Welcome to the best Ghost Netrunner Build for Cyberpunk 2077 (Patch 2.5). This is my stealth netrunner: I hack the room before anyone knows I am in it, knock people out with quickhack queues, and pick off the rest with Her Majesty under Optical Camo or the Overwatch from a rooftop, both silenced. If they still find me, time for some dual-wielding action!
The Ghost Netrunner Build combines the Tetratronic Rippler, the COX-2 Cybersomatic Optimizer, quickhack queues, Optical Camo and Her Majesty: untraceable knockouts, quickhacks that always crit, guaranteed headshot crits while invisible, and two iconic revolvers for when stealth fails.
You can find more builds here on the Cyberpunk 2077 Builds Database page.
Table of Contents for the Ghost Netrunner Build:
- Build Overview
- Attributes
- Perks (Skills)
- Cyberware
- Quickhacks
- Weapons
- Gear
- Skill Progression
- Leveling Tips
Strengths and Weaknesses list for the Ghost Netrunner Build:
Strengths
Weaknesses
Want a netrunner that hacks everything and hides from nothing? Read my Lucy Netrunner Build. If you only want the rooftop part of this build, check out my Sniper Build.
Cyberpunk 2077 Ghost Netrunner Build Overview

This Cyberpunk 2077: Ghost Netrunner Build is about never being seen. I scout every area with The Oracle and Ping, then go through the group one by one. A Memory Wipe, Reboot Optics and Sonic Shock queue knocks a guard out without a trace, and a slide turns on Optical Camo, which gives Her Majesty guaranteed headshot crits.
The Overwatch handles everyone too far away. When a fight does break out, I press Overclock: the Tetratronic Rippler blinds and disarms everyone within 8 metres, my quickhacks cost Health instead of RAM, and the COX-2 makes every one of them crit. Ol’ Reliable and Archangel finish the job, and Emergency Cloaking gets me out of combat so I can start over.
My rotation: This is how almost every fight goes for me.
- Scout: Scan with The Oracle to see everyone behind cover, and Ping the network. Eye in the Sky shows me the cameras, and Control and Covert quickhacks uploaded through them are cheaper.
- Knock out: Queue Memory Wipe, Reboot Optics and Sonic Shock on a guard. Memory Wipe makes the rest of the queue untraceable, and Sonic Shock knocks them out.
- Kill quietly: Slide or crouch-sprint and Vanishing Act turns Optical Camo on. Her Majesty now has perfect accuracy and guaranteed headshot crits, and Killer Instinct adds +25% outside of combat. Anyone too far away gets the Overwatch.
- Overclock: If they spot me, I press Overclock. The Rippler uploads Reboot Optics and Weapon Glitch to everyone within 8 metres, and Power Surge heals me. The toughest enemy gets Cyberware Malfunction, Short Circuit, Reboot Optics and Synapse Burnout in one queue.
- Draw: Swap to Ol’ Reliable and Archangel and aim for the heads. After three kills, the Heywood Hurricane is ready.
- Vanish: Optical Camo from the quickslot with Emergency Cloaking, or crouch and Dash out of sight with Sensory Protocol. Then back to step 1.
Before the iconics: Her Majesty, Ol’ Reliable and the COX-2 all come from Phantom Liberty, and the Overwatch from Panam’s questline in Act 2. Until then I use a Unity with a silencer and a Grad from any weapon vendor, the Bioconductor in place of the COX-2, and a lower Mk. of the Tetratronic Rippler, which every Ripperdoc sells from the start. Quickhacks carry the early game anyway.
Attributes – Ghost Netrunner Build
Distributing Attributes correctly for the Ghost Netrunner 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 Ghost Netrunner Build’s primary Attributes are
Intelligence and
Cool. We also invest points in
Technical Ability and
Reflexes.
Body only goes to 6, enough for the health regen perks.
Ghost Netrunner Build Start Attributes
At the start of the game, select the following Attribute allocation to give us the optimal start for the Ghost Netrunner Build in Cyberpunk 2077.
| Attribute | Points | Description |
|---|---|---|
|
|
+2 |
|
Cool |
+3 |
|
Technical Ability |
+1 |
|
Reflexes |
+1 |
|
Body |
None |
|
Max Level Attributes

