Welcome to the best SMG Build for Cyberpunk 2077 (Patch 2.5). Two iconic SMGs that I swap instead of reloading: the Raiju shoots through walls and fires Bolts that ignore Armor, and the Problem Solver fires almost 1000 rounds per minute. A shotgun covers close range, and the Apogee Sandevistan slows the whole fight down. Some players call it a submachine gun build or a Tech SMG build.
The SMG Build combines the Raiju, the Problem Solver, Submachine Fun, Bolt and the Apogee Sandevistan: swap SMGs for a free reload, fire Bolts that ignore Armor and arc lightning through the group, and stun the whole room with an EMP every time time slows down.
You can find more builds here on the Cyberpunk 2077 Builds Database page.
Table of Contents for the SMG Build:
- Build Overview & How To Play
- Attributes
- Perks (Skills)
- Cyberware
- Weapons
- Gear
- Skill Progression
- Leveling Tips
- SMG Build FAQ
Strengths and Weaknesses list for the SMG Build:
Strengths
Weaknesses
More Gun Builds: Prefer Smart SMGs that aim for you? Read my Smart SMG Build. For assault rifles, my Assault Rifle Build, and for shotguns, my Double Barrel Shotgun Build.
Cyberpunk 2077 SMG Build Overview & How To Play

I play this Cyberpunk 2077: SMG Build loud and fast. I open with the Apogee Sandevistan, and Ticking Time Bomb stuns everyone around me a second later. Then I hold the trigger on the Raiju, which shoots straight through cover and fires Bolts that ignore Armor and arc lightning to the enemy next to my target.
When the Raiju runs empty, I don’t reload. I swap to the Problem Solver, and Submachine Fun reloads it during the swap. When that one runs empty, I swap back, and the Raiju is full again. Whoever gets too close meets the shotgun, and a rocket from my arm takes care of the rest.
Before the iconics: You can get the Fenrir early in Watson, and any Senkoh LX (Tech) or M221 Saratoga (Power) from a weapon vendor does the job until then. The Problem Solver comes in Act 2 with Panam’s storyline, and the Raiju with Phantom Liberty. The Dynalar Sandevistan from level 10 holds the Operating System slot until the Apogee unlocks at level 40.
No Phantom Liberty?: The Raiju, the Cockatrice Optics and the Relic perks come from Phantom Liberty. Without it, I use the Senkoh LX as my Tech SMG, since Bolt, Shock Value and Chain Lightning work with every Tech weapon, and Kiroshi “Sentry” Optics in the Face slot. The Problem Solver, the Apogee, Kerenzikov and the Projectile Launch System are all in the base game.
How I Fight With Two SMGs
This is how almost every fight goes for me:
- Open with the Sandevistan: The
Militech “Apogee” Sandevistan slows time by 85%, and
Ticking Time Bomb sends out an EMP 1 second later that stuns everyone around me. - Rocket the group: Fire the
Projectile Launch System into the biggest group, or hold the button for five rockets. Every explosion adds a
Pyromania stack, and at 6 stacks
Burn This City gives me a charge back. - Shoot through cover: The
Raiju doesn’t need to charge to go through walls. I charge it up and let go just before the charge is full, and
Bolt fires a burst of Bolts that ignore Armor with
Shock Value. How Bolts work. - Swap, don’t reload: When the Raiju runs empty, I swap to the
Problem Solver.
Submachine Fun reloads it during the swap and gives it extra fire rate. When that one is empty, I swap back to a full Raiju. - Shotgun up close:
Bloody Maria obliterates enemies at low Health with
Spontaneous Obliteration. Every dismemberment speeds up my reload with
Rush of Blood and spreads
Dread to the enemies nearby. - Dash out: Dash, slide or dodge and aim.
Kerenzikov slows time by 60%, the
Kerenzikov Boost System makes every shot free on Stamina, and
Can’t Touch This gives +100% Mitigation Chance during the Dash.
Ammo: SMGs and assault rifles share Rifle Ammo, and the Problem Solver burns through it. That is why my third weapon is a shotgun: it uses Shotgun Ammo, so I always have something to shoot. Craft Rifle Ammo before big fights.
Tech SMG Bolts Explained
Tech weapons charge up when you hold the trigger.
Bolt in Technical Ability adds a timing trick on top: let go of the trigger right before the charge is full, and you fire a Bolt.
- Charge: Hold the trigger on the Raiju. Bolt makes Tech weapons charge 20% faster and adds +15% damage to charged shots.
- Release just before full: The shot counts as fully charged and deals bonus damage. Full-auto Tech weapons like the Raiju fire Bolts in a short burst. To keep firing Bolts, press and hold the trigger again after the burst.
- Ignore Armor:
Shock Value makes every Bolt ignore enemy Armor. - Hit the group:
Chain Lightning turns Bolts into Electrical damage and releases an arc that electrocutes nearby enemies. - Through walls: Bolts lose no damage when they go through cover. The Raiju goes through cover even without charging, so I can kill enemies before they see me.
Tip: If you miss the timing and the charge fills up, the Raiju fires a normal charged shot. That is still a good hit, so don’t worry about the timing at first. The
Cellular Adapter adds +10% Tech weapon damage on top at 20 Technical Ability.
How To Use The Apogee Sandevistan
The
Militech “Apogee” Sandevistan is short but brutal. It lasts 6 seconds, plus 0.1 seconds per Reflexes point, so 8 seconds at 20 Reflexes, and
Extended Warranty adds 15% on top.
- Pop it at the start of the fight: Time slows by 85%, and Ticking Time Bomb charges an EMP that stuns the whole group 1 second later. You take less damage while it charges.
- Go for heads: You get +20% headshot damage, +20% Crit Chance and +20% Crit Damage while it runs, and the Raiju already has a higher headshot Crit Chance.
- Keep killing: Every kill extends it by 10% and gives +22% Stamina, so I can keep shooting and dashing.
- Turn it off early if you want: You can activate it at any charge level and turn it off again. The cooldown is 25 seconds, minus 15% from
Cyborg.
Apogee or Falcon?: The Militech “Falcon” lasts longer and heals you on every kill, and I use it in my Assault Rifle Build. The Apogee hits harder in a short window, which fits two SMGs that empty a room in seconds. If you want a long Sandevistan build, check out the David Martinez Build.
Attributes – SMG Build
Distributing Attributes correctly for the SMG 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 SMG Build’s main Attributes are
Reflexes for the SMGs and movement,
Technical Ability for the Raiju’s Bolts, the rockets and the chrome, and
Body for the shotgun and health.
Cool only goes up for its bonus, and
Intelligence stays at 3.
SMG Build Start Attributes
At the start of the game, select the following Attribute allocation to give us the optimal start for the SMG Build in Cyberpunk 2077.
| Attribute | Points | Description |
|---|---|---|
|
|
+3 |
|
Technical Ability |
+2 |
|
Body |
+2 |
|
Cool |
None |
|
Intelligence |
None |
|
Max Level Attributes

