Welcome to the best Tech Sniper Build for Cyberpunk 2077 (Patch 2.5). The Breakthrough is a Tech sniper rifle that shoots straight through walls without charging, and its rounds keep ricocheting after they come out the other side. I tag the room, shoot the guards through the wall before they know I am there, and when they come looking, the Apogee Sandevistan and Optical Camo make sure they never find me. Some players call it a wall sniper build or a shoot through walls build.
The Tech Sniper Build combines the Breakthrough, Bolt, Nerves of Tungsten-Steel, the Apogee Sandevistan and Optical Camo: tag enemies through walls, put guaranteed headshot crits through cover with Bolts that ignore Armor, heal on every charged shot, and vanish the moment anyone gets close.
You can find more builds here on the Cyberpunk 2077 Builds Database page.
Table of Contents for the Tech Sniper Build:
- Build Overview & How To Play
- Attributes
- Perks (Skills)
- Cyberware
- Weapons
- Gear
- Skill Progression
- Leveling Tips
- Tech Sniper Build FAQ
Strengths and Weaknesses list for the Tech Sniper Build:
Strengths
Weaknesses
More Sniper Builds: Prefer a silenced rifle from a rooftop? Read my Sniper Build. For stealth with quickhacks, my Ghost Netrunner Build, and if you want the Raiju as your main gun, my SMG Build.
Cyberpunk 2077 Tech Sniper Build Overview & How To Play

