Welcome to the best John Wick Build for Cyberpunk 2077 (Patch 2.5). Keanu Reeves plays both Johnny Silverhand and John Wick, so of course I had to build Baba Yaga himself: a pistol for headshots, a rifle or shotgun for whatever comes next, a throwing knife, his fists, and no Sandevistan, because John Wick doesn’t need one. Some players call it a gun-fu build or a Baba Yaga build.
The John Wick Build combines the Kongou pistol, the Pit Bull rifle and the Headhunter knife with Kerenzikov, Gorilla Arms and the Chrome Compressor: slow motion on every dash, +200% damage on marked headshots, shockwave knockdowns up close, and a ranked list of the best pistols, assault rifles and shotguns to fight like John Wick.
You can find more builds here on the Cyberpunk 2077 Builds Database page.
Table of Contents for the John Wick Build:
- Build Overview & How To Play
- Attributes
- Perks (Skills)
- Cyberware
- Weapons
- John Wick Outfit
- Skill Progression
- Leveling Tips
- John Wick Build FAQ
More Keanu Reeves Builds: Johnny Silverhand Build. Want two pistols at once? Read my Dual Wield Build, and for every throwing knife in the game, my Throwing Knife Build.
Strengths and Weaknesses list for the John Wick Build:
Strengths
Weaknesses
Cyberpunk 2077 John Wick Build Overview & How To Play

I play this Cyberpunk 2077: John Wick Build loud. I mark the toughest enemy with the Headhunter, put a headshot into him with the Kongou, then dash through the room while Kerenzikov slows time for every shot. Whoever gets too close meets the Gorilla Arms: a charged punch sends out a shockwave that knocks the whole group down, and they get a headshot while they are on the ground.
John Wick doesn’t have a Sandevistan, so neither do I. The Operating System slot holds the Chrome Compressor, which costs nothing and adds +70 Cyberware Capacity. That pays for iconic chrome everywhere else, and Kerenzikov does the slow motion instead.
Pick your weapons: John Wick uses whatever is in reach, and so does this build. The perks cover pistols in Cool, assault rifles in Reflexes and shotguns in Body, so you can carry any two of them. I carry the Kongou and the Pit Bull.
No Phantom Liberty?: The Pit Bull, the Relic perks and some of the iconic chrome come from Phantom Liberty. Without it, I use Psalm 11:6 as my rifle, Kiroshi “Sentry” Optics in the Face slot, the Shock Absorber in the Hands slot, Visual Cortex Support in place of the Deep-field Visual Interface, and Reinforced Tendons on my legs. The Kongou, Kerenzikov, the Gorilla Arms and the Chrome Compressor are all in the base game.
How I Fight Like John Wick (Gun-Fu)
This is how almost every fight goes for me:
- Mark the toughest enemy: Throw the
Headhunter at him first. It marks him, and the next headshot on him with any weapon deals +200% damage. - Headshot with the Kongou:
Focus makes my shots free on Stamina for 2.5 seconds when I aim at full Stamina, and
Deadeye adds headshot damage and removes bullet spread above 85% Stamina. With
Run ‘N’ Gun, hip-fire with a pistol costs no Stamina at all. - Dash and shoot: Dash, slide or dodge and aim.
Kerenzikov slows time by 60%, the
Kerenzikov Boost System makes every shot free on Stamina while it runs, and the
Defenzikov gives me +90% Mitigation Chance for 4 seconds once it ends. - Throw on the move:
Style Over Substance makes every throw during a dash, slide, dodge or crouch-sprint a guaranteed crit, and
Juggler gives the knife back instantly after a headshot or crit kill. - Punch when they get close (optional): A charged Strong Attack with the
Gorilla Arms sends out a shockwave that knocks everyone around me down. Then I finish them on the ground. How to use the Gorilla Arms. - Swap to the rifle for groups and range: The
Pit Bull gets faster with every kill and hits harder the faster I move, and
Salt in the Wound turns every 7th shot on the same target into a huge hit.
Swap a shotgun in: If you would rather fight up close, carry a shotgun instead of the rifle. The Body perks make shotguns obliterate enemies at low Health. My picks are in Best Shotguns.
How To Use Kerenzikov Without A Sandevistan
John Wick doesn’t slow time for minutes at a time. He moves, and he shoots while moving.
Kerenzikov does exactly that: it only slows time when you aim during a slide, dodge or Dash, and it is back after 6 seconds.
- Move first: Dash, slide or dodge.
Dash covers a lot of ground,
Power Slide makes slides longer, and
Air Dash lets you dash in midair too. - Aim during the move: Time slows by 60% for 3.75 seconds. The
Kerenzikov Boost System slows it by a further 19% relative to enemies and makes shooting free on Stamina, so Deadeye stays up. - Take the shots: One or two headshots with the Kongou, or a knife throw with Style Over Substance.
- Get out safe:
Can’t Touch This gives +100% Mitigation Chance during the Dash itself, and the
Defenzikov adds +90% Mitigation Chance for 4 seconds after Kerenzikov ends. - Repeat: The cooldown is only 6 seconds.
Mean Streak gives Stamina back for kills while dashing, so you can keep going.
Why no Sandevistan: The Chrome Compressor’s +70 Cyberware Capacity is worth more to this build than slow motion on demand. It pays for the Cockatrice Optics, the Deep-field Visual Interface, Rara Avis and Chitin. See the Cyberware section. If you want a Sandevistan build check out the David Martinez Build instead.
How To Use The Gorilla Arms With Jailbreak (Optional)
John Wick is as dangerous without a gun as with one. The Gorilla Arms are Arm cyberware, so they don’t take a weapon slot: holster your gun and you fight with them.
Optional: John Wick doesn’t have cyber arms, so this part is up to you. I keep the Gorilla Arms because they only cost 8 capacity and the Arms slot would be empty otherwise. If you skip them, Jailbreak and Limiter Removal do nothing, so put those Relic points into another branch.
- Charge the punch: With
Jailbreak, a charged Strong Attack deals massive damage and sends out a shockwave. - Knock them down:
Limiter Removal makes that shockwave knock down every enemy in range. - Finish them: Swap back to the Kongou and put a headshot into everyone on the ground, or throw the Headhunter.
The Gorilla Arms also add +6 to Body Attribute checks at Tier 5++. With 18 Body, that is 24, so you can force open every door in the game. Update 2.5 added Glamdocs, so you can change the look of your arms at one of the 5 Glamdocs (spray paint icon on the map).
Attributes – John Wick Build
Distributing Attributes correctly for the John Wick 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 John Wick Build’s Attributes are spread over four trees:
Cool for pistols and knives,
Reflexes for assault rifles and movement, and
Body for shotguns and health, while
Technical Ability powers the chrome.
Intelligence stays at 3.
John Wick Build Start Attributes
At the start of the game, select the following Attribute allocation to give us the optimal start for the John Wick Build in Cyberpunk 2077.
| Attribute | Points | Description |
|---|---|---|
|
|
None |
|
Cool |
+3 |
|
Reflexes |
+2 |
|
Body |
+2 |
|
Technical Ability |
None |
|
Max Level Attributes

