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:
- Build Overview & How To Play
- Attributes
- Perks (Skills)
- Cyberware
- Weapons
- Gear
- Skill Progression
- Leveling Tips
- Gorilla Arms FAQ
More Melee Builds: Hammer Build, Mantis Blades Build, Katana Build.
Strengths and Weaknesses list for the Gorilla Arms Build:
Strengths
Weaknesses
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

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.
My Gorilla Arms rotation: This is how almost every fight goes for me.
- 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.
- 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.
- 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.
- 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.
- Finish: Savage Sling the stunned and the wounded for 200% Health each.
- 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 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.
- Heal first: I can’t use health items while Berserk runs, so I use the
Blood Pump or a health item right before I activate it. That fills
Adrenaline Rush, and
Dorph-head adds a moment of Mitigation Chance. - Go in the middle: Activating Berserk triggers
Ticking 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. - 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.
- Collect the heal: When Berserk ends, I get +25% Health for every enemy I took down during it. The
Axolotl cuts its 35 second cooldown by 7.5% with every kill, so in a big fight it is back very fast.
Extended 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 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 with
Mad Dash covers twice the distance toward enemies, and
Can’t Touch This makes me hard to hit while I do it.
Wrecking Ball also lets me barrel into enemies while sprinting and blocking, with a chance to knock them down. - Open with a Strong Attack:
Breakthrough 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 cuts ranged damage by 40% while I block, and
Kinetic Absorption gives me Stamina and a short damage boost for every blocked attack. - Counter:
Clapback 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 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 slams the ground with any Blunt Weapon, Gorilla Arms included. Performed from midair, it becomes a Superhero Landing, and
Epicenter scales its area and damage with how far and how fast I fall. This is how I start every fight:
- Charge the jump: Hold jump with
Fortified Ankles, then release. A charged jump goes much higher and further than a normal one. - Air Dash toward the group:
Air Dash gets me over them, and with
Tailwind it costs no Stamina and gives +25 Stamina back.
Aerodynamic makes me very hard to hurt while I am in the air. - 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.
- Refill:
Ripple Effect gives +15% Health and
Aftershock +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, 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: 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: 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
Body for the Blunt perks and Adrenaline Rush,
Reflexes for movement and Berserk’s Crit Chance, and
Technical Ability for the chrome. The rest goes into
Cool for Crit Damage, and
Intelligence stays at 3.
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 |
|---|---|---|
|
|
+3 |
|
Technical Ability |
+2 |
|
Reflexes |
+2 |
|
Cool |
None |
|
Intelligence |
None |
|
Max Level Attributes

At max level, you want to have the following distribution of Attributes for the Gorilla Arms Build in Cyberpunk 2077:
20 Body
20 Reflexes
20 Technical Ability
18 Cool
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.
Body Perks

The
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.
Level 4 Perks
The health regen row.
Level 9 Perks
Wrecking Ball opens the Blunt branch, and everything around it works with Gorilla Arms.
Level 15 Perks
The big tier. Quake on the right, Adrenaline Rush in the middle.
| Perk | Description |
|---|---|
| +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. | |
| +20% movement speed and +10% damage while Adrenaline Rush is active. | |
| Immunity to movement penalties, knockdown and blinding while Adrenaline Rush is active. Nobody knocks me over in the middle of a group. | |
| A 3 second delay before Adrenaline starts decaying. You need it for Ripple Effect. | |
| -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. | |
| A Quake from midair scales its area and damage with your fall speed and fall distance. Fortified Ankles’ charged jump gets you the height. | |
| +30 Stamina for every enemy hit with Quake. One slam pays for the next few punches. | |
| +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.
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.
Technical Ability Perks

The
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.
Level 4 Perks
The health item perks on the left.
Level 9 Perks
Health items and grenades on the left, the Cyberware perks in the middle.
Level 15 Perks
Pyromania and the grenade perks on the left, chrome in the middle.
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 |
|---|---|
| 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. | |
| 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. |
Reflexes Perks

The
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.
Level 4 Perks
Slippery and the movement row behind it.
Level 9 Perks
Dash and the perks around it.
Level 15 Perks
Air Dash and the midair perks.
Level 20 Perks
Reflexes is at 20, so we take the movement capstone.
| Perk | Description |
|---|---|
| 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.
Cool 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.
Intelligence Perks
We don’t spend any Perk Points or Attribute Points in Intelligence. It stays at 3. The fists do all the talking.
Relic Perks (Phantom Liberty DLC)

The Relic tree runs on Relic points from Phantom Liberty rather than attribute levels, so there are no level tiers here. We spend 8 points across two branches: one for the Gorilla Arms shockwave, and one to make every punch count.
| Perk | Description |
|---|---|
| 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. | |
| 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. | |
| 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. | |
| 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

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.
- Operating System (Most Important)
- Frontal Cortex
- Face
- Arms
- Hands
- Skeleton
- Nervous System
- Circulatory System
- Integumentary System
- Legs
- With all Capacity Shards
Operating System
| Cyberware | Description |
|---|---|
|
|
Zetatech Berserk |
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 |
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
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 |
|---|---|
| +35% Crit Chance. Together with BioDyne’s +40% at 20 Reflexes, that is +75% Crit Chance during Berserk. | |
Kiroshi “Sentry” Optics |
Highlights cameras and turrets when scanning. Only 2 capacity, so it is my pick until I reach Dogtown. |
Location of items:
- Kiroshi “Cockatrice” Optics: Iconic, Dogtown Ripperdocs from level 35 (Phantom Liberty DLC), also found in Dogtown airdrops.
- Kiroshi “Sentry” Optics: Any Ripperdoc.
Arms
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 in here. It costs only 2 capacity and is just there to fill the slot.
Skeleton
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
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
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
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 |
|---|---|
| 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 |
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