At max level, you want to have the following distribution of Attributes for the SMG Build in Cyberpunk 2077:
20 Reflexes
20 Technical Ability
20 Body
18 Cool
3 Intelligence
Why these numbers: Reflexes goes to 20 for Submachine Fun and Tailwind, Technical Ability to 20 for Chain Lightning, Ticking Time Bomb and Edgerunner, and Body to 20 for Pain to Gain and +2 Max Health per point. Cool has no perks in this build, but every Cool point adds +1.25% Crit Damage, so 18 Cool is +22.5% Crit Damage on every bullet. Reflexes, Technical Ability, Body and Cool are all at 9 or higher, so Renaissance Punk gives +16 Cyberware Capacity.
Why Intelligence stays at 3: This build doesn’t hack, and nothing in the Intelligence tree helps an SMG that isn’t a Smart weapon. Self-ICE in the Frontal Cortex blocks the enemy netrunners instead.
Perks – SMG Build Cyberpunk 2077

In this section of the Cyberpunk 2077 SMG 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 Reflexes to 9 for Ready, Rested, Reloaded and Dash. Technical Ability to 9 comes next for All Things Cyber and Renaissance Punk, then Reflexes to 15 for Sharpshooter and Air Dash, Body to 15 for Adrenaline Rush, and Technical Ability to 15 for Bolt and License to Chrome. Put Cool to 9 for Renaissance Punk along the way. Submachine Fun, Chain Lightning, Ticking Time Bomb, Edgerunner and Pain to Gain come last, since they need 20.
Perk Points: This build uses all 80 Perk Points at level 60: 35 in Technical Ability, 24 in Reflexes and 21 in Body.
Reflexes Perks