I play this Cyberpunk 2077: Tech Sniper Build from the other side of the wall. I scan the building, tag everyone I can see, and the tagged enemies stay outlined through the walls. Then I line up the Breakthrough on the outline and pull the trigger. The round goes through the wall, and with Deadeye and Nerves of Tungsten-Steel, every headshot is a guaranteed crit.
When I charge the shot and let go just before it is full, I fire a Bolt that ignores Armor and arcs lightning to the enemy next to my target. Every fully charged hit heals me. When the group finally finds me, the Apogee Sandevistan slows time by 85% for a few more kills, and Optical Camo makes me disappear before they can shoot back.
Before the iconics: The Nekomata is the base rifle of the Breakthrough, and any weapon vendor sells it, so it carries the build until you get the spec in Rancho Coronado. The Widow Maker 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 Foxhound, the Deep-field Visual Interface and the Relic perks come from Phantom Liberty. Without them, I use any Tech SMG as my close-range gun, since Bolt, Shock Value and Chain Lightning work with every Tech weapon, and Visual Cortex Support stays in the Nervous System. The Breakthrough, the Widow Maker, the Apogee and Optical Camo are all in the base game.
How I Shoot Through Walls
This is how almost every fight goes for me:
- Scan and tag: Open the scanner and tag every enemy you can see. Tagged enemies stay outlined through walls, and the
Kiroshi “The Oracle” Optics highlights everyone within 19.5 m, even behind cover. How to see enemies through walls. - Stay at full Stamina:
Deadeye is active above 85% Stamina and removes bullet spread, and
Nerves of Tungsten-Steel turns every headshot into a guaranteed crit while it is active. The
Clutch Padding makes shooting cheaper, so I stay above that line. - Shoot through the wall: The
Breakthrough goes through walls without charging. For the big targets, I charge the shot and let go just before it is full for a Bolt that ignores Armor with
Shock Value. How Bolts work. - Reload into a shock: The Breakthrough only holds 4 rounds. When I reload it empty, the
Microgenerator turns the next shot into an electroshock that hits everyone around the impact. - Slow it down: When the group starts moving, I pop the
Militech “Apogee” Sandevistan. Time slows by 85%, and every kill extends it by 10%, so I get several more headshots before it runs out. - Swap if they get close:
Quick Draw makes swapping to the
Widow Maker faster, and
Submachine Fun reloads the
Raiju the moment I swap to it. - Vanish:
Optical Camo makes me almost invisible. With
Vanishing Act, it turns on by itself when I slide away. How to use Optical Camo.
Ammo: The Breakthrough uses Sniper Ammo, and the Raiju uses Rifle Ammo, so the two never fight over the same pool. With only 4 rounds per magazine,
Rinse and Reload and
High Noon speed up the reload after a kill.
How To See Enemies Through Walls
A rifle that shoots through walls is only half the trick. You also need to know where to aim, and this build has three ways to see through them:
- Tag them: Open the scanner, look at an enemy and tag him. A tagged enemy stays outlined, even when he walks behind a wall. I always tag the whole group from outside before I go in.
- The Oracle: After a scan, the
Kiroshi “The Oracle” Optics highlights every enemy within 19.5 m, including enemies behind cover, plus cameras and turrets within 39 m and explosives and traps within 29 m. The effect stays active for 60 seconds. - Vulnerabilities:
Vulnerability Analytics shows weak points on enemy armor and cyberware during combat. A Bolt into a Vulnerability is a guaranteed crit with +25% Armor Penetration, and destroying it sets off an EMP blast.
Tip: The Breakthrough’s rounds keep ricocheting after they go through a wall, so a miss can still hit someone in the next room. Aim at the outline’s head, not at the wall in front of it.
Tech Sniper 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. Bolt makes Tech weapons charge 20% faster and adds +15% damage to charged shots.
- Hold it:
In Charge stops the rifle from firing on its own at full charge, so I can wait for the head to line up.
Internal Clock gives me a longer window to release a Bolt. - Release just before full: The shot counts as fully charged, deals bonus damage and loses nothing when it goes through cover.
- Ignore Armor:
Shock Value makes every Bolt ignore enemy Armor, and
Chain Lightning turns it into Electrical damage with an arc that electrocutes nearby enemies. - Keep the chain going:
Lightning Storm charges the next shot much faster after every Bolt and stacks 3 times. Swapping weapons or firing a non-Bolt shot resets it, so I stay on the Breakthrough until the room is empty.
Heal while you shoot: Every Bolt counts as a fully charged shot, so the
Feedback Circuit gives +3.5% Health with every hit. The
Cellular Adapter adds +10% Tech weapon damage at 20 Technical Ability.
How To Use Optical Camo (Creeping Death)
Optical Camo gives -90% visibility to enemies for 7 seconds, plus 0.1 seconds per Cool point, so 9 seconds at 20 Cool before Extended Warranty. Put it in your Combat Gadget quickslot. The Cool and Relic perks turn it into much more than a stealth tool:
- Kill while cloaked:
Creeping Death gives you Health, Stamina and +10% movement speed for 6 seconds every time you neutralize an enemy while Optical Camo is active or you are undetected. Every shot from cover heals me. - Lose them in combat:
Emergency Cloaking makes enemies lose track of you when you activate Optical Camo during combat, with a chance to exit combat completely. - Slide away:
Vanishing Act turns Optical Camo on automatically while you crouch-sprint or slide, and uses up its charge gradually.
Ninjutsu unlocks the crouch-sprint. - Get out when they see you:
Sensory Protocol slows time when you get detected while crouched. Dodge or Dash out of their line of sight and you exit combat right away.
Cooldown: 50 seconds.
Cyborg cuts that by 15% while every cyberware slot is filled, and the Newton Module takes another 1.35% off with every kill.
Attributes – Tech Sniper Build
Distributing Attributes correctly for the Tech Sniper 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 Tech Sniper Build’s main Attributes are
Cool for Deadeye, Nerves of Tungsten-Steel and the stealth perks,
Technical Ability for the Bolts and the chrome, and
Reflexes for movement, the Raiju and the Sandevistan.
Body goes to 18 for Adrenaline Rush, and
Intelligence stays at 3.
Tech Sniper Build Start Attributes
At the start of the game, select the following Attribute allocation to give us the optimal start for the Tech Sniper Build in Cyberpunk 2077.
| Attribute | Points | Description |
|---|---|---|
|
|
+3 |
|
Technical Ability |
+2 |
|
Reflexes |
+2 |
|
Body |
None |
|
Intelligence |
None |
|
Max Level Attributes

At max level, you want to have the following distribution of Attributes for the Tech Sniper Build in Cyberpunk 2077:
20 Cool
20 Technical Ability
20 Reflexes
18 Body
3 Intelligence
Why these numbers: Cool goes to 20 for Nerves of Tungsten-Steel, and every Cool point adds +1.25% Crit Damage, so +25% on every shot. It also adds 0.1 seconds to Optical Camo per point and +1% Crit Damage per point through the Deep-field Visual Interface. Technical Ability goes to 20 for Chain Lightning and Edgerunner, and Reflexes to 20 for Submachine Fun and Tailwind. Every Reflexes point also adds +0.5% Crit Chance and 0.1 seconds to the Apogee. Body sits at 18: Adrenaline Rush only needs 15, and every point adds +2 Max Health. Cool, Technical Ability, Reflexes and Body are all at 9 or higher, so Renaissance Punk gives +16 Cyberware Capacity.
Why Intelligence stays at 3: This build doesn’t hack. The scanner and The Oracle show me where the enemies are, and Self-ICE in the Frontal Cortex blocks the enemy netrunners. Raising Intelligence to 9 would take 6 points out of Body for only +4 capacity.
Perks – Tech Sniper Build Cyberpunk 2077

