Welcome to the best Gorilla Arms Build for Cyberpunk 2077 (Patch 2.5). This is my pure fist build: no guns, no blades, just chrome arms, BioDyne Berserk and Superhero Landings that flatten the whole room. Some players call it a brawler, boxer or unarmed build. I just call it punching my way through Night City.

The Gorilla Arms Build combines Physical Gorilla Arms, BioDyne Berserk, Quake Superhero Landings and the Jailbreak shockwave: +75% Crit Chance during Berserk, a knockdown on every charged punch, and 200% Health back from every finisher.

You can find more builds here on the Cyberpunk 2077 Builds Database page.

Table of Contents for the Gorilla Arms Build:

More Melee Builds: Hammer Build, Mantis Blades Build, Katana Build.


Strengths and Weaknesses list for the Gorilla Arms Build:

Strengths

  • GORILLA ARMS + BERSERK
  • SUPERHERO LANDING QUAKE
  • SHOCKWAVE KNOCKDOWNS
  • +75% CRIT CHANCE IN BERSERK
  • FREE PUNCHES IN BERSERK
  • 200% HEALTH FINISHERS
  • HALF DAMAGE TAKEN
  • NO AMMO NEEDED

Weaknesses

  • NO RANGED WEAPON
  • FLYING DRONES
  • NEEDS PHANTOM LIBERTY

Want a gun next to your fists? Read my Weak Kingsley Build, which pairs Electrifying Gorilla Arms with a revolver. If you would rather swing something heavy, check out my Hammer Build, and for the same BioDyne Berserk with blades, my Talia Yang Build.


Cyberpunk 2077 Gorilla Arms Build Overview & How To Play

Cyberpunk 2077 Gorilla Arms Overview How To Play

I play this Cyberpunk 2077: Gorilla Arms Build as a brawler who drops in from above. I charge a jump with Fortified Ankles, Air Dash over the group and come down with a Quake Superhero Landing that knocks them flat.

Then BioDyne Berserk halves the damage I take and makes every punch free, and with the Cockatrice Optics on top, almost every hit is a crit. Charged punches release a shockwave that knocks the whole group down again, and Savage Sling finishers give me 200% Health back.

The only thing I carry besides my arms is a grenade. Everything else is chrome.

Here is a summary of the most important pieces of the Gorilla Arms Build.

Must-Have Cyberware:

  • Operating System: BioDyne Berserk icon Cyberpunk 2077BioDyne Berserk
    • 50% damage reduction, a 25% health floor and free melee attacks for 11 seconds, plus +20% Crit Chance and +100% Crit Damage.
  • Arms: Gorilla Arms icon Cyberpunk 2077Gorilla Arms
    • Physical damage with a Bleeding chance, and +0.5% damage per Body point. They count as Blunt Weapons, so every Blunt perk works.
  • Legs: Fortified Ankles icon Cyberpunk 2077Fortified Ankles
    • Charged jumps. The higher I jump, the bigger the Superhero Landing.
  • Face: Kiroshi Cockatrice Optics icon Cyberpunk 2077Kiroshi “Cockatrice” Optics
    • +35% Crit Chance on every punch.

Make sure to read the full list of Cyberware for the rest of the setup.

Must-Have Perks:

Relic Perks (for Endgame):

My Gorilla Arms rotation: This is how almost every fight goes for me.

  1. Grenade: Throw a grenade into the group from range. Every explosion that hits builds Pyromania stacks, and Heat Shield turns them into Mitigation Chance before I even get there.
  2. Heal, then Berserk: Use the Blood Pump or a health item to fill Adrenaline Rush, then activate BioDyne Berserk. Berserk blocks health items while it runs, so I always heal first. Ticking Time Bomb stuns everyone around me 1 second later.
  3. Superhero Landing: Charge a jump, Air Dash over the group and Quake from midair. Epicenter makes the slam bigger the higher I fall, and Ripple Effect heals me for every enemy it hits.
  4. Strong Attack, then shockwave: Breakthrough strips the Armor of whoever I hit with a Strong Attack, and a fully charged punch knocks the whole group down with Limiter Removal.
  5. Finish: Savage Sling the stunned and the wounded for 200% Health each.
  6. Block when Berserk ends: Fly Swatter cuts ranged damage while I block, Kinetic Absorption gives Stamina back, and the Defensive Attack from Clapback knocks the next one down. When Berserk ends, I get +25% Health for every enemy I took down during it.

Early game: Gorilla Arms and BioDyne Berserk are both sold by any Ripperdoc from level 10, so this build works from the moment you have the eddies. Quake comes at 15 Body, and the Superhero Landing, Savage Sling and the shockwave come later. Until then, Strong Attacks with Breakthrough and Berserk carry you just fine.

No Phantom Liberty?: You lose Jailbreak and Limiter Removal, so no charged shockwave, plus the Axolotl, Chitin and the Cockatrice Optics. Quake, Berserk and Savage Sling still carry the build. Put the Kiroshi “Sentry” Optics in the Face slot, Shock-n-Awe in place of Chitin, and leave the third Frontal Cortex slot empty.


How To Use Berserk

BioDyne Berserk icon Cyberpunk 2077BioDyne Berserk is the heart of the build. For 11 seconds I take 50% less damage, my health can’t drop below 25%, and every punch is free.

  1. Heal first: I can’t use health items while Berserk runs, so I use the Blood Pump icon Cyberpunk 2077Blood Pump or a health item right before I activate it. That fills Adrenaline Rush icon Cyberpunk2077Adrenaline Rush, and Dorph-head icon Cyberpunk2077Dorph-head adds a moment of Mitigation Chance.
  2. Go in the middle: Activating Berserk triggers Ticking Time Bomb icon Cyberpunk2077Ticking Time Bomb, an EMP that stuns everyone around me 1 second later. Stunned enemies are easier to finish with Savage Sling, so I activate it in the middle of the group, not before I get there.
  3. Punch nonstop: Melee attacks cost no Stamina, attack speed goes up by 30%, and I get +20% Crit Chance and +100% Crit Damage. BioDyne is attuned to Reflexes, so 20 Reflexes adds another +20% Crit Chance. With the Cockatrice Optics, that is +75% Crit Chance while it runs.
  4. Collect the heal: When Berserk ends, I get +25% Health for every enemy I took down during it. The Axolotl icon Cyberpunk 2077Axolotl cuts its 35 second cooldown by 7.5% with every kill, so in a big fight it is back very fast.

Extended Warranty icon Cyberpunk2077Extended Warranty makes Berserk last 15% longer, and the Solo skill tree adds another 30% at level 60. See Skill Progression.


How I Fight With Gorilla Arms

Gorilla Arms icon Cyberpunk 2077Gorilla Arms count as Blunt Weapons, so every Blunt perk in the Body tree works with them. Unlike Sasquatch’s Hammer, they let me sprint, dodge and Dash, which makes this the fastest Body build I play.