The
Reflexes Perk-Tree is where the SMGs live. We take the whole gun branch on the left for Sharpshooter and Submachine Fun, and the movement branch in the middle for Dash, Air Dash and Tailwind. Max it out to 20.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
Slippery and the movement row.
Level 9 Perks
Ready, Rested, Reloaded on the left, Dash in the middle.
Level 15 Perks
Sharpshooter and everything behind it, plus Air Dash.
Level 20 Perks
Reflexes is at 20, so we take two capstones.
Skip: Salt in the Wound only works with assault rifles, so it does nothing here.
Technical Ability Perks

The
Technical Ability Perk-Tree is the biggest tree in this build. The left branch gives us health items and the rockets, the middle branch handles the chrome and leads to Edgerunner, and the right branch is for Tech weapons, which is where the Raiju’s Bolts come from. 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 rocket perks on the left, chrome in the middle, and Bolt on the right.
| Perk | Description |
|---|---|
| +20% charge speed for Tech weapons, +15% damage for charged shots, then Bolt shots. Let go of the trigger right before the charge is full to fire a Bolt: it counts as a fully charged shot, deals bonus damage and loses nothing when it goes through cover. Full-auto Tech weapons like the Raiju fire Bolts in a short burst. How Bolts work. | |
| Bolt shots ignore enemy Armor. Armored enemies go down as fast as everyone else. | |
| Faster health item and grenade recharge, a bigger explosion radius for grenades and the Projectile Launch System, then Pyromania stacks when your explosions hit enemies. Ticking Time Bomb sits behind it. | |
| At 6 Pyromania stacks, the stacks are used up to instantly give you a grenade charge back, and their bonuses stay active for 1 more second. With Doomlauncher, the Projectile Launch System gets the same bonus. | |
| Every Pyromania stack gives you Mitigation Chance. Rocket first, then walk in. | |
| +50% resistance to damage and effects from your own explosions. Rockets at close range hurt you a lot less. | |
| More Projectile Launch System charges and much faster recharge, faster still when you are out of charges or out of combat, plus 20% of a charge back after every kill. Together with Launch Capacity Override, the rocket arm is almost always ready. | |
| +10% to all cyberware stat modifiers, +40 armor and an extra Skeleton slot. Max it out. | |
| A second Hands slot, which holds the Shock Absorber next to the Ballistic Coprocessor. | |
| +15% duration for all cyberware effects. The Apogee and Kerenzikov both last longer. | |
| -15% cooldown for all cyberware while every cyberware slot is filled. This build fills every one, so the Sandevistan comes back faster. | |
| Unlocks the Cellular Adapter for the Integumentary System, which you can then buy and install at any Ripperdoc. This perk is also what makes it work properly. |
Level 20 Perks
Technical Ability is at 20, so we take three capstones.
| Perk | Description |
|---|---|
| Bolts deal Electrical damage and release an electric arc that electrocutes nearby enemies. One Bolt burst into a group hits more than one target. | |
| Every time you activate the Sandevistan, you charge an EMP that hits nearby enemies 1 second later. It stuns them and deals damage based on how many cyberware implants you have and their tier, and you take less damage while it charges. Every fight starts with the whole group stunned. | |
| Go up to 50 points over your Cyberware Capacity, for -0.5% Max Health per point. Kills can also put you into a Fury state with +10% damage, +30% Crit Chance and +50% Crit Damage, and the further you are over capacity, the higher the chance. This build sits about 28 points over, see the Cyberware section. |
Skip: Lightning Storm resets its stacks every time you swap weapons, and this build swaps every magazine.
Body Perks

The
Body Perk-Tree keeps you alive and powers the shotgun. The middle branch is health regen and Adrenaline Rush, and the left branch is for the shotgun. Max it out to 20 for Pain to Gain.
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
Body is at 20, so we take one capstone.
| Perk | Description |
|---|---|
| While Adrenaline Rush is active, every kill gives +20% health item recharge. Together with Glutton for War and Health Freak, I almost never run out of heals. |
Cool Perks
We don’t spend any perk points in Cool. It goes to 18 for the Attribute bonus: every Cool point adds +1.25% Crit Damage, so that is +22.5% Crit Damage on every bullet. Cool at 9 or higher also counts for Renaissance Punk, and the Shock Absorber gets +0.2% headshot damage per Cool point.
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. I take four perks across two branches: one to turn the Projectile Launch System into a real weapon, and one to make every SMG bullet count.
Cyberware for the SMG Build in Cyberpunk 2077