At max level, you want to have the following distribution of Attributes for the John Wick Build in Cyberpunk 2077:
20 Cool
20 Reflexes
20 Technical Ability
18 Body
3 Intelligence
Why these numbers: Cool goes to 20 for Run ‘N’ Gun and Style Over Substance, Reflexes to 20 for Salt in the Wound, and Technical Ability to 20 for Edgerunner. Body stops at 18: the shotgun perks and Adrenaline Rush only need 15, and the Gorilla Arms add +6 to Body checks for the doors. Cool, Reflexes, Technical Ability and Body are all at 9 or higher, so Renaissance Punk gives +16 Cyberware Capacity.
Why Intelligence stays at 3: John Wick doesn’t hack, and nothing in the Intelligence tree helps a pistol, a rifle or a shotgun. Self-ICE in the Frontal Cortex blocks the enemy netrunners instead.
Perks – John Wick Build Cyberpunk 2077

In this section of the Cyberpunk 2077 John Wick Build, I will explain the perks that we use for each attribute.
Perk Points: To get perk points, you can either simply level up or farm Perk Shards. Read our guide on all 13 Perk Shard Locations in Cyberpunk 2077, with map locations, screenshots, and the nearest fast travel point for each shard.
Perk Order: The bold perks are the core of the build, so pick them up before the non-bold ones. While you are leveling, rush Cool to 9 for Focus, then Reflexes to 9 for Dash. Technical Ability to 9 comes next for All Things Cyber and Renaissance Punk, then Cool to 15 for Deadeye and Juggler, Body to 15 for Adrenaline Rush, and Reflexes to 15 for Air Dash and Sharpshooter. License to Chrome needs Technical Ability 15. Run ‘N’ Gun, Style Over Substance, Salt in the Wound and Edgerunner come last, since they need 20.
Perk Points: This build uses all 80 Perk Points at level 60: 27 in Cool, 24 in Reflexes, 22 in Body and 7 in Technical Ability.
Cool Perks