  • Getting in: Dash icon Cyberpunk2077Dash with Mad Dash icon Cyberpunk2077Mad Dash covers twice the distance toward enemies, and Can't Touch This icon Cyberpunk2077Can’t Touch This makes me hard to hit while I do it. Wrecking Ball icon Cyberpunk2077Wrecking Ball also lets me barrel into enemies while sprinting and blocking, with a chance to knock them down.
  • Open with a Strong Attack: Breakthrough icon Cyberpunk2077Breakthrough removes all Armor from the enemy for 7 seconds after a Strong Attack. Armored enemies and bosses get a Strong Attack first, every time.
  • Block on the way in: Fly Swatter icon Cyberpunk2077Fly Swatter cuts ranged damage by 40% while I block, and Kinetic Absorption icon Cyberpunk2077Kinetic Absorption gives me Stamina and a short damage boost for every blocked attack.
  • Counter: Clapback icon Cyberpunk2077Clapback gives my Defensive Attacks a huge Knockdown chance and my Counterattacks a much higher Stun chance. A stunned enemy is an easy Savage Sling.
  • Finish: Finisher Savage Sling icon Cyberpunk2077Finisher: Savage Sling restores 200% Health. Hold the button instead and V throws the enemy into their friends.

Watch your Stamina outside Berserk: Dense Marrow adds +24% melee damage but also +20% Stamina cost, and the Kinetic Frame only works above 85% Stamina. Wrecking Ball and Quake each take 15% off the cost, and Aftershock, Kinetic Absorption, Mean Streak and Tailwind refill it. Inside Berserk, none of that matters.


How To Do A Superhero Landing

Quake icon Cyberpunk2077Quake slams the ground with any Blunt Weapon, Gorilla Arms included. Performed from midair, it becomes a Superhero Landing, and Epicenter icon Cyberpunk2077Epicenter scales its area and damage with how far and how fast I fall. This is how I start every fight:

  1. Charge the jump: Hold jump with Fortified Ankles icon Cyberpunk 2077Fortified Ankles, then release. A charged jump goes much higher and further than a normal one.
  2. Air Dash toward the group: Air Dash icon Cyberpunk2077Air Dash gets me over them, and with Tailwind icon Cyberpunk2077Tailwind it costs no Stamina and gives +25 Stamina back. Aerodynamic icon Cyberpunk2077Aerodynamic makes me very hard to hurt while I am in the air.
  3. Slam down: At the top of the jump, press Quake. The bigger the fall, the bigger the Superhero Landing. Rooftops and ledges work even better than a charged jump.
  4. Refill: Ripple Effect icon Cyberpunk2077Ripple Effect gives +15% Health and Aftershock icon Cyberpunk2077Aftershock +30 Stamina for every enemy the slam hits. One landing on five enemies refills most of my health bar.

Quake has a 10 second cooldown. With Vulnerability Analytics icon Cyberpunk 2077Vulnerability Analytics, one slam can hit several Vulnerabilities at once.


Gorilla Arms Shockwave Explained (Jailbreak)

The charged shockwave comes from the Relic tree, so it needs Phantom Liberty. It turns Gorilla Arms from a fast brawler into crowd control.

  • Jailbreak icon Cyberpunk 2077Jailbreak: For the Gorilla Arms, every attack now charges them. A fully charged Strong Attack deals massive damage and creates a shockwave that staggers everyone nearby, and an enemy neutralized this way goes flying.
  • Limiter Removal icon Cyberpunk 2077Limiter Removal: The shockwave from a charged Gorilla Arms attack knocks down every enemy within range.

How I use it: I punch normally until the arms are fully charged, then save the charged Strong Attack for the moment the group closes in around me. Everybody goes down, and while they get back up, I land a Savage Sling or a Superhero Landing on them. During Berserk the arms charge very fast, because every punch is free and 30% faster.


Attributes – Gorilla Arms Build

Distributing Attributes correctly for the Gorilla Arms 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 Gorilla Arms Build’s primary Attributes are cyberpunk 2077 attribute body icon Body for the Blunt perks and Adrenaline Rush, cyberpunk 2077 attribute reflexes icon Reflexes for movement and Berserk’s Crit Chance, and cyberpunk 2077 attribute technical ability icon1 Technical Ability for the chrome. The rest goes into cyberpunk 2077 attribute cool icon Cool for Crit Damage, and cyberpunk 2077 attribute intelligence icon Intelligence stays at 3.

Perk Unlocks

Unlocks occur at attribute levels 4, 9, 15, and 20.

Perks are the bread and butter of every Cyberpunk 2077 build; they make it unique. At 9 & 15, you gain powerful perks that enhance your playstyle. At 20, you get the cherry on top with perks that can further change your playstyle with any given build.

Read here how to get more Perk Points in Cyberpunk 2077.


Gorilla Arms Build Start Attributes

At the start of the game, select the following Attribute allocation to give us the optimal start for the Gorilla Arms Build in Cyberpunk 2077.

Attribute Points Description

cyberpunk 2077 attribute body icon
Body

+3
  • Unlocks Painkiller and the health regen row, and gets you close to Wrecking Ball and Breakthrough at 9. 6 Body also opens a lot of doors early.
cyberpunk 2077 attribute technical ability icon1

Technical Ability

+2
  • Unlocks Glutton for War, First Aid and Transfusion for better health items.
cyberpunk 2077 attribute reflexes icon

Reflexes

+2
  • Unlocks Slippery, Power Slide and Parkour.
cyberpunk 2077 attribute cool icon

Cool

None
  • N/A
cyberpunk 2077 attribute intelligence icon

Intelligence

None
  • N/A


Max Level Attributes

Cyberpunk 2077 Gorilla Arms Build Max Attributes

At max level, you want to have the following distribution of Attributes for the Gorilla Arms Build in Cyberpunk 2077:

  • cyberpunk 2077 attribute body icon 20 Body
  • cyberpunk 2077 attribute reflexes icon 20 Reflexes
  • cyberpunk 2077 attribute technical ability icon1 20 Technical Ability
  • cyberpunk 2077 attribute cool icon 18 Cool
  • cyberpunk 2077 attribute intelligence icon 3 Intelligence

Why these numbers: Body goes to 20 for Savage Sling and Pain to Gain, and every point adds +0.5% Gorilla Arms damage and +10% Health Regen through Chitin. Reflexes goes to 20 for Tailwind, and BioDyne Berserk adds +1% Crit Chance per Reflexes point while it runs. Technical Ability goes to 20 for Edgerunner and Ticking Time Bomb. That leaves 18 points for Cool, and every Cool point adds +1.25% Crit Damage, so +22.5% at 18. Body, Reflexes, Technical Ability and Cool are all at 9 or higher, so Renaissance Punk gives +16 Cyberware Capacity.