Slow motion, crits, rockets and staying alive: The Apogee and Kerenzikov slow time, the Cockatrice Optics add Crit Chance to every bullet, the Projectile Launch System handles groups and cover, and the Skeleton, Circulatory and Integumentary Systems keep you standing in the middle of it. Every slot is filled, so Cyborg and Chrome Constitution are always on.
Cyberware Capacity: At level 60 you have 201 Cyberware Capacity, plus 15 from the Engineer skill tree and 16 from Renaissance Punk, so 232 in total. Everything marked bold or without a note below costs about 260 at Tier 5++, already including the -20% from All Things Cyber on the Skeleton and Integumentary System.
That is about 28 points over, and Edgerunner lets you go up to 50 over. It costs -0.5% Max Health per point, so about -14% Max Health, which the Epimorphic Skeleton and Adrenaline Rush give back. Edgerunner needs 20 Technical Ability, so until you have it, use the Kiroshi “Sentry” Optics instead of the Cockatrice. That brings you down to about 232, right at 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
| Cyberware | Description |
|---|---|
|
|
Militech “Falcon” Sandevistan |
Slows time by 70% for 10 seconds, and every kill while it runs restores 12% Health. Less damage, more sustain. |
Dynalar Sandevistan |
Slows time by 50% with +15% Crit Chance and +15% Crit Damage for 9 seconds. The Sandevistan I use until the Apogee unlocks, and it only costs 18 capacity. |
Location of items:
- Militech “Apogee” Sandevistan: Iconic, any Ripperdoc once you reach level 40.
- Militech “Falcon” Sandevistan: Iconic, any Ripperdoc after level 30. You also get it during Black Steel in the Hour of Chaos (Phantom Liberty) if you enlist Carol Emeka’s help.
- Dynalar Sandevistan: Any Ripperdoc from level 10, with tier improving as you level.
Frontal Cortex
Location of items:
- Kerenzikov Boost System: Sold by any Ripperdoc after level 20.
- Mechatronic Core: Sold by Ripperdocs, with quality scaling as you level.
- Self-ICE: Sold by any Ripperdoc after level 20.
Face
| Cyberware | Description |
|---|---|
| +35% Crit Chance for every bullet. Practice Makes Perfect stacks on top of it. | |
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
Update 2.5 added Glamdocs, so you can now give the Projectile Launch System a new look. Visit one of the 5 Glamdocs (spray paint icon on the map) once you have it installed.
Location of items:
- Projectile Launch System: Any Ripperdoc from level 10, with quality scaling as you level.
Hands
Ambidextrous gives you the second Hands slot.
Location of items:
- Shock Absorber: Any Ripperdoc from level 10, with quality scaling by level.
- Ballistic Coprocessor: You get it during the intro quest The Ripperdoc, and Ripperdocs sell better versions as you level.
Skeleton
License to Chrome gives you the third Skeleton slot. Fill all three for Chrome Constitution.
Location of items:
- Epimorphic Skeleton: Any Ripperdoc upon reaching level 30.
- Spring Joints: Any Ripperdoc from level 10, with quality scaling by level.
- 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. Slow motion between two Sandevistans. | |
| +11% Mitigation Chance and +11% Mitigation Strength, so you simply take less damage in the middle of the fight. | |
| Slows time by 60% for 4.5 seconds when your Health drops below 25%. Time to heal, dash away or finish the last guy. Only 5 capacity. | |
Adreno-Trigger |
+30% movement speed for 40 seconds when you enter combat, plus 3 seconds per Reflexes point, so 100 seconds at 20 Reflexes. It replaces the Reflex Tuner once you have Capacity Shards. |
Location of items:
- Kerenzikov: Any Ripperdoc from level 10, with quality scaling by level.
- Neofiber: Any Ripperdoc after level 20.
- Reflex Tuner: Sold by Ripperdocs, with quality scaling as you level.
- Adreno-Trigger: Iconic, Dogtown Ripperdocs (Phantom Liberty DLC), also found in Dogtown airdrops.
Circulatory System
Location of items:
- Blood Pump: Ripperdocs from level 10.
- Biomonitor: Sold by Ripperdocs, with quality scaling as you level.
- Heal-on-Kill: Sold by Ripperdocs, with quality scaling as you level.
Integumentary System
| Cyberware | Description |
|---|---|
| A lot of Armor for only 10 capacity, plus +0.5% Tech weapon damage, explosion resistance and faster health item and grenade recharge for every Technical Ability point. That is +10% Raiju damage at 20 Technical Ability. It only shows up at Ripperdocs once you have the Built Different perk. | |
| +50% Mitigation Chance for 4 seconds when you lose 35% of your health within 3 seconds. | |
| A big chunk of Armor for only 5 capacity, and it fills the third slot for Chrome Constitution. | |
Chitin |
A very durable shell under your skin, plus +10% Health Regen for every Body point, so +200% at 20 Body. It replaces the Countershell once you have Capacity Shards. |
Location of items:
- Cellular Adapter: Any Ripperdoc once you have the Built Different perk.
- Countershell: Sold by Ripperdocs, with quality scaling as you level.
- Subdermal Armor: You get it during the intro quest The Ripperdoc, and Ripperdocs sell better versions as you level.
- Chitin: Iconic, Dogtown Ripperdocs (Phantom Liberty DLC), also found in Dogtown airdrops.
Legs
Location of items:
- 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.
The main loadout costs about 260, so you are under capacity and Edgerunner doesn’t cost any Max Health anymore. There is room for two upgrades:
| Slot | Swap out | Swap in | Extra capacity |
|---|---|---|---|
| Integumentary System | Countershell | Chitin | +30 |
| Nervous System | Reflex Tuner | Adreno-Trigger | +15 |
- Chitin: +10% Health Regen per Body point, so +200% at 20 Body, on top of Painkiller, Comeback Kid and Adrenaline Rush.
- Adreno-Trigger: +30% movement speed for 100 seconds at 20 Reflexes every time you enter combat.
That brings the total to about 305 of 306, still under capacity. If you want Edgerunner’s Fury state, you can go over again, but every point over costs Max Health.
Weapons for the SMG Build in Cyberpunk 2077