The
Cool Perk-Tree is the biggest tree in this build. The left branch is for the pistol, the right branch is for the Headhunter, and the middle branch leads to Style Over Substance. Max it out to 20.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
One perk, on the way to Style Over Substance.
| Perk | Description |
|---|---|
| +15% movement speed and +15% Mitigation Chance while crouched. It opens the way to Ninjutsu, and Ninjutsu to Style Over Substance. |
Level 9 Perks
Focus for the pistol, Scorpion Sting for the knife.
Level 15 Perks
Deadeye for the pistol, Juggler for the knife, Ninjutsu in the middle.
Level 20 Perks
Cool is at 20, so we take two capstones.
Skip: The stealth perks in the middle and bottom right, like Killer Instinct and Creeping Death. This is the loud John Wick, and those perks only work while you are undetected.
Reflexes Perks

The
Reflexes Perk-Tree does two jobs. The middle branch is movement, which is what triggers Kerenzikov, and the left branch is for assault rifles. Max it out to 20 for Salt in the Wound.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
Slippery and the movement row behind it.
Level 9 Perks
Dash in the middle, the rifle basics on the left.
Level 15 Perks
Air Dash in the middle, Sharpshooter on the left.
Level 20 Perks
Reflexes is at 20, so we take the rifle capstone.
SMGs: The rifle perks above also work with SMGs, except Salt in the Wound. If you prefer an SMG over an assault rifle, you lose that one perk.
Body Perks

The
Body Perk-Tree gives us health regen and Adrenaline Rush in the middle, and the shotgun branch on the left. Body sits at 18.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
The health regen row.
Level 9 Perks
The start of the shotgun branch. These only work with shotguns, LMGs and HMGs.
Level 15 Perks
Adrenaline Rush in the middle, Obliterate on the left.
Level 20 Perks
We don’t use any level 20 perks. Body sits at 18.
Technical Ability Perks

The
Technical Ability Perk-Tree is only here for the chrome. Seven points in the middle branch pay for all the iconic cyberware, and Edgerunner lets you go over capacity. Max it out to 20.
Perk Prioritization: Prioritize perks in bold.
Level 9 Perks
The two chrome perks every build should have.
Level 15 Perks
One milestone, three ranks.
| Perk | Description |
|---|---|
| +10% to all cyberware stat modifiers, +40 armor and an extra Skeleton slot. Rara Avis goes into that third slot. Max it out. |
Level 20 Perks
Technical Ability is at 20, so we take one capstone.
| Perk | Description |
|---|---|
| Go up to 50 points over your Cyberware Capacity, for -0.5% Max Health per point. Kills can also put you into a Fury state with +10% damage, +30% Crit Chance and +50% Crit Damage, and the further you are over capacity, the higher the chance. This build sits about 38 points over, see the Cyberware section. |
Intelligence Perks
We leave Intelligence at 3 and spend nothing here.
Relic Perks (Phantom Liberty DLC)

The Relic tree only exists if you own Phantom Liberty, and it runs on Relic points rather than attribute levels. We spend 8 points across two branches: one for the Gorilla Arms, and one to make every shot count. Jailbreak and Limiter Removal only matter if you use the optional Gorilla Arms. Without them, put those points into another branch.
The other 7 Relic points: I leave them unspent. Launch Capacity Override, Data Tunneling and Spatial Mapping are for the Projectile Launch System, Monowire and Mantis Blades, and Emergency Cloaking and Sensory Protocol need Optical Camo, which this build doesn’t use.
Cyberware for the John Wick Build in Cyberpunk 2077