Why Intelligence stays at 3: Nothing in the Intelligence tree helps a fist build, and Renaissance Punk already counts four Attributes. Raising Intelligence to 9 would take 6 points out of Cool for only +4 capacity.


Perks – Gorilla Arms Build Cyberpunk 2077

In this section of the Cyberpunk 2077 Gorilla Arms 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 to 9 for Wrecking Ball and Breakthrough, then to 15 for Quake and Adrenaline Rush. Technical Ability to 9 comes next for All Things Cyber, Renaissance Punk and Health Freak, then Reflexes to 9 for Dash. After that, License to Chrome and Built Different at 15 Technical Ability and Air Dash at 15 Reflexes. Savage Sling, Pain to Gain, Ticking Time Bomb, Edgerunner and Tailwind come last, since they need 20.

Perk Points: This build uses 67 of the 80 Perk Points at level 60: 28 in Technical Ability, 25 in Body and 14 in Reflexes. Nothing else in these trees makes Gorilla Arms stronger, so the last 13 are free. Put them into the perks for a backup gun if you want one, or keep them for a respec. If you want Cyborg, read the Hands section first.


cyberpunk 2077 attribute body iconBody Perks

Cyberpunk 2077 Gorilla Arms Build Body Perks

The cyberpunk 2077 attribute body icon Body Perk-Tree is the heart of the Gorilla Arms Build, and we max it out at 20. Gorilla Arms count as Blunt Weapons, so we take the whole Blunt branch on the right, plus health regen and Adrenaline Rush in the middle.

Perk Prioritization: Prioritize perks in bold.

cyberpunk 2077 attribute body icon Body Perk Tree Summary

Punching, healing and Superhero Landings.

  • Strong Attacks that strip all enemy Armor
  • Quake ground slams and Superhero Landings
  • Health and Stamina back from every slam
  • Blocking that cuts ranged damage and knocks enemies down
  • Adrenaline Rush as a second health bar
  • A finisher that restores 200% Health

Level 4 Perks

The health regen row.

Perk Description
Painkiller icon Cyberpunk2077

Painkiller

Unlocks passive health regeneration during combat. Chitin adds +10% Health Regen per Body point on top, so this is where most of my healing starts.
Comeback Kid icon Cyberpunk2077

Comeback Kid

The lower your health, the faster you regenerate.
Speed Junkie icon Cyberpunk2077

Speed Junkie

+100% Health Regen while sprinting. Gorilla Arms let you sprint, so I heal on the way to the next group.
Army of One icon Cyberpunk2077

Army of One

More health regen for each nearby enemy. A fist build fights in the middle of the group, so this works the whole fight.
Dorph-head icon Cyberpunk2077

Dorph-head

Using the Blood Pump or a health item gives you a big boost to Mitigation Chance for 1 second. I heal right before every Berserk, so I get it every time.

Level 9 Perks

Wrecking Ball opens the Blunt branch, and everything around it works with Gorilla Arms.

Perk Description
Wrecking Ball icon Cyberpunk2077

Wrecking Ball

-15% Stamina cost with Blunt Weapons, then the ability to barrel into enemies while sprinting and blocking, with a chance to knock them down. Gorilla Arms let you sprint, unlike Sasquatch’s Hammer, so the charge works every time.
Breakthrough icon Cyberpunk2077

Breakthrough

-100% enemy Armor for 7 seconds after you hit them with a Strong Attack. Armored enemies and bosses get a Strong Attack first, then every punch does full damage.
Kinetic Absorption icon Cyberpunk2077

Kinetic Absorption

Blocking an attack gives you Stamina and a short boost to Blunt Weapon damage.
Fly Swatter icon Cyberpunk2077

Fly Swatter

-40% incoming ranged damage while blocking with Blunt Weapons. I block while I walk up to the gunners.
Clapback icon Cyberpunk2077

Clapback

A huge Knockdown chance on Defensive Attacks, with a 10 second cooldown, and a much higher Stun chance on Counterattacks. Stunned enemies are easier to finish with Savage Sling.

Level 15 Perks

The big tier. Quake on the right, Adrenaline Rush in the middle.

Perk Description
Adrenaline Rush icon Cyberpunk2077

Adrenaline Rush

+35 max health, +20% to all health regen, then Adrenaline Rush itself. Health items and the Blood Pump now also give Adrenaline equal to 30% of your max health, shown as a yellow second health bar. Berserk blocks health items, so I fill it right before I activate it.
Juggernaut icon Cyberpunk2077

Juggernaut

+20% movement speed and +10% damage while Adrenaline Rush is active.
Unstoppable Force icon Cyberpunk2077

Unstoppable Force

Immunity to movement penalties, knockdown and blinding while Adrenaline Rush is active. Nobody knocks me over in the middle of a group.
Calm Mind icon Cyberpunk2077

Calm Mind

A 3 second delay before Adrenaline starts decaying. You need it for Ripple Effect.
Quake icon Cyberpunk2077

Quake

-15% Blunt Stamina cost, +20% Blunt attack speed, then the ground slam. It damages and staggers everyone around you with a chance of Knockdown, and from midair it becomes a Superhero Landing. 10 second cooldown. How to do a Superhero Landing.
Epicenter icon Cyberpunk2077

Epicenter

A Quake from midair scales its area and damage with your fall speed and fall distance. Fortified Ankles’ charged jump gets you the height.
Aftershock icon Cyberpunk2077

Aftershock

+30 Stamina for every enemy hit with Quake. One slam pays for the next few punches.
Ripple Effect icon Cyberpunk2077

Ripple Effect

+15% Health for every enemy hit by Quake. A Superhero Landing on five enemies heals 75%.

Level 20 Perks

Body is at 20, so we take both capstones.

Perk Description
Finisher Savage Sling icon Cyberpunk2077

Finisher: Savage Sling

Unlocks the Blunt Weapon Finisher, which restores 200% Health. Stunned enemies are more susceptible, and Ticking Time Bomb stuns the whole group every time I go Berserk. Hold the button instead to throw the enemy into their friends.
Pain to Gain icon Cyberpunk2077

Pain to Gain

While Adrenaline Rush is active, every kill recharges your health items by 20%. Health items fill Adrenaline, and kills refill health items.

Skip: The Body gun perks like Rip and Tear and Dread. They are for shotguns and machine guns, and this build doesn’t carry any.


cyberpunk 2077 attribute technical ability icon1Technical Ability Perks

Cyberpunk 2077 Gorilla Arms Build Technical Ability Perks

The cyberpunk 2077 attribute technical ability icon1 Technical Ability Perk-Tree powers the chrome and keeps the grenades coming. The left branch gives us health items, grenades and 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.

cyberpunk 2077 attribute technical ability icon1 Technical Ability Perk Tree Summary

Chrome, sustain and an EMP on every Berserk.