Two SMGs and a shotgun: The Raiju and the Problem Solver do the damage, and Submachine Fun reloads each one when I swap to it. The shotgun is for close range and for the moment the Rifle Ammo runs out.
- Reflexes perks like Sharpshooter, Practice Makes Perfect and Submachine Fun boost SMGs.
- Technical Ability perks like Bolt, Shock Value and Chain Lightning boost Tech weapons, so the Raiju gets them.
- Body perks like Spontaneous Obliteration and Dread boost shotguns.
- SMGs use Rifle Ammo, and shotguns use Shotgun Ammo. An assault rifle as a backup would empty the same pool.
Upgrade: Weapons can be upgraded when you go to the crafting section and then swap to upgrades.
My loadout:
| Item | Description |
|---|---|
Raiju |
My main SMG. An iconic Arasaka Tech SMG: shots go through cover without charging, and headshots have a higher Crit Chance. Charge it for Bolts that ignore Armor and arc lightning through the group. How to get the Raiju. |
Problem Solver |
My swap SMG. A modified Saratoga that fires almost 1000 rounds per minute. When the Raiju is empty, I swap to it, and Submachine Fun reloads it during the swap. How to get the Problem Solver. |
Bloody Maria |
My shotgun. More knockdown, Bleeding and dismemberment, and every enemy you take a limb off gives you faster reloads and more Crit Chance. Rush of Blood, Dread and Bloodlust all trigger on dismemberment. How to get Bloody Maria. |
Grenades: Any explosive grenade. Explosions build Pyromania stacks, Heat Shield turns those stacks into Mitigation Chance, and Burn This City gives you a charge back at 6 stacks.
Health item: MaxDOC MK.5 for the big instant heal. The Biomonitor uses it for you below 50% Health.
Best SMGs for an SMG Build
Every SMG here works with Sharpshooter, Practice Makes Perfect and Submachine Fun. These are my top 3, from best to worst:
Raiju (Tech, Phantom Liberty): The best SMG for shooting through walls. Shots go through cover without charging, headshots have a higher Crit Chance, and as a Tech SMG it gets Bolt, Shock Value and Chain Lightning. How to get it.
Problem Solver (Power): The best SMG for raw fire rate. Almost 1000 rounds per minute, which also builds Sharpshooter stacks very fast. It eats ammo, but with Submachine Fun I never reload it by hand. How to get it.
Fenrir (Power): The best SMG for the early game. Electrical damage with a chance to disable enemy cyberware, and you get it for free early in Watson. How to get it.
Smart SMGs?: The Yinglong, the Chesapeake and the Pizdets need Smart Link and Intelligence perks, so they belong in my Smart SMG Build. I also left out the Erebus: it is locked behind your Phantom Liberty choices and plays very differently, so it gets its own build.
Best Shotguns for an SMG 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 dismemberment. 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.
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.
The Headsman (Power): The best shotgun for mid-range. 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.
Raiju (Iconic Tech SMG) – How To Get It