No Sandevistan, lots of iconics: The Chrome Compressor turns the Operating System slot into +70 Cyberware Capacity, and that capacity goes into iconic chrome: Kerenzikov for the gun-fu, the Cockatrice Optics and the Deep-field Visual Interface for crits, and Rara Avis, Chitin and the Defenzikov to survive a room full of hitmen.
Cyberware Capacity: At level 60 you have 201 Cyberware Capacity, plus 15 from the Engineer skill tree, 16 from Renaissance Punk and 70 from the Chrome Compressor, so 302 in total. Everything marked bold or without a note below costs about 340 at Tier 5++, already including the -20% from All Things Cyber on the Skeleton and Integumentary System.
That is about 38 points over, and Edgerunner lets you go up to 50 over. It costs -0.5% Max Health per point, so about -19% Max Health. The Epimorphic Skeleton, Rara Avis, Chitin and Adrenaline Rush give a lot more than that back. Edgerunner needs 20 Technical Ability, so until you have it, run Kiroshi “Sentry” Optics in place of the Cockatrice and Visual Cortex Support in place of the Deep-field Visual Interface. That brings you down to about 292, inside the limit.
Once you have collected Capacity Shards, you don’t lose any Max Health at all. I explain it in With all Capacity Shards below.
Important: Priority Cyberware is marked in bold.
- Operating System (Most Important)
- Frontal Cortex
- Face
- Arms
- Hands
- Skeleton
- Nervous System
- Circulatory System
- Integumentary System
- Legs
- With all Capacity Shards
Operating System
Location of items:
- Chrome Compressor: Iconic, sold by Ripperdocs across Night City, with availability scaling with your level and Street Cred.
Frontal Cortex
Location of items:
- Kerenzikov Boost System: Sold by any Ripperdoc after level 20.
- Self-ICE: Sold by any Ripperdoc after level 20.
- Mechatronic Core: Sold by Ripperdocs, with quality scaling as you level.
Face
| Cyberware | Description |
|---|---|
| +35% Crit Chance for every weapon you carry. | |
Kiroshi “Sentry” Optics |
Highlights cameras and turrets when scanning. Only 2 capacity, so it fills the slot until you have Edgerunner. |
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 |
|
Optional: John Wick doesn’t have cyber arms, so you can leave this slot empty and save 8 capacity. I keep them for the knockdowns. How to use the Gorilla Arms.
Location of items:
- Gorilla Arms: Any Ripperdoc once you reach level 10, with quality scaling by level.
Hands
| Cyberware | Description |
|---|---|
| -35% recoil and -25% bullet spread, and it automatically activates ranged weapon effects that would normally only trigger behind cover. Every gun in this build gets more accurate. The Kongou ricochets without a Ballistic Coprocessor, so this slot is free for it. | |
Shock Absorber |
-24% recoil for only 12 capacity, and its Cool attunement adds +4% headshot damage at 20 Cool. |
Location of items:
- Immovable Force: Iconic, Dogtown Ripperdocs (Phantom Liberty DLC), also found in Dogtown airdrops.
- Shock Absorber: Any Ripperdoc from level 10.
Skeleton
License to Chrome gives you the third Skeleton slot.
Location of items:
- Rara Avis: Iconic, Dogtown Ripperdocs (Phantom Liberty DLC), also found in Dogtown airdrops.
- Epimorphic Skeleton: Any Ripperdoc upon reaching level 30.
- Bionic Joints: Any Ripperdoc, with tier scaling by level.
Nervous System
| Cyberware | Description |
|---|---|
| Aim during a slide, dodge or Dash and time slows by 60% for 3.75 seconds, with a 6 second cooldown. The heart of the gun-fu. How to use Kerenzikov. | |
| Crit Chance increases the further you are from the enemy, up to +100% at 100 metres, and its Cool attunement adds +1% Crit Damage per point, so +20% at 20 Cool. | |
| +30% movement speed when you enter combat for 40 seconds, plus 3 seconds per Reflexes point, so 100 seconds at 20 Reflexes. More speed means more Pit Bull damage. | |
Visual Cortex Support |
Crit Chance increases with distance, up to +30% at 30 metres. The non-iconic version, for half the capacity. |
Location of items:
- Kerenzikov: Any Ripperdoc from level 10, with quality scaling by level.
- Deep-field Visual Interface: Iconic, Dogtown Ripperdocs (Phantom Liberty DLC), also found in Dogtown airdrops.
- Adreno-Trigger: Iconic, Dogtown Ripperdocs (Phantom Liberty DLC), also found in Dogtown airdrops.
- Visual Cortex Support: Sold by any Ripperdoc, with quality scaling as you level.
Circulatory System
Location of items:
- Biomonitor: Sold by Ripperdocs, with quality scaling as you level.
- Heal-on-Kill: Sold by Ripperdocs, with quality scaling as you level.
- Clutch Padding: Sold by Ripperdocs across Night City, with availability scaling with your level and Street Cred.
Integumentary System
Location of items:
- Defenzikov: Sold by Ripperdocs, with quality scaling as you level.
- Chitin: Iconic, Dogtown Ripperdocs (Phantom Liberty DLC), also found in Dogtown airdrops.
- Subdermal Armor: You get it during the intro quest The Ripperdoc, and Ripperdocs sell better versions as you level.
Legs
| Cyberware | Description |
|---|---|
| +20% movement speed. John Wick is fast, and the Pit Bull hits harder the faster you move. You lose the double jump, but Air Dash still works after a normal jump. | |
Reinforced Tendons |
Double jump. Take them if you would rather fight from rooftops, or before you get to Dogtown. |
Location of items:
- Leeroy Ligament System: Iconic, Dogtown Ripperdocs (Phantom Liberty DLC), also found in Dogtown airdrops.
- 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 and the Chrome Compressor, you have 376 Cyberware Capacity, and 426 with Edgerunner.
The main loadout costs about 340, so you are under capacity and Edgerunner doesn’t cost any Max Health anymore. There is still room for two upgrades:
| Slot | Swap out | Swap in | Extra capacity |
|---|---|---|---|
| Integumentary System | Subdermal Armor | Pain Editor | +24 |
| Skeleton | Bionic Joints | Dense Marrow | +6 |
- Pain Editor: -7% all incoming damage, plus 0.1% more for every Cool point, so -9% at 20 Cool.
- Dense Marrow: +24% melee damage for the Gorilla Arms, at the cost of +20% melee Stamina cost. Skip it if you don’t use the Gorilla Arms.
That brings the total to about 371 of 376, still under capacity. If you want Edgerunner’s Fury state, you can go over again, but every point over costs Max Health.
The Pain Editor is sold by Ripperdocs from level 30, and Dense Marrow by any Ripperdoc from level 10.
Weapons for the John Wick Build in Cyberpunk 2077