  • More health items that recharge faster
  • More grenades, and less damage from your own explosions
  • An EMP that stuns everyone nearby when you activate Berserk
  • Stronger cyberware that lasts longer
  • More Cyberware Capacity from Renaissance Punk and Edgerunner

Level 4 Perks

The health item perks on the left.

Perk Description
Glutton for War icon Cyberpunk2077

Glutton for War

+1 health item charge. Every health item also fills your Adrenaline once Adrenaline Rush is unlocked.
First Aid icon Cyberpunk2077

First Aid

+15% recharge speed for health items when you have only used one charge.
Transfusion icon Cyberpunk2077

Transfusion

+30% health from the final charge of your health item.

Level 9 Perks

Health items and grenades on the left, the Cyberware perks in the middle.

Perk Description
Health Freak icon Cyberpunk2077

Health Freak

Faster recharge for health items and grenades, then an instant partial recharge after every kill. Max it out.
Borrowed Time icon Cyberpunk2077

Borrowed Time

If you are below 25% health and out of health item charges, your next kill instantly recharges a health item.
Field Medic icon Cyberpunk2077

Field Medic

15% faster health item use in combat. I heal right before Berserk, so every bit of speed counts.
Demolitions Surplus icon Cyberpunk2077

Demolitions Surplus

+1 grenade charge, and much faster grenade recharge outside of combat. Grenades are my only ranged attack.
Coming in Hot icon Cyberpunk2077

Coming in Hot

+50% grenade recharge speed when you have no grenades left.
All Things Cyber icon Cyberpunk2077

All Things Cyber

+10% to all cyberware stat modifiers and -20% Cyberware Capacity cost for Integumentary System and Skeleton chrome. That discount saves about 23 capacity in this build. Max it out.
Driver Update icon Cyberpunk2077

Driver Update

Every cyberware gets an additional stat modifier.
Chipware Connoisseur icon Cyberpunk2077

Chipware Connoisseur

When you upgrade cyberware, you can choose between two stat modifiers, and from Tier 3 between three. I pick melee damage and Crit Damage wherever I can.
Renaissance Punk icon Cyberpunk2077

Renaissance Punk

+4 Cyberware Capacity for each Attribute at 9 or higher. Body, Reflexes, Technical Ability and Cool all count, so that is +16 capacity.
Chrome Constitution icon Cyberpunk2077

Chrome Constitution

-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 grenade perks on the left, chrome in the middle.

Perk Description
Pyromania icon Cyberpunk2077

Pyromania

Faster health item and grenade recharge, a bigger grenade explosion radius, then Pyromania stacks when your explosions hit enemies. Ticking Time Bomb sits behind it.
Heat Shield icon Cyberpunk2077

Heat Shield

Every Pyromania stack gives you Mitigation Chance. I open every fight with a grenade, so I walk in with the stacks already up.
Burn This City icon Cyberpunk2077

Burn This City

At 6 Pyromania stacks, the stacks are used up to give you a grenade charge back instantly, and their bonuses stay active for 1 more second.
Friendlier Fire icon Cyberpunk2077

Friendlier Fire

+50% resistance to damage and effects from your own explosions. In melee range, my grenades go off right next to me.
License to Chrome icon Cyberpunk2077

License to Chrome

+10% to all cyberware stat modifiers, +40 armor and an extra Skeleton slot. That third slot holds the Kinetic Frame. Max it out.
Extended Warranty icon Cyberpunk2077

Extended Warranty

+15% duration for all cyberware effects, so Berserk lasts longer.
Built Different icon Cyberpunk2077

Built Different

Unlocks the Cellular Adapter for the Integumentary System. You need it to use the Cellular Adapter properly.

Skip: Cyborg and Ambidextrous. Cyborg needs every slot filled, and I leave the Hands slot empty. See the Hands section if you want it anyway.

Level 20 Perks

Technical Ability is at 20, so we take two capstones.

Perk Description
Ticking Time Bomb icon Cyberpunk2077

Ticking Time Bomb

Every time you activate Berserk, 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. A stunned group is a group of easy Savage Slings.
Edgerunner icon Cyberpunk2077

Edgerunner

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 41 points over, see the Cyberware section.


cyberpunk 2077 attribute reflexes iconReflexes Perks

Cyberpunk 2077 Gorilla Arms Build Reflexes Perks

The cyberpunk 2077 attribute reflexes icon Reflexes Perk-Tree is only used for its movement branch in the middle. Gorilla Arms need you close, and this is how you get there and how you get up in the air for a Superhero Landing. We max it out at 20 for Tailwind and the extra Crit Chance during Berserk.

Perk Prioritization: Prioritize perks in bold.

cyberpunk 2077 attribute reflexes icon Reflexes Perk Tree Summary

Getting close, and getting up.

  • Dash, and twice the Dash range toward enemies
  • Mitigation while dashing and in midair
  • Air Dash for Superhero Landings
  • Free Air Dashes that give Stamina back

Level 4 Perks

Slippery and the movement row behind it.

Perk Description
Slippery icon Cyberpunk2077

Slippery

The faster you move, the harder you are to hit. It also opens the movement branch.
Power Slide icon Cyberpunk2077

Power Slide

Longer slides.
Parkour! icon Cyberpunk2077

Parkour

Faster vaulting and climbing. Getting up on a ledge for a Superhero Landing is quicker.

Level 9 Perks

Dash and the perks around it.

Perk Description
Dash icon Cyberpunk2077

Dash

Rank 1 cuts dodge and dash stamina cost, rank 2 unlocks the Dash itself. Dashing replaces dodging and covers a lot more ground.
Can't Touch This icon Cyberpunk2077

Can’t Touch This

+100% Mitigation Chance while dashing.
Mad Dash icon Cyberpunk2077

Mad Dash

+100% Dash range toward enemies. My gap closer: one Dash and I am in their face.
Mean Streak icon Cyberpunk2077

Mean Streak

Stamina back after a kill while dashing.

Level 15 Perks

Air Dash and the midair perks.

Perk Description
Air Dash icon Cyberpunk2077

Air Dash

Lower dash stamina cost, faster dashes, then the ability to dash in midair. After a charged jump, I Air Dash over the group before I slam down.
Aerial Acrobat icon Cyberpunk2077

Aerial Acrobat

Better control in midair. It helps you line up a Superhero Landing.
Aerodynamic icon Cyberpunk2077

Aerodynamic

A big boost to Mitigation Strength while you are in midair.

Level 20 Perks

Reflexes is at 20, so we take the movement capstone.

Perk Description
Tailwind icon Cyberpunk2077

Tailwind

Air Dashes cost no Stamina, and Air Dashes and double jumps give +25 Stamina. I land my Superhero Landing with more Stamina than I jumped with.