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 |
My pick. Physical damage with a 20% Bleeding chance, attuned to Body for +10% damage at 20 Body. |
Electrifying Gorilla Arms |
Electrical damage with a 20% Shock chance, attuned to Technical Ability for +10% damage at 20 Technical Ability. |
Thermal Gorilla Arms |
Thermal damage with a 20% Burn chance, attuned to Reflexes for +10% damage at 20 Reflexes. |
Toxic Gorilla Arms |
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:
- 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.
- 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.
- 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.
- 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

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
- 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.
- Gorilla Arms (Arms): Sold from level 10. Every Blunt perk works with them from day one.
- BioDyne Berserk (Operating System): Sold from level 10. Half damage and free punches. This is the Berserk the build ends with.
- Fortified Ankles (Legs): Charged jumps, for Superhero Landings once you have Quake.
- Dense Marrow (Skeleton): +24% melee damage.
- 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 Gorilla Arms Build in Cyberpunk 2077. Perks are the bread and butter of any CP2077 Build, as they significantly enhance your power.
- You get one Perk Point per character level.
- Skill Progression awards you with Perk Points.
- You can farm up to 13 Perk Shards (10 base game, 3 Phantom Liberty DLC)
Perk Point per Character Level
Not much needs to be said here; leveling up gives you one extra Perk Point.
Skill Progression

This is often overlooked; the Skill Progression system also awards you Perk Points at 15 and 35. So you can get an additional 10 Perk Points from this.
Character menu > bottom right Skill Progression.
Perk Shards
There are 10 base-game Perk Shards and 3 Phantom Liberty DLC Perk Shards you can collect to earn additional perks in Cyberpunk 2077.
Read Guide: All 13 Perk Shard Locations in Cyberpunk 2077
Here is the full list, click on the hyperlink of each location to see images, it will send you to the full Cyberpunk 2077: Perk Shards Location Guide.
| Shard # | Exact Sub-Location | District | Nearest Fast Travel Point | Source Content |
|---|---|---|---|---|
| 1 | Abandoned Warehouse A B C (Garages) | Watson (Northside) | Offshore Street | Base Game |
| 2 | NCPD Scanner Alert (Car Trunk) | Westbrook (Japantown) | Dark Matter | Base Game |
| 3 | Roadside Crash Site (Billboard/Drone) | The Badlands | Sunset Motel | Base Game |
| 4 | Suspected Organized Crime Activity (NCPD) | The Badlands | Sunset Motel | Base Game |
| 5 | Dead Maintenance Worker at Ventilation Shaft | City Center (Corpo Plaza) | Corpo Plaza Apartment | Base Game |
| 6 | At Memorial Park, in a chest during NCPD Assault | City Center (Corpo Plaza) | Arasaka Tower | Base Game |
| 7 | Gang Activity under Bridge (NCPD) | Heywood (The Glen) | Ventura & Skyline | Base Game |
| 8 | Arasaka Park Entrance Building Upstairs | Santo Domingo (Arroyo) | Arasaka Industrial Park | Base Game |
| 9 | Reported Crime Garage (NCPD) | Santo Domingo (Rancho Coronado) | Woodhaven Street | Base Game |
| 10 | Riverside Garage (NCPD) | Santo Domingo (Arroyo) | Red Dirt Bar | Base Game |
| 11 | “Dog Eat Dog” Starter Quest | Dogtown | Dogtown Entrance | Phantom Liberty DLC |
| 12 | Red Van Junk Shop (Marcin) inside EBM Petrochem Stadium | Dogtown | EBM Petrochem Stadium | Phantom Liberty DLC |
| 13 | Longshore Stacks below Jung Store behind cardboard | Dogtown | Longshore Stacks | Phantom Liberty DLC |
Dogtown Consumables (Phantom Liberty DLC)
During the starter quest of the Phantom Liberty DLC in Cyberpunk 2077 called “Dog Eat Dog” you eventually enter the marketplace area (You can also access the area later at any time). Here you can buy various new stuff that isn’t available in the base game.
Some vendors also sell permanent consumable upgrades, 12k each. Best you go talk to all the vendors in that area and see what they offer.
- Bartender Shop: Dendritic Protoplasma Supplier permanent +1% Ram Recovery Rate.
- Netrunner Shop: Dendritic Protoplasma Supplier permanent +2% Ram Recovery Rate.
- Note: The items are called the same, but they both work, so you get a total of 3% Ram Recovery Rate.
- Food Vendor: Prototype Pseudo Embryonic Cell Builder permanent +2 Health.
- Meds Vendor: Prototype Pseudo Embryonic Cell Builder permanent +3 Health.
- Note: The items are called the same, but they both work, so you get a total of +5 Health.
- Note: You find the Meds vendor on the opposite side of the Netrunner Vendor in a hallway.
- Food Vendor: Military-Grade Lactic Acid Recyclers: +1% Stamina Regen Rate.
- Herold Weapon Vendor: Sells you all the Iconic Weapons you have missed during your playthrough.
- Marcin/ Michal Kicinski Junk Vendor: 1 Perk Shard and 1 Progression Shard of each type.
Additionally, make sure to check all other vendors in Dogtown. For example at the Longshore Stacks fast travel point, you also have vendors that sell you permanent upgrades.
Cyberpunk 2077 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.