Use whatever is in reach: The perks cover three weapon types, so you can carry any two of them, and the Headhunter goes into the throwable slot on top.
- Cool perks like Deadeye and Run ‘N’ Gun boost pistols, and Juggler boosts knives.
- Reflexes perks like Sharpshooter and Salt in the Wound boost assault rifles.
- Body perks like Spontaneous Obliteration and Dread boost shotguns.
Upgrade: Weapons can be upgraded when you go to the crafting section and then swap to upgrades.
My loadout:
| Item | Description |
|---|---|
Kongou |
My pistol. Yorinobu’s iconic Power pistol: it ricochets without a Ballistic Coprocessor, with less recoil and a higher fire rate to make up for the smaller magazine. Fast double taps, like John Wick. How to get the Kongou. |
Pit Bull |
My rifle. An iconic Power assault rifle: kills and dismemberments give movement speed, and the faster you move, the more damage you deal. How to get the Pit Bull. |
Headhunter |
My knife. It marks the enemy it hits, and the next headshot on that enemy with any weapon deals +200% damage. How to get the Headhunter. |
More knives are in my optimized Throwing Knife Build.
Health item: MaxDOC MK.5 for the big instant heal. The Biomonitor uses it for you below 50% Health.
Best Pistols for a John Wick Build
Every pistol here works with Focus, Deadeye and Run ‘N’ Gun. These are my top 3, from best to worst:
Kongou (Power): The best pistol for a John Wick build. It ricochets without a Ballistic Coprocessor, has less recoil and fires faster, and it is elegant enough for the suit. Yorinobu leaves it by his bed in Act 1. How to get it.
Malorian Arms 3516 (Power): The best pistol for Very Hard. Johnny Silverhand’s gun, so another Keanu Reeves link. It hits the hardest per bullet, with a 150% Headshot Damage Multiplier and 50 Armor Penetration, which matters against armored enemies. How to get it.
La Chingona Dorada (Power): The best pistol for headshot streaks. Every headshot adds Crit Damage and Burn chance, and the next time you equip it, you get extra ammo for every headshot. Jackie’s pistol, from the side job Heroes. How to get it.
Kongou or Malorian?: The Kongou plays more like John Wick, and you get it in Act 1. The Malorian hits harder. I use the Kongou, and swap to the Malorian on Very Hard once I have it.
I also have a dedicated Cyberpunk 2077: Revolver Build.
Best Assault Rifles for a John Wick Build
Every rifle here works with Sharpshooter, Practice Makes Perfect and Salt in the Wound. These are my top 3, from best to worst:
Pit Bull (Power, Phantom Liberty): The best assault rifle for gun-fu. Kills and dismemberments give movement speed, and the faster you move, the more damage it deals. With the Leeroy Ligament System and the Adreno-Trigger, that is a lot of damage. How to get it.
Hawk (Power, Phantom Liberty): The best assault rifle for headshots. President Myers’ semi-auto rifle. Headshots weaken and mark enemies: they move slower, can’t use abilities, deal less damage and lose their balance more easily. She leaves it behind at the Kress Street Hideout during Lucretia My Reflection. How to get it.
Carmen (Power, Phantom Liberty): The best assault rifle on the move. Better handling and more damage and Bleeding while running, jumping or sliding, plus more Crit Chance on limb shots. From the gig Balls to the Wall, if you help Paco. How to get it.
No Phantom Liberty?: Use
Psalm 11:6, which sets enemies on fire. The crafting spec drops from Tom Ayer during the Suspected Organized Crime Activity Just Say No in Northside, Watson, so you can have it early in Act 1. How to get it.
Best Shotguns for a John Wick Build
Every shotgun here works with Spontaneous Obliteration, Dread and Like a Feather. These are my top 3, from best to worst:
Bloody Maria (Power): The best shotgun for close-range fights. More knockdown, Bleeding and dismemberment, and every enemy you take a limb off gives you faster reloads and more Crit Chance. Finish all of El Capitan’s gigs in Santo Domingo, then his side job Ride Captain Ride, and it shows up in your stash. How to get it.
The Headsman (Power): The best shotgun for headshots. It fires a single slug instead of pellets, with a unique scope. Headshots speed up your reload and accuracy, and the next headshot deals Crit Damage. The crafting spec drops from the Militech Minotaur mech in North Oak. How to get it.
Mox (Power): The best shotgun for crowd control. Judy’s shotgun, lighter and more precise, with more Shock and Knockdown chance when enemies get close. Judy leaves it for you in her apartment after Pyramid Song. How to get it.
Kongou (Iconic Power Pistol) – How To Get It