Skip: The blade and gun perks on the left and right. Gorilla Arms are Body weapons, so nothing there works with them.


cyberpunk 2077 attribute cool iconCool Perks

We don’t spend any Perk Points in Cool. Every perk in the tree is for guns, throwables or stealth. Cool sits at 18 for the Crit Damage, see the Attributes section.


cyberpunk 2077 attribute intelligence icon Intelligence Perks

We don’t spend any Perk Points or Attribute Points in Intelligence. It stays at 3. The fists do all the talking.


cyberpunk 2077 attribute relic iconRelic Perks (Phantom Liberty DLC)

Cyberpunk 2077 Gorilla Arms Build Relic Perks

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 for the Gorilla Arms shockwave, and one to make every punch count.

Perk Description
Jailbreak icon Cyberpunk 2077

Jailbreak

Unlocks new abilities for all Arm cyberware. For the Gorilla Arms, every attack now charges them, and a fully charged Strong Attack deals massive damage and creates a shockwave that staggers nearby enemies. Gorilla Arms shockwave explained.
Limiter Removal icon Cyberpunk 2077

Limiter Removal

The shockwave from a charged Gorilla Arms attack now knocks down all enemies within range. One charged punch and the whole group is on the floor.
Vulnerability Analytics icon Cyberpunk 2077

Vulnerability Analytics

Lets you spot Vulnerabilities in enemy armor and cyberware during combat. Hitting one gives 100% Crit Chance and +25% Armor Penetration, and destroying it sets off an EMP blast in a 3 metre radius. Quake and the shockwave can hit several at once.
Machine Learning icon Cyberpunk 2077

Machine Learning

Destroying a Vulnerability makes new ones appear more often and grants Crit Damage against them, stacking five times with the effects doubled at max stacks.

The other 7 Relic points: I leave them unspent. Launch Capacity Override, Data Tunneling and Spatial Mapping are for the Projectile Launch System, the Monowire and the Mantis Blades, and Emergency Cloaking and Sensory Protocol are for stealth with Optical Camo.


Cyberware for the Gorilla Arms Build in Cyberpunk 2077

Cyberpunk 2077 Gorilla Arms Build Cyberware

Crits, armor and healing: BioDyne Berserk and the Cockatrice Optics make almost every punch a crit, Dense Marrow and Microrotors make them hit harder and faster, and Chitin, the Skeleton and the Circulatory System keep me alive in the middle of the group. Fortified Ankles get me up in the air for the Superhero Landing.

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 273 at Tier 5++, already including the -20% from All Things Cyber on the Skeleton and Integumentary System.

That is 41 points over, and Edgerunner lets you go up to 50 over. It costs -0.5% Max Health per point, so about -20% Max Health. Chitin, Adrenaline Rush, Ripple Effect and Savage Sling give a lot more than that back. Edgerunner needs 20 Technical Ability, so until you have it, leave the Axolotl out. That brings you down to about 225, just inside the limit.

Once you have collected Capacity Shards, you can go further. I explain the swaps in With all Capacity Shards below.

Stat modifiers: With Chipware Connoisseur, you choose the stat modifier every time you upgrade cyberware. I pick melee damage and Crit Damage first, then Crit Chance and Armor.

Important: Priority Cyberware is marked in bold.

How to get and upgrade Cyberware

  • Finding vs. Buying: Cyberware can be found as world loot or bought from Ripperdocs. Both world loot and Ripperdoc store inventories are strictly locked to your character’s level. You cannot buy higher tier cyberware than your level allows.
  • Level Tiers:
    • Tier 1 – Level 1-9
    • Tier 2 – Level 10-19
    • Tier 3 – Level 20-29
    • Tier 4 – Level 30-39
    • Tier 5 – Level 40+
  • Upgrading: While you can’t buy high-tier cyberware early, you can upgrade any cyberware you already own all the way to Tier 5++ at any Ripperdoc, regardless of your level, as long as you have the required item components.

Ripperdocs Inventory

All Ripperdocs in Night City have the same inventory, except the Ripperdoc in Dogtown (Phantom Liberty DLC), who has exclusive iconic Cyberware.

  • Night City Ripperdocs – Standard Cyberware (Tier 1-5).
  • Dogtown (Phantom Liberty DLC) – Standard Cyberware + Iconic Cyberware

Operating System

Cyberware Description
BioDyne Berserk icon Cyberpunk 2077

BioDyne Berserk

  • The core of the build. At Tier 5++: 50% damage reduction for 11 seconds, and your health can’t drop below 25%, with a 35 second cooldown.
  • Melee attacks cost no Stamina, plus +30% attack speed, +20% Crit Chance and +100% Crit Damage while it is active.
  • Attuned to Reflexes: +1% Crit Chance during Berserk per Reflexes point, so another +20% at 20 Reflexes.
  • When it ends, you get +25% health for every enemy you neutralized.
  • You can’t use health items and you are limited to melee while it runs. Gorilla Arms are melee, so the only thing I lose is healing. How to use Berserk.
Zetatech Berserk icon Cyberpunk 2077

Zetatech Berserk
(Alternative)

45% damage reduction, the same 25% health floor and free melee attacks, +20% attack speed, and a Superhero Landing when you Quick Melee in midair with a Blunt Weapon. Only 16 capacity and attuned to Body, but no Crit bonuses. Quake already gives us the Superhero Landing.
Militech Berserk icon Cyberpunk 2077

Militech Berserk
(Alternative)

Invulnerable for 12 seconds instead of half damage, with +30% attack speed, +20% movement speed and more damage at low health. Safer, but you lose all of BioDyne’s Crit Chance and Crit Damage, and it costs 35 capacity.

Location of items:

  • BioDyne Berserk: Any Ripperdoc from level 10.
  • Zetatech Berserk: Any Ripperdoc after level 30.
  • Militech Berserk: Iconic, sold by all Ripperdocs after level 30, and also awarded through a Phantom Liberty ending.

Frontal Cortex

Cyberware Description
Axolotl icon Cyberpunk 2077

Axolotl

-7.5% cooldown for all your cyberware after every kill. Berserk and the Blood Pump come back much faster, and in a big fight Berserk is ready again almost as soon as it ends.
Mechatronic Core icon Cyberpunk 2077

Mechatronic Core

+40% damage against drones, robots, mechs and turrets. Mechs are the hardest thing to punch to death, and this helps a lot. Only 5 capacity.
Self-ICE icon Cyberpunk 2077

Self-ICE

Automatically negates an enemy quickhack, with a 20 second cooldown. Netrunners are one of the few things that can stop me on the way in. Only 5 capacity.

Location of items:

  • Axolotl: Iconic, from Regina Jones after the gig Last Call, also sold by Dogtown Ripperdocs and found in airdrops.
  • Mechatronic Core: Sold by Ripperdocs, with quality scaling as you level.
  • Self-ICE: Any Ripperdoc after level 20.