“Fashion’s last gasp along with your enemy’s in perfect synchrony.” Arasaka’s combat SMG, and the heart of this build.
- Prerequisites: Phantom Liberty DLC, with Dogtown unlocked.
- Where: The Increased Criminal Activity on Kress Street in Dogtown, a BARGHEST hideout.
- How to Get It: Defeat Ross Ulmer and take the Cache Access Card from his body. The card opens the gated cache marked with three blue skulls, and the Raiju is on a table inside.
- What to Do: Ulmer has a lot of Health. At half Health he retreats deeper into the base and comes back with heavier armor, so watch for turrets and trip mines in the tunnel on the way. His weak spot is on his back.
- Note: The cache has more good loot than the Raiju, so check the whole room.
Problem Solver (Iconic Power SMG) – How To Get It

“Solving problems a thousand rounds per minute.” A modified version of Raffen Shiv’s Saratoga, and my swap SMG.
- Prerequisites: Act 2, Panam’s storyline. Finish Ghost Town to unlock the side job Riders on the Storm.
- Where: The Wraiths camp in the Badlands, during Riders on the Storm.
- How to Get It: A big Wraith on watch at the front gate carries it. He runs off to warn the others when he sees you, so take him down and loot the Problem Solver from his body.
- Note: It is easy to miss. If you finish Riders on the Storm without it, go back to the camp, or buy it from Herold Lowe at the EBM Petrochem Stadium (Phantom Liberty).
Fenrir (Iconic Power SMG) – How To Get It

“Belches fire like a dragon with heartburn.” The Fenrir is one of the best early weapons in the game, and it carries this build until the Problem Solver and the Raiju.
- Prerequisites: None. It is available early in Act 1.
- Where: The side job Losing My Religion in Northside, Watson. Talk to the monk and agree to help rescue his brother from the Maelstrom.
- How to Get It: Clear the Maelstrom in the shipping area. The Fenrir is on a table next to the captive monk.
- Note: The monk asks you not to kill anyone, so use non-lethal takedowns or a non-lethal weapon mod. My Starter Build has more on the Fenrir.
Bloody Maria (Iconic Power Shotgun) – How To Get It

“As mean throughout all Night City as it is on the streets of Santo.” 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.
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.
The Headsman (Iconic Power Shotgun) – How To Get It

A shotgun that fires a single slug instead of pellets, so it still hits at the range where the SMGs fall off.
- 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. The Mechatronic Core adds +40% damage against mechs, and the Raiju can shoot it through cover.
Gear for the SMG Build in Cyberpunk 2077