“As beautiful as it is deadly.” The iron Yorinobu Arasaka packed during his troubled youth, and the pistol I picked for John Wick.
- Prerequisites: None, but it is missable.
- Where: Yorinobu’s penthouse in Konpeki Plaza, during The Heist (early game).
- How to Get It: It is on the table by the bed in the penthouse.
- Note: If you missed it, Herold Lowe at the EBM Petrochem Stadium (Phantom Liberty) sells it.
Malorian Arms 3516 (Iconic Power Pistol) – How To Get It

“Custom-made for Johnny Silverhand. The guy had taste.” My pick for Very Hard.
- Prerequisites: Act 2, once Rogue’s storyline opens up the side job Chippin’ In.
- Where: An oil field, where you deal with Jeremiah Grayson.
- How to Get It: Grayson carries the Malorian. Take it from him during the confrontation.
- Note: If you miss it, Herold Lowe at the EBM Petrochem Stadium (Phantom Liberty) sells missed iconics.
La Chingona Dorada (Iconic Power Pistol) – How To Get It

Jackie’s pistol, and my pick when I want headshot streaks. Getting it depends on a choice you make at the end of Act 1, so read this before you finish The Heist.
- Prerequisites: At the end of The Heist, when Delamain asks where to take Jackie, choose “Take him home, to his family.” Sending him to Vik only gets you the bike.
- Where: El Coyote Cojo bar in Heywood.
- How to Get It: Call Mama Welles to start the side job Heroes and attend Jackie’s ofrenda. When the quest is done, leave the bar, skip at least 24 hours and come back. Jackie’s pistols are on the altar, next to his picture.
- Note: There are two of them on the altar. John Wick only needs one, but if you want to use both at once, read my Dual Wield Build. If you missed them, Herold Lowe at the EBM Petrochem Stadium (Phantom Liberty) sells it.
Pit Bull (Iconic Power Assault Rifle) – How To Get It

“Who’s a good boy?” The rifle that rewards you for never standing still.
- Prerequisites: Phantom Liberty DLC, with Dogtown unlocked.
- Where: Dogtown airdrops.
- How to Get It: Loot the airdrops. The Pit Bull only joins the airdrop loot once you have looted the Chesapeake from an earlier airdrop, so keep claiming them.
- Note: It was also a Prime Gaming reward for a while, so check your stash if you claimed it back then.
Hawk (Iconic Power Assault Rifle) – How To Get It

President Rosalind Myers’ own rifle. It is semi-automatic, so it plays more like a big pistol than a rifle, and every headshot leaves the enemy weaker.
- Prerequisites: Phantom Liberty DLC, and the main quest Lucretia My Reflection.
- Where: The Kress Street Hideout in Dogtown.
- How to Get It: Once Myers and Reed leave the hideout, the Hawk is leaning against the wall by the entrance. Pick it up.
- Note: It is easy to walk past, so check the wall by the entrance before you leave the hideout.
Carmen (Iconic Power Assault Rifle) – How To Get It

Paco Torres’ rifle, and the best assault rifle for a build that never stands still. You get it by helping Paco and Babs get out of Dogtown, so read this before you pick an option.
- Prerequisites: Phantom Liberty DLC, and Dogtown has to be unlocked.
- Where: The gig Balls to the Wall. Paco and Babs are in a tent in the middle of Dogtown, in front of the Black Sapphire.
- How to Get It: Help Paco instead of framing Yuri. If you call in favors from your contacts, Carmen is in a chest at the tent a day after Paco’s thank-you message. If you smuggle Paco out in your trunk, he gives it to you at the Afterlife a couple of days later.
- What to Do: Calling in favors needs Panam’s storyline, or both Rogue’s and River’s, finished. If you don’t have those yet, the trunk works too.
- Note: If you frame Yuri, Paco dies and there is no Carmen from the gig. Herold Lowe at the EBM Petrochem Stadium sells it in that case.
Psalm 11:6 (Iconic Power Assault Rifle) – How To Get It