Face

Cyberware Description
Kiroshi Cockatrice Optics icon Cyberpunk 2077

Kiroshi “Cockatrice” Optics

+35% Crit Chance. Together with BioDyne’s +40% at 20 Reflexes, that is +75% Crit Chance during Berserk.
Kiroshi Sentry Optics icon Cyberpunk 2077

Kiroshi “Sentry” Optics
(Early Game)

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

Cyberware Description
Gorilla Arms icon Cyberpunk 2077

Gorilla Arms

  • Physical damage with a 20% Bleeding chance, and +6 to Body Attribute checks.
  • Attuned to Body: +0.5% damage per Body point, so +10% at 20 Body.
  • They count as Blunt Weapons, so Quake, Breakthrough, Savage Sling and the rest of the Blunt branch all work with them.
  • With Jailbreak, a fully charged Strong Attack releases a shockwave, and Limiter Removal makes it knock down every enemy in range.
  • Only 8 capacity.

The Electrifying, Thermal and Toxic versions work too. I compare all four in Best Gorilla Arms. Update 2.5 added Glamdocs, so you can give your Gorilla Arms a new look at one of the 5 Glamdocs (spray paint icon on the map).

Location of items:

  • Gorilla Arms: Any Ripperdoc from level 10, with quality scaling by level.

Hands

I leave the Hands slot empty. Every Hands cyberware is for guns or throwables, and Gorilla Arms don’t use any of them.

That is also why Cyborg isn’t in the perk list: it needs every available slot filled. If you want its -15% cyberware cooldowns for a faster Berserk, put the Ballistic Coprocessor icon Cyberpunk 2077Ballistic Coprocessor in here. It costs only 2 capacity and is just there to fill the slot.


Skeleton

Cyberware Description
Dense Marrow icon Cyberpunk 2077

Dense Marrow

+24% melee damage, at the cost of +20% melee Stamina cost. During Berserk your punches cost no Stamina at all, so you get the damage without the downside.
Spring Joints icon Cyberpunk 2077

Spring Joints

+16% Mitigation Strength. Slippery, Can’t Touch This, Neofiber, the Kinetic Frame and Heat Shield all give Mitigation Chance, and this makes every one of those mitigated hits hurt less.
Kinetic Frame icon Cyberpunk 2077

Kinetic Frame

+16% Mitigation Chance while your Stamina is above 85%. Berserk keeps your Stamina full, and Aftershock and Tailwind refill it outside of it.

License to Chrome gives you the third Skeleton slot. Fill all three for Chrome Constitution.

Location of items:

  • Dense Marrow: Any Ripperdoc from level 10.
  • Spring Joints: Any Ripperdoc from level 10, with quality scaling by level.
  • Kinetic Frame: Any Ripperdoc, with quality scaling as you level.

Nervous System

Cyberware Description
Neofiber icon Cyberpunk 2077

Neofiber

+11% Mitigation Chance and +11% Mitigation Strength, so you simply take less damage while standing in the middle of the group.
Reflex Tuner icon Cyberpunk 2077

Reflex Tuner

Slows time by 60% for 4.5 seconds when your Health drops below 25%, with a 35 second cooldown. Outside Berserk, that is my time to block, heal or finish the last enemy. Only 5 capacity.
Synaptic Accelerator icon Cyberpunk 2077

Synaptic Accelerator

Slows time by 50% for 4.5 seconds when enemy detection reaches 50%. Time to close the distance before they open fire. Only 5 capacity.

Location of items:

  • Neofiber: Any Ripperdoc after level 20.
  • Reflex Tuner: Sold by Ripperdocs, with quality scaling as you level.
  • Synaptic Accelerator: Any Ripperdoc from level 10, with quality scaling by level.

Circulatory System

Cyberware Description
Blood Pump icon Cyberpunk 2077

Blood Pump

Works as a second health item: 110 health right away, then 23 health per second for 6 seconds. With Adrenaline Rush it also fills your Adrenaline, so I use it right before every Berserk.
Microrotors icon Cyberpunk 2077

Microrotors

+25% melee attack speed. It stacks with Berserk’s +30% and Quake’s +20%, so the punches come very fast.
Heal-On-Kill icon Cyberpunk 2077

Heal-on-Kill

+7.5% Health for every kill. Healing during Berserk, when health items are blocked.

Location of items:

  • Blood Pump: Ripperdocs from level 10.
  • Microrotors: Sold by Ripperdocs, with quality scaling as you level. You can also loot a copy from Lely Hein during the Cyberpsycho Sighting Six Feet Under in Northside.
  • Heal-on-Kill: Sold by Ripperdocs, with quality scaling as you level.

Integumentary System

Cyberware Description
Chitin icon Cyberpunk 2077

Chitin

A very durable shell under your skin, plus +10% Health Regen for every Body point. At 20 Body, that is +200% Health Regen on top of Painkiller, Army of One and Adrenaline Rush.
Cellular Adapter icon Cyberpunk 2077

Cellular Adapter

For every Technical Ability point: +1% explosion resistance, +0.5% health item recharge speed and +0.5% grenade recharge speed. At 20 Technical Ability, that is +20% explosion resistance and +10% faster health items and grenades. Needs Built Different.
Subdermal Armor icon Cyberpunk 2077

Subdermal Armor

+300 Armor for only 5 capacity. It fills the third slot for Chrome Constitution.

Location of items:

  • Chitin: Iconic Subdermal Armor variant (Phantom Liberty DLC), sold by Dogtown Ripperdocs and found in airdrops.
  • Cellular Adapter: Any Ripperdoc, after unlocking the Built Different perk.
  • Subdermal Armor: You get it during the intro quest The Ripperdoc, and Ripperdocs sell better versions as you level.

Legs

Cyberware Description
Fortified Ankles icon Cyberpunk 2077

Fortified Ankles

Charged jumps. Hold jump to charge it, then release for a much higher and longer jump. More height means a bigger Superhero Landing with Epicenter.
Reinforced Tendons icon Cyberpunk 2077

Reinforced Tendons
(Alternative)

Double jump instead of a charged jump. Quicker to use, and Tailwind gives +25 Stamina for every double jump, but you get less height for the slam.

Location of items:

  • Fortified Ankles: Any Ripperdoc from level 10.
  • Reinforced Tendons: Any Ripperdoc from level 10.

With all Capacity Shards

Capacity Shards permanently raise your Cyberware Capacity by +2, +3, +4 or +6 each, depending on their tier. They drop from enemies, police scanner activities and airdrops until you have them all: 60 capacity from the base game and 14 more from Phantom Liberty. With all of them, you have 306 Cyberware Capacity, and 356 with Edgerunner.