At max level, you want to have the following distribution of Attributes for the Ghost Netrunner Build in Cyberpunk 2077:
20 Intelligence
20 Cool
20 Technical Ability
15 Reflexes
6 Body
Why these numbers: Intelligence goes to 20 for Queue Mastery, Cool goes to 20 for Nerves of Tungsten-Steel, and Technical Ability goes to 20 for Edgerunner. Reflexes stops at 15, because Air Dash is all I need there, and that leaves only 6 points for Body. That is the price of this build: my Max Health is low, so I stay out of sight and let Optical Camo, the Defenzikov and the Mitigation perks do the rest. Every Intelligence point also adds +0.5% quickhack damage through the COX-2, and every Cool point adds +1.25% Crit Damage and +0.1 seconds of Optical Camo.
Perks – Ghost Netrunner Build Cyberpunk 2077
In this section of the Cyberpunk 2077 Ghost Netrunner 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 Intelligence to 9 for Hack Queue, Embedded Exploit and ICEpick, then Cool to 9 for Focus. Technical Ability to 9 comes next for All Things Cyber and Renaissance Punk. At 15, Overclock and Queue Acceleration come first, then Deadeye, Ninjutsu and Vanishing Act. Double Trouble can wait until you have Ol’ Reliable and Archangel. Queue Mastery, Nerves of Tungsten-Steel and Edgerunner come last, since they need 20.
Perk Points: This build uses all 80 Perk Points at level 60: 24 in Intelligence, 28 in Cool, 16 in Technical Ability, 9 in Reflexes and 3 in Body.
Intelligence Perks

The
Intelligence Perk-Tree is the heart of the Ghost Netrunner Build, and we max it out at 20. We take the quickhack queue branch on the left and the Overclock branch in the middle, and skip everything for Smart weapons.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
RAM recovery, cameras and less trace.
Level 9 Perks
Hack Queue, Embedded Exploit and the RAM perks around them.
Level 15 Perks
Bigger queues on the left, Overclock in the middle.
Level 20 Perks
Intelligence is at 20, so we take the capstone for queues.
Cool Perks

The
Cool Perk-Tree is the other half of the Ghost Netrunner Build, and we max it out at 20. We take the stealth branch with Ninjutsu and Vanishing Act, the gun branch with Focus and Deadeye, and Double Trouble for the dual revolvers.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
Crouch perks and a bonus for the first silenced shot.
Level 9 Perks
Focus, and Double Trouble with its four side perks.
| Perk | Description |
|---|---|
| +10% headshot and weakspot damage, then Focus mode. Aim at full Stamina and shooting costs no Stamina for 2.5 seconds. | |
| While Focus is active, a ranged kill resets its duration. Two quick headshots and Focus starts over. | |
| Every kill while Focus is active lowers the Stamina that Focus costs when it ends. | |
|
Double Trouble |
2 ranks. Rank 1 unlocks dual-wielding for Power Pistols and Revolvers, but each weapon deals 37.5% less damage. Ol’ Reliable and Archangel are both Power revolvers. Rank 2 unlocks the Heywood Hurricane, which fires both guns automatically for 1 second. Full explanation below. |
|
Triple Tequila |
+10% Mitigation Chance for 15 seconds after every kill while dual-wielding, stacking 3 times. The next Heywood Hurricane uses up the stacks for +15% damage each, so up to +45%. With only 6 Body, I take it for the Mitigation. |
|
Keep ‘Em Comin’ |
+40 Stamina after every kill while dual-wielding, plus 20 more for every Triple Tequila stack. That keeps you above 85% Stamina for Deadeye. |
|
Splash of Love |
+50% fire rate for the Heywood Hurricane, and at 3 Triple Tequila stacks it lasts 1 second longer. |
|
Two Right Hands |
-20% recoil and -20% bullet spread when aiming with two guns, and -25% Stamina cost when hip-firing. I aim with both revolvers for the headshots, so this is the part I want. |
Level 15 Perks
Deadeye on the left, Ninjutsu and Vanishing Act in the middle.
Level 20 Perks
Cool is at 20, so we take the capstone for precision guns.
Double Trouble Perk Explained (Dual Wielding)
Double Trouble is the new Cool perk from Update 2.5. It sits at level 9 in the Cool tree, has 2 ranks and comes with four side perks, so the whole set costs 6 Perk Points. It only works with Power Pistols and Power Revolvers, so Tech and Smart handguns are out.
- Rank 1: Unlocks dual-wielding, but each weapon deals -37.5% damage. When aiming you get -15% recoil and -15% bullet spread, and both guns fire at the same time.
- Rank 2: Unlocks the Heywood Hurricane. Press the Quick Melee key (Q on PC) and V automatically fires both guns for 1 second, with +50% bullet spread. Ammo spent on hits is refilled automatically. It replaces your Quick Melee Attack.
The four side perks:
- Triple Tequila: +10% Mitigation Chance for 15 seconds after every kill while dual-wielding, stacking 3 times. A Heywood Hurricane uses up the stacks for +15% damage each. You can’t earn new stacks during the Hurricane.
- Keep ‘Em Comin’: +40 Stamina after every kill while dual-wielding, plus 20 more for every Triple Tequila stack.
- Splash of Love: +50% fire rate for the Heywood Hurricane, and at 3 Triple Tequila stacks it lasts 1 second longer.
- Two Right Hands: -25% Stamina cost when hip-firing with two guns, and -20% recoil and -20% bullet spread when aiming.
How I use it: The dual revolvers are my plan B. I only pull out Ol’ Reliable and Archangel once stealth is gone, and usually right after Overclock has blinded everyone nearby. I aim with both for the heads, and every kill gives me a Triple Tequila stack, so I get +30% Mitigation Chance after three kills, which this build needs with only 6 Body. Then I press Q: the Hurricane hits with +45% damage, fires 50% faster and lasts 2 seconds instead of 1. Her Majesty and the Overwatch stay single, the 37.5% damage penalty isn’t worth it on a silenced weapon.
Technical Ability Perks