“Let him rain coals on the wicked.” The Psalm 11:6 sets its targets on fire, and it is my rifle without Phantom Liberty, because you can get it early in Act 1.
- Prerequisites: None.
- Where: The Suspected Organized Crime Activity Just Say No in Northside, Watson.
- How to Get It: Clear the area and loot the crafting spec from Tom Ayer, the leader of the group.
- What to Do: Open the Crafting menu and craft the Psalm 11:6. Upgrade it later like any other weapon.
- Note: It is a crafting spec, not the rifle itself, so you need the components to craft it.
Bloody Maria (Iconic Power Shotgun) – How To Get It

El Capitan’s thank-you for a lot of work in Santo Domingo, and my shotgun when the fight gets close.
- Prerequisites: Finish all of El Capitan’s gigs in Santo Domingo. That unlocks his side job Ride Captain Ride.
- Where: Santo Domingo, where Muamar “El Capitan” Reyes is the fixer.
- How to Get It: Finish Ride Captain Ride. Bloody Maria shows up in your stash afterward. Claim it from the stash to finish the quest.
- Note: It takes a while to finish every gig in Santo Domingo, so use any regular shotgun from a weapon vendor until then.
The Headsman (Iconic Power Shotgun) – How To Get It

A shotgun that fires a single slug instead of pellets, which makes it the best shotgun for a headshot build like this one.
- Prerequisites: Act 2, once North Oak in Westbrook is open.
- Where: The Suspected Organized Crime Activity Privacy Policy Violation at the Militech site in North Oak, Westbrook. The Minotaur mech is in the warehouse behind the wall in the northeast corner of the site.
- How to Get It: Destroy the Militech Minotaur and loot the crafting spec from it.
- What to Do: Open the Crafting menu and craft The Headsman. Upgrade it later like any other weapon.
- Note: The Minotaur can take most of your Health in one or two hits, so keep dashing with Kerenzikov and don’t stand in front of it.
Mox (Iconic Power Shotgun) – How To Get It

Judy’s shotgun, from her days with the Mox. Lighter and more precise than most shotguns, and great when a group rushes you.
- Prerequisites: Judy’s storyline up to and including Pyramid Song.
- Where: Judy’s apartment in Kabuki, Watson.
- How to Get It: After Pyramid Song, Judy leaves it for you. The Mox is on the kitchen table in her apartment.
- Note: If you are in a relationship with Judy, it can take a few in-game days until she texts you about the gift. If you aren’t, it is there once she leaves Night City.
Headhunter (Iconic Throwing Knife) – How To Get It

“Throwing this knife is like imposing a death sentence.” John Wick with a knife needs no introduction.
- Prerequisites: Act 2, when the rest of Night City opens up.
- Where: The melee weapon vendor in West Wind Estate, Pacifica.
- How to Get It: Buy it from the vendor.
- Note: The +200% headshot bonus works with any weapon, so the Kongou, the Pit Bull and a shotgun all get it.
John Wick Outfit: How to Get It 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 Rara Avis, Chitin, the Defenzikov and Adrenaline Rush.
For the look, I wear a black suit, just like John Wick. These are the pieces:
- Outer Torso: Sophisticated 2-Piece with Custom Trim
- Location: Clothing vendor David Walker at the EBM Petrochem Stadium in Dogtown (Phantom Liberty).
- Legs: V’s Office Slacks
- Location: Part of V’s office outfit from the Corpo lifepath intro, The Corpo-Rat.
- Feet: Double-Varnished Formal Shoes
- Location: Clothing vendors in Charter Hill, Rancho Coronado and West Wind Estate, and the Blossoming Sakura Clothier in Westbrook. They aren’t always in stock, so skip 24 hours and check again.
Change the look of your arms: Update 2.5 added Glamdocs, so your Gorilla Arms can match the suit. Visit one of the 5 Glamdocs (spray paint icon on the map) to give them a new look. It is cosmetic only.
John Wick Easter Egg in Cyberpunk 2077