That is enough room for three more expensive pieces. These are the swaps I make:

Slot Swap out Swap in Extra capacity
Nervous System Synaptic Accelerator Deep-field Visual Interface +35
Integumentary System Subdermal Armor Painducer +20
Integumentary System Cellular Adapter Shock-n-Awe +12

  • Deep-field Visual Interface: Its main effect is Crit Chance at range, which does nothing for fists. I take it for the Cool attunement: +1% Crit Damage per Cool point, so +18% at 18 Cool.
  • Painducer: A lot of Armor, and 30% of the damage you take is turned into damage over time instead. Attuned to Body for +0.5% damage over time resistance per point, so +10% at 20 Body.
  • Shock-n-Awe: A lot of Armor and a 10% chance to release a big electroshock at every enemy nearby whenever you take damage. In the middle of a group, it goes off all the time. Once the Cellular Adapter is gone, you can move the Built Different point elsewhere.

That brings the total to about 340 of 356. You are about 34 points over 306, so Edgerunner costs about -17% Max Health.

The Deep-field Visual Interface is an iconic from Dogtown Ripperdocs (Phantom Liberty DLC). The Painducer is sold by Ripperdocs from level 30, and Shock-n-Awe by any Ripperdoc from level 10.


Weapons for the Gorilla Arms Build in Cyberpunk 2077

Cyberpunk 2077 Gorilla Arms Weapons

Your arms are the weapon: Gorilla Arms are Arm cyberware, but the game treats them as Blunt Weapons. That means every Blunt perk in the Body tree works with them, and you never run out of ammo.

  • Body perks like Quake, Breakthrough and Finisher: Savage Sling boost Blunt Weapons, and Gorilla Arms are one.
  • Every version costs 8 capacity, and each one is attuned to a different Attribute.
  • Jailbreak and Limiter Removal only work with Gorilla Arms, not with hammers or bats.

Upgrade: Gorilla Arms are upgraded at the Ripperdoc, like any other cyberware.

Item Description
Gorilla Arms icon Cyberpunk 2077

Gorilla Arms
(Main)

My pick. Physical damage with a 20% Bleeding chance, attuned to Body for +10% damage at 20 Body.
Electrifying Gorilla Arms icon Cyberpunk 2077

Electrifying Gorilla Arms
(Alternative)

Electrical damage with a 20% Shock chance, attuned to Technical Ability for +10% damage at 20 Technical Ability.
Thermal Gorilla Arms icon Cyberpunk 2077

Thermal Gorilla Arms
(Alternative)

Thermal damage with a 20% Burn chance, attuned to Reflexes for +10% damage at 20 Reflexes.
Toxic Gorilla Arms icon Cyberpunk 2077

Toxic Gorilla Arms
(Alternative)

Chemical damage with a 20% Poison chance, attuned to Cool for +9% damage at 18 Cool.

Location of items:

  • Gorilla Arms: Any Ripperdoc from level 10, with quality scaling by level.
  • Electrifying, Thermal and Toxic Gorilla Arms: Sold by Ripperdocs across Night City, with availability scaling with your level and Street Cred.

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. Grenades are also my answer to flying drones I can’t reach.

Health item: MaxDOC MK.5 for the big instant heal, right before every Berserk.

Want to swing something instead? Every Blunt perk here also works with hammers, clubs and bats. Read my Cyberpunk 2077: Hammer Build with Sasquatch’s Hammer.


Best Gorilla Arms in Cyberpunk 2077

All four Gorilla Arms cost 8 capacity and get the same Jailbreak shockwave. What changes is the element, the status effect and the Attribute they are attuned to. This is how I rank them, from best to worst:

  1. Gorilla Arms (Physical): The best Gorilla Arms for a Body build. Attuned to Body, which every fist build maxes out anyway, and Bleeding adds damage over time. Sold by any Ripperdoc from level 10, so you can use them all game.
  2. Electrifying Gorilla Arms (Electrical): The best Gorilla Arms for a Technical Ability hybrid. Attuned to Technical Ability, which this build maxes out as well. This is the version I use in my Weak Kingsley Build.
  3. Thermal Gorilla Arms (Thermal): The best Gorilla Arms for a Reflexes build. Attuned to Reflexes, and Burn pairs well with incendiary grenades. With 20 Reflexes in this build, they get the same +10% attunement bonus as the Physical ones.
  4. Toxic Gorilla Arms (Chemical): The best Gorilla Arms for a Cool build. Attuned to Cool, so they fall slightly behind here at 18 Cool. Poison works best on enemies you can keep hitting for a while.

My advice: With Body, Reflexes and Technical Ability all at 20, the first three get the same +10% attunement bonus in this build, so pick the status effect you like. I stay on Physical because it fits a Body build and is the easiest version to get.


Gear for the Gorilla Arms Build in Cyberpunk 2077

Glamdoc Cyberpunk 2077

Since gear is mostly cosmetic, you can wear whatever you want. All of this build’s defense comes from cyberware instead, mainly BioDyne Berserk, Chitin, the Skeleton and Adrenaline Rush. I like a sleeveless top, so the chrome arms are on show.

Change the look of your Gorilla Arms: Update 2.5 added Glamdocs, so the arms can match your outfit too. Visit one of the 5 Glamdocs (spray paint icon on the map) to give your Gorilla Arms a new look. It is cosmetic only, so the stats and the element stay the same.


Skill Progression in Cyberpunk 2077

This is often overlooked; in the character menu, you can actually click on “Skill Progression”. This will send you to a very powerful mechanic in Cyberpunk 2077.

By leveling up these trees you gain powerful effects.

For our Cyberpunk 2077: Gorilla Arms Build you want to focus on Solo, Engineer and Shinobi. Solo is the big one: every Gorilla Arms kill and every finisher levels it. At level 20 Gorilla Arms get +20% damage and attack speed, at 40 you get +10% Crit Chance within 5 metres, at 45 +25% Strong Attack damage, at 50 +25% Health after every finisher, and at 60 Berserk lasts 30% longer and Savage Sling heals 50% more. Engineer gives you the extra Cyberware Capacity this build counts on, and Shinobi comes naturally from dashing into every fight.


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 Gorilla Arms Build in Cyberpunk 2077

Here are a few general leveling tips for the Gorilla Arms Build in Cyberpunk 2077.


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.

  1. Regular Start (Don’t skip ahead to Phantom Liberty).
  2. Immediately after the prologue, once you are out of your room and go downstairs before you enter the elevator.
    1. Weapon Vendor: Buy the Iconic pistol Dying Night.
    2. Coach Fred: Capacity Boosters (in case you get over capacity so you can still move).
  3. Buff Routine: Sleep & Shower. This gives you 20% Skill XP acquisition and Health Regen.
  4. Watson Clean Sweep (NCPD Missions):
    1. Watson is the first district you play in.
    2. Clearing all missions takes 1-2 hours. This will give you at least 10 levels, 15 Street Cred and over 150k Eddies Cash. 
    3. Loot all enemies and either disassemble for materials or sell them at the vendor for extra Eddies.
  5. Get the Fenrir SMG from the monk mission. This SMG is insanely good at the start because it often stuns enemies.
  6. Visit a Ripperdoc at level 10: After you have enough money, it’s time to get chromed up.
    1. Gorilla Arms (Arms): Sold from level 10. Every Blunt perk works with them from day one.
    2. BioDyne Berserk (Operating System): Sold from level 10. Half damage and free punches. This is the Berserk the build ends with.
    3. Fortified Ankles (Legs): Charged jumps, for Superhero Landings once you have Quake.
    4. Dense Marrow (Skeleton): +24% melee damage.
    5. Synaptic Accelerator (Nervous System): Slows time by 20% for 2s when enemy detection reaches 50%.
    6. Whatever else you can fit!
  7. 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

Cyberpunk 2077 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 Gorilla Arms Build in Cyberpunk 2077. Perks are the bread and butter of any CP2077 Build, as they significantly enhance your power.