The
Technical Ability Perk-Tree keeps the ghost alive and chromed. The left branch gives us more health items, 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
One health item perk on the left.
Level 9 Perks
Health items 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. | |
| +10% to all cyberware stat modifiers and -20% Cyberware Capacity cost for Integumentary System and Skeleton chrome. That discount alone saves about 20 capacity in this build. Max it out. | |
| Every cyberware gets an additional stat modifier. | |
| +4 Cyberware Capacity for each Attribute at 9 or higher. Intelligence, Cool, Technical Ability and Reflexes all count, so that is +16 capacity. Body stays at 6, 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
Chrome in the middle.
Level 20 Perks
Technical Ability is at 20, so we take one capstone.
| Perk | Description |
|---|---|
| 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 29 points over, see the Cyberware section. |
Reflexes Perks

The
Reflexes Perk-Tree is only used for its movement branch in the middle. A ghost has to get to the high ground and away from a fight that went wrong, and this is how. Reflexes sits at 15.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
Slippery and Muscle Memory.
Level 9 Perks
Dash and the perks around it.
Level 15 Perks
Air Dash.
| Perk | Description |
|---|---|
| Lower dash stamina cost, faster dashes, then the ability to dash in midair. Double jump plus Air Dash gets you onto almost any roof, which is where the Overwatch wants you. |
Level 20 Perks
We don’t use any level 20 perks. Reflexes sits at 15.
Body Perks

The
Body Perk-Tree is only used for the health regen row at level 4. Body sits at 6, so everything above that is out of reach.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
The health regen row.
Level 9, 15 and 20 Perks
We don’t use any perks above level 4. Body sits at 6.
Relic Perks (Phantom Liberty DLC)

The Relic skill tree only exists if you own Phantom Liberty. This build uses all three branches: Jailbreak and Data Tunneling turn the Monowire into a free quickhack, Emergency Cloaking and Sensory Protocol get me out of combat, and the Vulnerabilities add damage to every body shot.
Relic Perks
Cyberware for the Ghost Netrunner Build in Cyberpunk 2077