Phantom Liberty has a gun case waiting for Mr. Wick himself:
- Fast travel to the EBM Petrochem Stadium in Dogtown and enter the black market.
- Find Sofia’s weapon shop, the one with guns and ammo boxes all over the floor near the entrance.
- Walk past the right side of her counter to the back wall. Under a gold-framed painting sits a gun case with a label that reads “For Mr. Wick”.
The case is empty, but Johnny has something to say about it when you get close.
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: John Wick Build you want to focus on Headhunter, Shinobi and Solo. Headhunter is the big one: every pistol and knife headshot levels it, and it gives +10% headshot damage at level 10 and +15% more at level 30. Shinobi levels with assault rifles and every dash in combat, and Solo with shotguns and the Gorilla Arms, with +20% Gorilla Arms damage at level 20. Engineer gives you the extra Cyberware Capacity this build counts on, and it also levels from crafting and upgrading.
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.
Shinobi (Reflexes)
- Level 5: +5% Movement Speed
- Level 10: -5% Dodge/Dash Stamina cost
- Level 15: +1 Perk Point
- Level 20: Better accuracy after dodging/dashing
- Level 25: +5% Movement Speed
- Level 30: -10% Dodge/Dash Stamina cost
- Level 35: +1 Perk Point
- Level 40: Increased Mitigation Chance the faster you move
- Level 45: +25% Fast Attack damage
- Level 50: Sliding & Air Dashing reload 20% of your weapon
- Level 55: Mid-air/Slow-mo: low stamina does not penalize combat
- Level 60: Sandevistan Mode: +40% Crit Chance; No movement Stamina cost
How to Level Up Shinobi (Reflexes)
- Looting Skill Shards from chests and enemies.
- Defeat enemies using blade weapons (Katanas, Machetes, Chainswords, or Mantis Blades).
- Actively dodge, dash, air-dash, slide, and vault while in active combat.
- Defeat enemies using Assault Rifles or Submachine Guns (SMGs), especially while moving at high speeds.
Solo (Body)
- Level 5: +50 Carrying Capacity
- Level 10: +10 Max Health
- Level 15: +1 Perk Point
- Level 20: +20% Fist/Gorilla Arms damage & speed (Fists bleed)
- Level 25: +100 Carrying Capacity
- Level 30: +15% Max Health
- Level 35: +1 Perk Point
- Level 40: +10% Crit Chance within 5 meters
- Level 45: +25% Strong/Quick Melee damage
- Level 50: +25% Health after performing a Finisher
- Level 55: Adrenaline decays 50% slower, min 10% floor
- Level 60: Berserk Mode: +30% Finisher threshold, +50% Finisher heal, +30% duration
How to Level Up Solo (Body)
- Looting Skill Shards from chests and enemies.
- Defeat enemies using Heavy Weapons (Shotguns, Light Machine Guns, and Heavy Machine Guns).
- Defeat enemies using blunt weapons, Gorilla Arms, or bare fists.
- Force open locked doors, rip heavy turrets from their mounts, and pass physical Body attribute checks in the world.
- Execute physical melee finishers.
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.
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 John Wick Build in Cyberpunk 2077
Here are a few general leveling tips for the John Wick 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.
- Kerenzikov (Nervous System): Sold from level 10. Slows time by 60% when you aim during a slide, dodge or Dash. This is where the gun-fu starts.
- Gorilla Arms (Arms): Sold from level 10. Optional, your fists for everyone who gets too close.
- Reinforced Tendons (Legs): Allow you to double jump. I swap them for the Leeroy Ligament System once I am in Dogtown.
- 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 John Wick 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 John Wick Build FAQ
What gun does John Wick use in Cyberpunk 2077?
In this build, the Kongou: a fast, low-recoil Power pistol that ricochets without any cyberware. I pair it with the Pit Bull rifle and the Headhunter knife. See all my weapon picks.
Is there a John Wick Easter egg in Cyberpunk 2077?
Yes. In Phantom Liberty, a gun case labeled “For Mr. Wick” sits behind Sofia’s weapon shop in the EBM Petrochem Stadium. How to find it.
Does the John Wick Build use a Sandevistan?
No. The Operating System slot holds the Chrome Compressor for +70 Cyberware Capacity, and Kerenzikov slows time whenever you aim during a dash or slide. How to use Kerenzikov.
Should I use the Kongou or the Malorian Arms 3516?
The Kongou plays more like John Wick and you get it in Act 1. The Malorian hits harder and has 50 Armor Penetration, so it is the better pick on Very Hard.
Where do I get the Kongou?
On the table by Yorinobu’s bed in his Konpeki Plaza penthouse, during The Heist. If you missed it, Herold Lowe sells it in Dogtown. Full walkthrough.
Do I need the Gorilla Arms for the John Wick Build?
No. John Wick doesn’t have cyber arms, so they are optional. I keep them because they only cost 8 capacity, and with Jailbreak and Limiter Removal a charged punch knocks down the whole group. Without them, the Arms slot stays empty and the Relic points go into another branch. How to use the Gorilla Arms.
How do I get the John Wick suit in Cyberpunk 2077?
Wear the Sophisticated 2-Piece with Custom Trim, V’s Office Slacks and the Double-Varnished Formal Shoes. John Wick Outfit.
Can I play the John Wick Build without Phantom Liberty?
Yes. Use Psalm 11:6 as your rifle, Kiroshi “Sentry” Optics, the Shock Absorber, Visual Cortex Support and Reinforced Tendons. You lose the Relic perks, so the Gorilla Arms have no shockwave, but the Kongou, Kerenzikov and the Chrome Compressor are all in the base game.





