash only needs 15, but every extra point adds +0.5% Crit Chance and +0.1 seconds to the Falcon Sandevistan. Intelligence stays at 3. At 9 it would count for Renaissance Punk, but with Edgerunner those 4 extra Cyberware Capacity are only worth about 2% Max Health, and the 6 Attribute Points do more in Body and Reflexes. Every Cool point also adds +1.25% Crit Damage and more headshot damage through the Shock Absorber.
Perks – Dual Wield Build Cyberpunk 2077
In this section of the Cyberpunk 2077 Dual Wield 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: Double Trouble and Focus at 9, then Deadeye and High Noon at 15. Technical Ability to 9 comes next for All Things Cyber and Renaissance Punk. Run ‘N’ Gun, Pain to Gain, Edgerunner and Ticking Time Bomb come last, since they need 20.
Perk Points: This build uses 74 of the 80 Perk Points at level 60 without the new 2.5 perks. That leaves 6 points for Double Trouble and its four side perks.
Cool Perks
The Cool Perk-Tree is the heart of the Dual Wield Build, and we max it out at 20. Pistols are Cool weapons, so we take the whole gun branch with Focus, Deadeye and Run ‘N’ Gun, and Double Trouble is where dual-wielding comes from.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
One perk for Jackie’s bike.
| Perk | Description |
|---|---|
| Use the Sandevistan to slow time while driving, and +25% weapon damage while your vehicle is drifting or in the air. Jackie would approve. |
Level 9 Perks
Focus and the perks around it.
Level 15 Perks
Deadeye and everything behind it.
Level 20 Perks
Cool is at 20, so we take the capstone for Handguns.
| Perk | Description |
|---|---|
| Hip-firing Handguns no longer costs Stamina, and while Focus is active you get a huge movement speed boost. Your Stamina stays full, so Deadeye stays on while you empty both pistols. |
Technical Ability Perks
The Technical Ability Perk-Tree keeps the gunslinger alive and chromed. The left branch gives us more health items and the explosive perks that lead to Ticking Time Bomb, and the middle branch handles the cyberware and leads to Edgerunner. 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.
| Perk | Description |
|---|---|
| Faster recharge for health items and grenades, then an instant partial recharge after every kill. Max it out. | |
| If you are below 25% health and out of health item charges, your next kill instantly recharges a health item. | |
| +1 grenade charge, and much faster grenade recharge outside of combat. | |
| 15% faster health item use in combat. | |
| +50% grenade recharge speed when you have no grenades left. | |
| +10% to all cyberware stat modifiers and -20% Cyberware Capacity cost for Integumentary System and Skeleton chrome. That discount alone saves about 21 capacity in this build. Max it out. | |
| Every cyberware gets an additional stat modifier. | |
| When you upgrade cyberware, you can choose between two stat modifiers, and from Tier 3 between three. You get to pick Crit Chance and Crit Damage instead of hoping for them. | |
| +25% crafting components from looting. Upgrading two iconic pistols to Tier 5++ eats a lot of components. | |
| +4 Cyberware Capacity for each Attribute at 9 or higher. Cool, Technical Ability, Body and Reflexes all count, so that is +16 capacity. Intelligence stays at 3, see the Attributes section. | |
| -5% incoming damage while all your Integumentary System and Skeleton slots are filled. This build fills all of them. |
Level 15 Perks
Pyromania and the explosive perks on the left, chrome in the middle.
Level 20 Perks
Technical Ability is at 20, so we take two 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 37 points over, see the Cyberware section. |
Skip: Cyborg only works when every cyberware slot is filled, and both hands are busy with pistols, so the Arms slot stays empty.
Body Perks
The Body Perk-Tree is only used for its middle branch: health regen and Adrenaline Rush. This build stands in the middle of the fight, and Body keeps it there. We max it out at 20 for Pain to Gain.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
The health regen row, and Fury Road for Jackie’s bike.
Level 9 Perks
We don’t use any level 9 perks. They are all for Body weapons 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.
Reflexes Perks
The Reflexes Perk-Tree is only used for its movement branch in the middle, plus Stuntjock for the bike. Pistols want you close, and this is how you get there. Reflexes sits at 18.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
Slippery and the movement row behind it, and Stuntjock on the left.
Level 9 Perks
Dash and the perks around it.