Quickhacks, invisibility and a way out: The Operating System and Frontal Cortex give me RAM and make every quickhack crit, Optical Camo and the Defenzikov keep me hidden and alive, and The Oracle shows me everyone behind cover. The Hands make the Power revolvers ricochet and shock, and the Monowire uploads a free quickhack to everyone who gets too 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 261 at Tier 5++, already including the -20% from All Things Cyber on the Skeleton and Integumentary System.
That is 29 points over, and Edgerunner lets you go up to 50 over. It costs -0.5% Max Health per point, so about -14.5% Max Health, which the Epimorphic Skeleton gives most of back. Edgerunner needs 20 Technical Ability, so until you have it, run the Bioconductor instead of the COX-2 Cybersomatic Optimizer. That brings you down to about 227, 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
The Rippler unlocks its bonuses tier by tier: the weapon damage at Tier 2, the Combat quickhack combo at Tier 3, extra RAM from Tier 4 and the Overclock upload at Tier 5. Upgrade it at a Ripperdoc as soon as you have the components.
Location of items:
- Tetratronic Rippler: Any Ripperdoc. Lower Mk. versions are already available at low levels, and the Mk.5 shows up from level 40.
Frontal Cortex
| Cyberware | Description |
|---|---|
| Your quickhacks can crit, with 100% Crit Chance, for -4 Max RAM. Every Intelligence point also adds +0.5% quickhack damage, so +10% at 20 Intelligence. It costs 50 capacity, which is why it is the last piece I install. | |
| +6 Max RAM and +35% upload speed for quickhacks. More RAM for queues, and faster uploads before anyone notices. | |
| Instantly recovers 30% Max RAM when your available RAM drops to 20%, plus +2 Max RAM. 80 second cooldown, minus 2 seconds per Intelligence point and 15% from Cyborg. | |
Bioconductor |
Your quickhacks can crit, with 40% Crit Chance, for -4 Max RAM. The COX-2 is the iconic version of it, and this one only costs 16 capacity, so it holds the slot until Edgerunner. |
Location of items:
- COX-2 Cybersomatic Optimizer: Iconic, Dogtown Ripperdocs (Phantom Liberty DLC), also found in Dogtown airdrops.
- Ex-Disk: Any Ripperdoc after level 20, scaling up to Tier 5.
- Camillo RAM Manager: Sold by Ripperdocs, becoming available from around level 30.
- Bioconductor: Sold by Ripperdocs, with quality scaling as you level.
Face
| Cyberware | Description |
|---|---|
| When scanning, it highlights enemies within 19.5 metres, even behind cover, plus cameras and turrets within 39 metres and traps near your crosshair, for 60 seconds. Every patrol route in one scan, for only 10 capacity. | |
Kiroshi “Sentry” Optics |
Highlights cameras and turrets within 39 metres when scanning. Only 2 capacity, so it is my pick until The Oracle unlocks. |
Location of items:
- Kiroshi “The Oracle” Optics: Sold by Ripperdocs from level 30, with quality scaling by level.
- Kiroshi “Sentry” Optics: Any Ripperdoc.
Arms
| Cyberware | Description |
|---|---|
|
|
Thermal Monowire |
The same wire with Thermal damage and a Burn chance. Jailbreak and Data Tunneling work with every Monowire. |
Update 2.5 added Glamdocs, so you can now give the Monowire a new look. Visit one of the 5 Glamdocs (spray paint icon on the map) once you have it installed.
Location of items:
- Electrifying Monowire: Any Ripperdoc upon reaching level 10, with quality scaling by level.
- Thermal Monowire: Any Ripperdoc upon reaching level 10.
Hands
| Cyberware | Description |
|---|---|
| Increased ricochet chance with Power weapons, +35% ricochet damage and a preview of the ricochet path. Her Majesty, Ol’ Reliable, Archangel and the Overwatch are all Power weapons. Only 2 capacity. | |
| Reloading an empty weapon makes your next shot release an electroshock that deals up to 250 Electrical damage around the point of impact. Revolvers run empty all the time. | |
Shock Absorber |
-24% recoil, and every Cool point adds +0.2% headshot and weakspot damage. Swap it in for the Microgenerator if two revolvers kick too much for you. |
Ambidextrous gives you the second Hands slot.
Location of items:
- Ballistic Coprocessor: You get it during the intro quest The Ripperdoc, and Ripperdocs sell better versions as you level.
- Microgenerator: Sold by any Ripperdoc from level 10 onward.
- Shock Absorber: Any Ripperdoc from level 10, with quality scaling by level.
Skeleton
| Cyberware | Description |
|---|---|
| +13% Max Health. With 6 Body, I need it more than anything else in this slot, and it gives back most of what Edgerunner takes. | |
| Armor, simple but effective, plus +0.5 Armor per Technical Ability point. Only 8 capacity. | |
| +62% Carrying Capacity for only 6 capacity. It fills the third slot for Chrome Constitution and Cyborg, and I can carry more loot to sell. | |
RAM Recoup |
Taking damage restores a bit of RAM, plus +2 Max RAM. 14 capacity, so it costs a bit more Max Health over Edgerunner than the Titanium Bones. |