  1. You get one Perk Point per character level.
  2. Skill Progression awards you with Perk Points.
  3. 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

Skill Progression Perk Points Cyberpunk 2077

This is often overlooked; the Skill Progression system also awards you Perk Points at 15 and 35. So you can get an additional 10 Perk Points from this.

Character menu > bottom right Skill Progression.

Perk Shards

There are 10 base-game Perk Shards and 3 Phantom Liberty DLC Perk Shards you can collect to earn additional perks in Cyberpunk 2077.

Read Guide: All 13 Perk Shard Locations in Cyberpunk 2077

Here is the full list, click on the hyperlink of each location to see images, it will send you to the full Cyberpunk 2077: Perk Shards Location Guide.

Shard # Exact Sub-Location District Nearest Fast Travel Point Source Content
1 Abandoned Warehouse A B C (Garages) Watson (Northside) Offshore Street Base Game
2 NCPD Scanner Alert (Car Trunk) Westbrook (Japantown) Dark Matter Base Game
3 Roadside Crash Site (Billboard/Drone) The Badlands Sunset Motel Base Game
4 Suspected Organized Crime Activity (NCPD) The Badlands Sunset Motel Base Game
5 Dead Maintenance Worker at Ventilation Shaft City Center (Corpo Plaza) Corpo Plaza Apartment Base Game
6 At Memorial Park, in a chest during NCPD Assault City Center (Corpo Plaza) Arasaka Tower Base Game
7 Gang Activity under Bridge (NCPD) Heywood (The Glen) Ventura & Skyline Base Game
8 Arasaka Park Entrance Building Upstairs Santo Domingo (Arroyo) Arasaka Industrial Park Base Game
9 Reported Crime Garage (NCPD) Santo Domingo (Rancho Coronado) Woodhaven Street Base Game
10 Riverside Garage (NCPD) Santo Domingo (Arroyo) Red Dirt Bar Base Game
11 “Dog Eat Dog” Starter Quest Dogtown Dogtown Entrance Phantom Liberty DLC
12 Red Van Junk Shop (Marcin) inside EBM Petrochem Stadium Dogtown EBM Petrochem Stadium Phantom Liberty DLC
13 Longshore Stacks below Jung Store behind cardboard Dogtown Longshore Stacks Phantom Liberty DLC


Dogtown Consumables (Phantom Liberty DLC)

During the starter quest of the Phantom Liberty DLC in Cyberpunk 2077 called “Dog Eat Dog” you eventually enter the marketplace area (You can also access the area later at any time). Here you can buy various new stuff that isn’t available in the base game.

Some vendors also sell permanent consumable upgrades, 12k each. Best you go talk to all the vendors in that area and see what they offer.

  • Bartender Shop: Dendritic Protoplasma Supplier permanent +1% Ram Recovery Rate.
  • Netrunner Shop: Dendritic Protoplasma Supplier permanent +2% Ram Recovery Rate.
    • Note: The items are called the same, but they both work, so you get a total of 3% Ram Recovery Rate.
  • Food Vendor: Prototype Pseudo Embryonic Cell Builder permanent +2 Health.
  • Meds Vendor: Prototype Pseudo Embryonic Cell Builder permanent +3 Health.
    • Note: The items are called the same, but they both work, so you get a total of +5 Health.
    • Note: You find the Meds vendor on the opposite side of the Netrunner Vendor in a hallway.
  • Food Vendor: Military-Grade Lactic Acid Recyclers: +1% Stamina Regen Rate.
  • Herold Weapon Vendor: Sells you all the Iconic Weapons you have missed during your playthrough.
  • Marcin/ Michal Kicinski Junk Vendor: 1 Perk Shard and 1 Progression Shard of each type.

Additionally, make sure to check all other vendors in Dogtown. For example at the Longshore Stacks fast travel point, you also have vendors that sell you permanent upgrades.


Cyberpunk 2077 Gorilla Arms FAQ

Are Gorilla Arms good in Cyberpunk 2077?

Yes. In Patch 2.5 they count as Blunt Weapons, so they get every Blunt perk in the Body tree, and with BioDyne Berserk every punch is free and almost always a crit. With Phantom Liberty, the Jailbreak shockwave turns them into crowd control too.

What are the best Gorilla Arms in Cyberpunk 2077?

For a Body build, the Physical Gorilla Arms, because they are attuned to Body. The Electrifying, Thermal and Toxic versions are attuned to Technical Ability, Reflexes and Cool. All four compared.

Do Gorilla Arms count as Blunt Weapons?

Yes. Quake, Breakthrough, Fly Swatter, Finisher: Savage Sling and the rest of the Blunt branch in the Body tree all work with Gorilla Arms. See the Body Perks.

How do you charge Gorilla Arms?

You need the Jailbreak Relic perk from Phantom Liberty. After that, every attack charges the arms, and a fully charged Strong Attack releases a shockwave. Gorilla Arms shockwave explained.

What is the best Berserk for Gorilla Arms?

BioDyne Berserk. It gives +20% Crit Chance, +100% Crit Damage and +1% Crit Chance per Reflexes point on top of the damage reduction. Militech Berserk makes you invulnerable but has no Crit bonuses, and Zetatech Berserk is cheaper. All three compared.

How do you do a Superhero Landing with Gorilla Arms?

Unlock Quake in the Body tree at 15 Body, jump, and press Quake in midair. Epicenter makes it bigger the higher you fall. Step by step.

Where do you get Gorilla Arms?

Any Ripperdoc sells them from level 10, with quality scaling as you level. You can upgrade them to Tier 5++ at any Ripperdoc.

Can you change the look of Gorilla Arms?

Yes. Since Update 2.5 you can restyle them at any of the 5 Glamdocs (spray paint icon on the map). It only changes the look, so your Physical, Electrifying, Thermal or Toxic Gorilla Arms keep their stats. See Gear.

Can I play the Gorilla Arms Build without Phantom Liberty?

Yes. You lose the Relic tree, the Axolotl, Chitin and the Cockatrice Optics, but Quake, Berserk and Savage Sling still carry the build. The swaps are in the Build Overview.


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