Level 15 Perks
Air Dash and the midair perks.
| Perk | Description |
|---|---|
| Lower dash stamina cost, faster dashes, then the ability to dash in midair. | |
| Better control in midair. | |
| A big boost to Mitigation Strength while you are in midair. |
Level 20 Perks
We don’t use any level 20 perks. Reflexes sits at 18.
Intelligence Perks
We don’t spend any perk points or Attribute Points in Intelligence. It stays at 3, because with Edgerunner the +4 capacity Renaissance Punk would give at 9 isn’t worth 6 Attribute Points.
Relic Perks (Phantom Liberty DLC)
The Relic skill tree only exists if you own Phantom Liberty. This build only uses the Vulnerabilities branch. The Jailbreak branch is for arm cyberware, which this build doesn’t use, and the Optical Camo branch is for stealth.
Relic Perks
Cyberware for the Dual Wield Build in Cyberpunk 2077
Crits, slow motion and staying alive up close: The Face and Hands make both pistols crit more and kick less, the Sandevistan and Kerenzikov slow time, and the Skeleton, Peripheral Inverse and the Circulatory System keep you alive in the middle of the group. Both hands are busy, so the Arms slot stays empty.
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 269 at Tier 5++, already including the -20% from All Things Cyber on the Skeleton and Integumentary System. That is 37 points over, and Edgerunner lets you go up to 50 over. It costs -0.5% Max Health per point, so about -18.5% Max Health, which the Epimorphic Skeleton and Adrenaline Rush give most of back. Edgerunner needs 20 Technical Ability, so until you have it, leave the Kinetic Frame, Countershell, Reflex Tuner and Heal-on-Kill out. That brings you down to about 232, just inside the limit.
Important: Priority Cyberware is marked in bold.
- Operating System (Most Important)
- Frontal Cortex
- Face
- Arms
- Hands
- Skeleton
- Nervous System
- Circulatory System
- Integumentary System
- Legs
Operating System
| Cyberware | Description |
|---|---|
|
|
Militech “Apogee” Sandevistan |
Slows time by 85% with +20% headshot damage, +20% Crit Chance and +20% Crit Damage, but only for 6 seconds, and kills give Stamina instead of Health. More damage, less sustain. |
Dynalar Sandevistan |
Slows time by 50% with +15% Crit Chance and +15% Crit Damage for 9 seconds. The Sandevistan I use until the Falcon unlocks, and it only costs 18 capacity. |
Location of items:
- 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.
- Militech “Apogee” Sandevistan: Iconic, 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: 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.
Face
| Cyberware | Description |
|---|---|
| +35% Crit Chance for every bullet from both pistols. | |
Kiroshi “Sentry” Optics |
Highlights cameras and turrets when scanning. Only 2 capacity, so it is my pick until I reach Dogtown. |
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.
Arms
Both hands hold a pistol, so I leave the Arms slot empty. That also saves capacity, and every point over the limit costs Max Health with Edgerunner. This is also why the build skips the Cyborg perk, which only works when every slot is filled.
Hands
Ambidextrous gives you the second Hands slot.
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 Ripperdocs sell better versions as you level.
Skeleton
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.
- Kinetic Frame: Any Ripperdoc, with quality scaling as you level.
Nervous System
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.
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
Location of items:
- Peripheral Inverse: Iconic, Dogtown Ripperdocs (Phantom Liberty DLC), also found in Dogtown airdrops.
- 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. Together with Air Dash, you can jump over cover and shoot down into the group. | |
Jenkins’ Tendons |
A big sprint speed boost for the first few seconds of a sprint, if you would rather run straight at them. |
Location of items:
- Reinforced Tendons: Any Ripperdoc from level 10.
- Jenkins’ Tendons: Any Ripperdoc from level 10.
Weapons for the Dual Wield Build in Cyberpunk 2077
Pistols are Cool weapons, so every gun perk in the Cool tree works with them, and Run ‘N’ Gun only works with Handguns.
- Cool perks like Deadeye, High Noon and Run ‘N’ Gun boost Pistols.
- Double Trouble unlocks dual-wielding for Pistols and Revolvers from the Power category. Tech and Smart handguns don’t work with it.
- The Ballistic Coprocessor boosts ricochets, and every pistol in this list is a Power weapon.