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.
- Bionic Joints: Sold by any Ripperdoc, with tier scaling by character level.
- Titanium Bones: Sold by any Ripperdoc, with tier scaling by character level.
- RAM Recoup: Sold by Ripperdocs across Night City, scaling with your level and Street Cred.
Nervous System
Location of items:
- Kerenzikov: Any Ripperdoc from level 10, with quality scaling by level.
- Synaptic Accelerator: Any Ripperdoc from level 10, with quality scaling by level.
- Reflex Tuner: Sold by Ripperdocs, with quality scaling as you level.
Circulatory System
Location of items:
- Biomonitor: Sold by Ripperdocs, with quality scaling as you level.
- Heal-on-Kill: Sold by Ripperdocs, with quality scaling as you level.
- Blood Pump: Ripperdocs from level 10.
Integumentary System
Location of items:
- Optical Camo: Ripperdocs from level 10, with quality scaling by level.
- Defenzikov: 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 get onto almost any roof for the Overwatch, or over a fence before anyone turns around. | |
Lynx Paws |
+50% quieter movement and +12% crouched movement speed. The pure stealth option, if you don’t need the double jump. |
Location of items:
- Reinforced Tendons: Any Ripperdoc from level 10.
- Lynx Paws: Any Ripperdoc from level 10.
Quickhacks for the Cyberpunk 2077: Ghost Netrunner Build
This Cyberpunk 2077: Ghost Netrunner Build uses two quickhack queues: one that knocks enemies out without a trace, and one that kills the toughest enemy in the room once a fight has started.
- Important: Quickhacks cost more RAM at higher tiers. Only buy the tier you need for each effect, Memory Wipe in particular.
- Important 2: How to get Quickhacks for your build.
Stealth Queue (knocks the target out):
Memory Wipe (Tier 4)
Reboot Optics (Tier 5)
Sonic Shock (Tier 5 or higher)
Combat Queue (start with Overclock):
Cyberware Malfunction (Tier 5)
Short Circuit (Tier 5)
Reboot Optics (Tier 5)
Synapse Burnout (Tier 5, needs Queue Mastery)
I will only explain the quickhacks I use for this build. You are free to swap in others if you prefer another combo.
1. Ping
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(Tier 3 or higher): Untraceable recon. It reveals every enemy and device connected to the local network, and you can quickhack those devices through walls. Together with The Oracle, I know where everyone is before I move.
2. Memory Wipe
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(Tier 4): Every quickhack queued after it is untraceable, and the target doesn’t notice you for a short time. Tier 4 only costs 10 RAM, while Tier 5 costs 32, and the only thing Tier 5 adds is forcing everyone out of combat. Stay on Tier 4.
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(Tier 5): Blinds the enemy, and in combat it greatly reduces their accuracy. It also gives +30% headshot and weakspot damage against them at Tier 5++, and a headshot kill restores 3 RAM and spreads it to the nearest enemy. It is a Control quickhack, so it sets up Embedded Exploit, ICEpick and the Rippler’s +15% weapon damage.
4. Sonic Shock
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(Tier 5 or higher): Uploaded on an enemy already affected by Memory Wipe and Reboot Optics, it knocks them unconscious. It also deafens them, scrambles their comms and hides them from their friends’ sensors. You need Tier 5 for the knockout.
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(Tier 5): Disables the enemy’s cyberware and increases all damage against them, permanently at 2 stacks, and deals Electrical damage over time from 3 stacks. Short Circuit deals +25% damage for every stack, and the extra damage makes the enemy’s weakspot explode.
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(Tier 5): Fast and cheap damage, with extra damage against mechs, robots, drones and turrets, and an EMP effect on top. Followed by Reboot Optics in the queue, the Rippler adds +40% damage, and Embedded Exploit adds another +60% because Cyberware Malfunction is already on the target.
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(Tier 5): The finisher. It deals more damage for every RAM unit you have spent, and while Overclock is active that bonus goes up by 100%. A kill with it also extends Overclock by 3 seconds. I put it last in the queue, so Queue Mastery cuts its RAM cost in half.
Overclock: Not a quickhack, but every open fight starts with it. The Tetratronic Rippler uploads Reboot Optics and Weapon Glitch to everyone within 8 metres, Power Surge heals you, and for the next 14 seconds your quickhacks cost Health instead of RAM once your RAM runs out. Sublimation and Blood Daemon heal you right back.
Monowire: Jailbreak gives the Monowire its own Control quickhack slot. I put Reboot Optics in it, and Data Tunneling spreads it to every enemy I hit with the same swing.
How to get Quickhacks in Cyberpunk 2077