Since gear is mostly cosmetic, you can wear whatever you want. All of this build’s defense comes from cyberware instead, mainly the Epimorphic Skeleton, the Cellular Adapter, Neofiber and Adrenaline Rush.
For the look, I wear:
- Outer Torso: Maxiwear Midnight Overdrive Synth-Rubber Jacket with Breathe-Tech
- Location: Clothing vendors in Arroyo (The Manufactory, behind Megabuilding H4 in Santo Domingo), Little China and Wellsprings. Update 2.5 added the MaxiWear pieces. They aren’t always in stock, so skip 24 hours and check again.
- Inner Torso: Paris Blue Office Shirt and Vest with Reinforced Seams
- Location: Jinguji, the high-end clothing store in Japantown, Westbrook. It isn’t always in stock, so skip 24 hours and check again.
- Legs: NUS Infiltrator Pants
- Location: Saeko’s clothing store in Japantown, one floor above the street near the Sagan & Diamond fast travel point, or the clothing vendor on the elevated walkway north of Regina Jones in Kabuki. Update 2.5 added the NUS Infiltrator set.
- Feet: NUS Infiltrator Boots
- Location: Same as the pants: Saeko’s clothing store in Japantown or the clothing vendor north of Regina Jones in Kabuki.
Skill Progression in Cyberpunk 2077
This is often overlooked; in the character menu, you can actually click on “Skill Progression”. This will send you to a very powerful mechanic in Cyberpunk 2077.
By leveling up these trees you gain powerful effects.
For our Cyberpunk 2077: SMG Build you want to focus on Shinobi, Engineer and Solo. Shinobi is the big one: every SMG kill and every dash in combat levels it. At level 50, sliding and Air Dashing reload 20% of your weapon, and at level 60 the Sandevistan gives +40% Crit Chance and makes movement free of Stamina cost. Engineer levels from Tech weapon kills, the rockets and crafting. It gives the extra Cyberware Capacity this build counts on, more Shock chance when you charge a Tech weapon at level 40, and more Bolt damage at level 55. Solo levels with the shotgun.
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.
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.
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.
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 SMG Build in Cyberpunk 2077
Here are a few general leveling tips for the SMG Build in Cyberpunk 2077.
- Perfect Start
- How to make Money
- Upgrade Weapons
- How Gear Scaling Works
- How to get Perk Points Fast
- Dogtown Consumables
Perfect Start in Cyberpunk 2077
Here are the steps that I recommend taking with a new Cyberpunk 2077 playthrough.
Starter Build: You can also check out my Cyberpunk 2077 Starter Build that takes you from level 1 to level 15.
- Regular Start (Don’t skip ahead to Phantom Liberty).
- Immediately after the prologue, once you are out of your room and go downstairs before you enter the elevator.
- Weapon Vendor: Buy the Iconic pistol Dying Night.
- Coach Fred: Capacity Boosters (in case you get over capacity so you can still move).
- Buff Routine: Sleep & Shower. This gives you 20% Skill XP acquisition and Health Regen.
- Watson Clean Sweep (NCPD Missions):
- Watson is the first district you play in.
- Clearing all missions takes 1-2 hours. This will give you at least 10 levels, 15 Street Cred and over 150k Eddies Cash.
- Loot all enemies and either disassemble for materials or sell them at the vendor for extra Eddies.
- Get the Fenrir SMG from the monk mission. This SMG is insanely good at the start because it often stuns enemies.
- Visit a Ripperdoc at level 10: After you have enough money, it’s time to get chromed up.
- Dynalar Sandevistan (Operating System): Sold from level 10. Slow motion for your SMGs until the Militech “Apogee” unlocks at level 40.
- Reinforced Tendons (Legs): Allow you to double jump, and Tailwind turns every double jump into Stamina later.
- Kerenzikov (Nervous System): Sold from level 10. Slows time by 60% when you aim during a slide, dodge or Dash.
- Projectile Launch System (Arms): Sold from level 10. Arm rockets for groups and cover.
- 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 SMG 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 SMG Build FAQ
What is the best SMG in Cyberpunk 2077?
For this build, the Raiju: an iconic Tech SMG that shoots through cover and gets all the Bolt perks. The Problem Solver has the highest fire rate, and the Fenrir is the best early SMG. See my SMG ranking.
How do I get the Raiju in Cyberpunk 2077?
Defeat Ross Ulmer at the Increased Criminal Activity on Kress Street in Dogtown, take the Cache Access Card from his body and open the gated cache. Full walkthrough.
How do Bolts work with a Tech SMG?
Hold the trigger to charge the Raiju and let go just before the charge is full. Full-auto Tech weapons then fire a short burst of Bolts, which ignore Armor with Shock Value and arc to nearby enemies with Chain Lightning. Tech SMG Bolts Explained.
Why carry two SMGs?
Submachine Fun reloads an SMG automatically when you swap to it. With two SMGs, I swap every time a magazine runs empty and never reload by hand. How I fight.
Do SMGs and assault rifles use the same ammo?
Yes, both use Rifle Ammo. That is why my third weapon is a shotgun, which uses Shotgun Ammo, and why I craft Rifle Ammo before big fights.
Which Sandevistan is best for an SMG build?
The Militech “Apogee”: 85% slow motion with +20% headshot damage, Crit Chance and Crit Damage, and every activation triggers Ticking Time Bomb. The Falcon lasts longer if you want more sustain. How to use the Apogee.
Can I play the SMG Build without Phantom Liberty?
Yes. Use the Senkoh LX as your Tech SMG, since the Bolt perks work with every Tech weapon, and Kiroshi “Sentry” Optics instead of the Cockatrice. The Problem Solver, the Apogee, Kerenzikov and the Projectile Launch System are all in the base game.