Upgrade: Weapons can be upgraded when you go to the crafting section and then swap to upgrades.
| Item | Description |
|---|---|
2x La Chingona Dorada |
Jackie’s pistols, and the main weapons. Every headshot gives +10% Crit Damage and +10% Burn chance for 3 seconds, stacking up to 10 times, and the next time you equip them, you get extra ammo equal to the number of headshots. A 10 round magazine and a high fire rate. |
Kongou |
Yorinobu Arasaka’s pistol, taken on the same night Jackie died. Reduced recoil and a higher fire rate make up for the smaller magazine, and its mods let you ricochet even without the cyberware. |
Nue |
The Tsunami pistol La Chingona Dorada is built on. Sold by weapon vendors, so it is the easiest way to get a matching pair early on. |
Dying Night |
Robert Wilson’s modded Lexington. More damage while moving and guaranteed Shock with rapid hits, and you get it for free early in Act 1. |
Location of items:
- La Chingona Dorada: Both pistols are on Jackie’s ofrenda at El Coyote Cojo after the side job Heroes. If you missed them, Herold Lowe at the EBM Petrochem Stadium sells it. See below.
- Kongou: On the table by the bed in Yorinobu’s penthouse during The Heist, or from Herold Lowe at the EBM Petrochem Stadium. See below.
- Nue: Sold by weapon vendors across Night City and found as loot, with quality scaling as you level.
- Dying Night: Robert Wilson gives it to you for free during the quest The Gun in Little China, Watson.
Grenades: Any explosive grenade. Explosions build Pyromania stacks, Heat Shield turns those stacks into Mitigation Chance, and Burn This City gives you a grenade back at 6 stacks. I throw one into the group before I walk in.
Health item: MaxDOC MK.5 for the big instant heal.
Vehicle: Jackie’s ARCH. Mama Welles gives you the keys at the end of Heroes. Road Warrior, Stuntjock and Fury Road make it a weapon of its own: Sandevistan while you ride, jump off at full speed with both pistols firing, and take no damage when you ram someone.
La Chingona Dorada (Iconic Power Pistols) – How To Get Them
Jackie’s pistols. A beautiful marriage of Japanese technology and Valentino style, and the reason I wanted to dual-wield in the first place. Getting them depends on a choice you make at the end of Act 1, so read this before you finish The Heist.
- Prerequisites: At the end of The Heist, when Delamain asks where to take Jackie, choose “Take him home, to his family.” Sending him to Vik only gets you the bike.
- Where: El Coyote Cojo bar in Heywood.
- How to Get It: Call Mama Welles to start the side job Heroes and attend Jackie’s ofrenda. When the quest is done, leave the bar, skip at least 24 hours and come back. Both of Jackie’s pistols are on the altar, next to his picture.
- Extra: Mama Welles also gives you the keys to Jackie’s ARCH (Garage) at the end of the quest, where you can also find good loot.
- Note: La Chingona Dorada is one of the very few guns you can own twice, which is exactly what Double Trouble needs. If you missed them, Herold Lowe at the EBM Petrochem Stadium (Phantom Liberty) sells it.
Kongou (Iconic Power Pistol) – How To Get It
The iron Yorinobu Arasaka packed during his troubled youth. As beautiful as it is deadly, and a fitting partner for La Chingona Dorada, since both come from the night of The Heist.
- Prerequisites: None, but it is missable.
- Where: Yorinobu’s penthouse in Konpeki Plaza, during The Heist (early game).
- How to Get It: It is on the table by the bed in the penthouse.
- Note: If you missed it, Herold Lowe at the EBM Petrochem Stadium (Phantom Liberty) sells it.
Gear for the Dual Wield 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 Epimorphic Skeleton, Peripheral Inverse, Neofiber and Adrenaline Rush.
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: Dual Wield Build you want to focus on Headhunter, Engineer and Shinobi. Headhunter is the big one: every pistol kill and every headshot levels it, and it gives +10% headshot damage at level 10 and another +15% at 30. Engineer gives you the extra Cyberware Capacity this build counts on, and Shinobi comes naturally from dashing into every fight.
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 Dual Wield Build in Cyberpunk 2077
Here are a few general leveling tips for the Dual Wield 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 pistols until the Militech “Falcon” unlocks at level 30.
- 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 Dual Wield 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.
