In Night City, quickhack progression is tied to your character level. Vendors, world loot and crafting options scale up every 10 levels.
Netrunner Vendors sell Quickhacks
Netrunner Vendors will sell you Quickhacks depending on your level.
- 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 (Only in Dogtown)
This means you can keep going back to the same Netrunner vendor when you reach a new level threshold. Buy Memory Wipe at Tier 4 between level 30 and 39, before the vendors switch to the expensive Tier 5 version.
Crafting Components
Always hack every Access Point you see. They give you free materials and sometimes even free Quickhacks, and you need a lot of Quickhack Components to upgrade the Tetratronic Rippler and your quickhacks.
Weapons for the Ghost Netrunner Build in Cyberpunk 2077

Three weapon slots, three jobs: Her Majesty for silent kills up close, Ol’ Reliable and Archangel together for open fights, and the Overwatch for everyone far away. Pistols, revolvers and sniper rifles are all Cool weapons, so every gun perk in this build works with them.
- Cool perks like Deadeye, High Noon and Nerves of Tungsten-Steel boost the revolvers and the Overwatch.
- Killer Instinct only works with silenced guns, which is why Her Majesty and the Overwatch do the stealth work.
- Double Trouble unlocks dual-wielding for Pistols and Revolvers from the Power category, and Ol’ Reliable and Archangel are both Power revolvers.
- The Ballistic Coprocessor boosts ricochets, and every weapon 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 |
|---|---|
Her Majesty |
Alex’s old service pistol, and my stealth weapon. While Optical Camo is active, every shot gets perfect accuracy, guaranteed headshot crits and extra damage. It comes with a unique silencer, so Killer Instinct adds +25% outside of combat. A 10 round magazine. I use it on its own, because dual-wielding would cost 37.5% damage per shot. |
Ol’ Reliable |
Dante Caruso’s revolver, and my main gun when stealth fails. Swapping to it greatly increases headshot damage and effective range, and the further away the target is, the higher its headshot Crit Chance. +200% Headshot Damage Multiplier and 6 rounds. |
Archangel |
Kerry’s revolver, and the partner for Ol’ Reliable in my other hand. Successive hits after short intervals knock enemies to the ground, and it can fire full-auto in the rhythm of the Samurai song it is named after. Also +200% Headshot Damage Multiplier and 6 rounds. |
Overwatch |
Panam’s own sniper rifle. Faster reloads and a custom silencer, so the first shot always gets Killer Instinct’s +25% outside of combat, and Nerves of Tungsten-Steel adds up to +25% more with distance. |
Unity |
A Constitutional Arms Power pistol from any weapon vendor. Put a silencer on it and it does Her Majesty’s job until you reach Phantom Liberty. |
Grad |
The standard Techtronika sniper rifle. Sold by weapon vendors and found as loot, so it is what I use until Panam hands me the Overwatch. |
Location of items:
- Her Majesty: A steel case next to the diving suit at the end of Get It Together (Phantom Liberty). See below.
- Ol’ Reliable: Drops when you kill Dante Caruso in Mr. Hands’ gig Shot by Both Sides (Phantom Liberty). See below.
- Archangel: Kerry gives it to you at the end of A Like Supreme. See below.
- Overwatch: Panam gives it to you at the end of Riders on the Storm. See below.
- Unity: Sold by weapon vendors across Night City and found as loot, with quality scaling as you level.
- Grad: Sold by weapon vendors, for example Robert Wilson in Little China, and found as loot.
Grenades: I don’t use any. A grenade is loud, and everything a grenade does, a quickhack does quieter.
Health item: MaxDOC MK.5 for the big instant heal. With 6 Body, the Biomonitor uses it a lot.
Her Majesty (Iconic Power Pistol) – How To Get It

Alex’s old service pistol, and the reason Optical Camo is a must-have in this build. While the camo is on, every shot is perfectly accurate and every headshot crits.
- Prerequisites: Phantom Liberty DLC.
- Where: During the main story quest Get It Together.
- How to Get It: Open the steel case next to the diving suit. A short cutscene plays and Her Majesty is yours.
- Note: It is part of the main story of Phantom Liberty, so you get it on every playthrough with the DLC.
Ol’ Reliable (Iconic Power Revolver) – How To Get It

Dante Caruso’s revolver. It gets more headshot damage and range every time you swap to it, and the further away the target is, the more likely its headshots crit. 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

Kerry’s revolver, named after the Samurai song. It knocks enemies down with quick successive hits, and it is the second revolver for Double Trouble.
- 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.
Overwatch (Iconic Power Sniper Rifle) – How To Get It

Panam’s own sniper rifle, with increased reload speed and a custom silencer. It is not a reward you can buy or loot; she gives it to you after one of her quests, “Riders on the Storm,” so make sure you don’t fail that quest.
- Prerequisites: Riders on the Storm starts with a call from Panam after Life During Wartime.
- Where: The Aldecaldos camp in the Badlands.
- How to Get It: Finish Riders on the Storm. The morning after the storm, talk to Panam on the porch of the farmhouse. She walks you to her bike and gives you the Overwatch.
- What to Do: Rescue Saul from the Wraith camp, drive Panam and Saul through the storm, and fix the breaker and the fusebox at the farmhouse.
- Note: Don’t keep Panam waiting for more than 24 hours and don’t drive off somewhere else with her in the car. If the quest fails, the Overwatch is gone too.
Gear for the Ghost Netrunner Build in Cyberpunk 2077

Since gear is mostly cosmetic, you can wear whatever you want. All of this build’s defense comes from cyberware and perks instead, mainly the Epimorphic Skeleton, the Defenzikov, Triple Tequila and the crouch perks in Cool.
My Ghost Netrunner character uses the following items:
- Head: Epoxy Ballistic Mask with Titanium-Reinforced Visor
- Location: Sold by Satoshi Ueno at the Longshore Stacks clothing shop in Dogtown (Phantom Liberty DLC).
- Outer Torso: Heavy-Duty Aramid-Reinforced Badge Coat
- Location: On a dead cop in Rancho Coronado, Santo Domingo. From the Almunecar & Jerez fast travel point, follow the street northwest until you see police cars on your left. It is part of the NCPD Badge set.
- Legs: Ursine Pants
- Location: A free Witcher 3 crossover item from Update 2.5. When Ariadne texts you about becoming a brand ambassador, accept the offer and don’t choose “Send to Spam”, or the crate never shows up. Skip 24 hours, and her next message says a package was delivered. It is a box just to the left of the entrance of V’s apartment in Megabuilding H10, Little China, Watson. The Ursine Jacket, the Professor’s Spectacles and two weapons are in the same box.
- Feet: Heavy-Duty Punk Fleets
- Location: Clothing Vendor in Kabuki
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: Ghost Netrunner Build you want to focus on Netrunner, Headhunter and Engineer. Netrunner levels with every quickhack and gives +1 Max RAM at level 10 and 30, +40% Overclock duration at 50 and quickhacks through cover during Overclock at 60. Headhunter levels with every stealth takedown, headshot and crouched kill, and gives -10% visibility at 5 and 25 and Optical Camo charge back after stealth kills at 60. Engineer gives you the extra Cyberware Capacity this build counts on.
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.
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.
Leveling Tips for the Ghost Netrunner Build in Cyberpunk 2077
Here are a few general leveling tips for the Ghost Netrunner 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.
- Optical Camo (Integumentary System): Sold from level 10. Turn invisible and start playing the stealth side of this build early.
- 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 Ghost Netrunner 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.