In this section of the Cyberpunk 2077 Tech Sniper 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. Technical Ability to 9 comes next for All Things Cyber and Renaissance Punk, then Cool to 15 for Deadeye and Ninjutsu, and Technical Ability to 15 for Bolt, Shock Value and License to Chrome. Reflexes goes to 9 for Dash and to 15 for Sharpshooter and Air Dash, and Body goes to 15 for Adrenaline Rush. Nerves of Tungsten-Steel, Chain Lightning, Edgerunner, Submachine Fun and Tailwind come last, since they need 20.
Perk Points: This build uses all 80 Perk Points at level 60: 27 in Technical Ability, 23 in Cool, 19 in Reflexes and 11 in Body.
Cool Perks

The
Cool Perk-Tree is the sniper tree. The left branch gives us Focus, Deadeye and Nerves of Tungsten-Steel for guaranteed headshot crits, and the middle branch is stealth: Ninjutsu, Creeping Death and Vanishing Act for Optical Camo. Max it out to 20.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
Feline Footwork and the crouch row.
Level 9 Perks
Focus and everything behind it.
Level 15 Perks
Deadeye on the left, Ninjutsu and the Optical Camo perks in the middle.
| Perk | Description |
|---|---|
| +10% headshot and weakspot damage, -25% Stamina cost for shooting, then Deadeye mode: above 85% Stamina you get +20% headshot damage, +20% weakspot damage and no bullet spread. | |
| While Deadeye is active, a headshot or weakspot kill speeds up your next reload and slows time during it. | |
| Faster weapon swaps to sniper and precision rifles, and Stamina back when you swap in combat. | |
| +30% Stamina after a headshot or weakspot kill with a ranged attack. That keeps me above 85% for Deadeye. | |
| While Deadeye is active, your shots deal full damage at any distance. | |
| +15% crouch movement speed, +15% Mitigation Chance while crouched, then the ability to sprint while crouched. Vanishing Act needs the crouch-sprint. | |
| Neutralizing an enemy while Optical Camo is active or you are undetected gives you Health, Stamina and +10% movement speed for 6 seconds. Every shot through a wall heals me. How it works. | |
| Optical Camo activates automatically while you crouch-sprint or slide, and uses up its charge gradually. |
Level 20 Perks
Cool is at 20, so we take one capstone.
Technical Ability Perks

The
Technical Ability Perk-Tree turns the Breakthrough into a Tech sniper. The right branch is for Tech weapons, which is where the Bolts come from, the middle branch handles the chrome and leads to Edgerunner, and the left branch gives us health items. Max it out to 20.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
The health item perks on the left.
| Perk | Description |
|---|---|
| +1 health item charge. Every health item also fills your Adrenaline once Adrenaline Rush is unlocked. | |
| +15% recharge speed for health items when you have only used one charge. |
Level 9 Perks
Health items on the left, the Cyberware perks in the middle.
Level 15 Perks
Bolt and the Tech weapon perks on the right, chrome in the middle.
| 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. How Bolts work. | |
| Bolt shots ignore enemy Armor. Armored enemies behind a wall go down as fast as everyone else. | |
| Much faster charge after every Bolt, stacking 3 times. Swapping weapons or firing a non-Bolt shot resets it. | |
| A longer time window to fire a Bolt. It makes the timing a lot easier. | |
| Tech weapons no longer fire on their own at full charge. I hold the charge until the head lines up. | |
| +10% to all cyberware stat modifiers, +40 armor and an extra Skeleton slot. Max it out. | |
| A second Hands slot, which holds the Microgenerator next to the Shock Absorber. | |
| +15% duration for all cyberware effects. The Apogee and Optical Camo both last longer. | |
| -15% cooldown for all cyberware while every cyberware slot is filled. This build fills every one, so the Sandevistan and Optical Camo come back faster. | |
| Unlocks the Cellular Adapter for the Integumentary System, which you can then buy and install at any Ripperdoc. |
Level 20 Perks
Technical Ability is at 20, so we take two capstones.
| Perk | Description |
|---|---|
| Bolts deal Electrical damage and release an electric arc that electrocutes nearby enemies. One Bolt through a wall can hit the guy next to my target too. | |
| 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 42 points over, see the Cyberware section. |
Skip: Ticking Time Bomb would add an EMP to every Sandevistan, but it sits behind Pyromania and the grenade perks. I put those points into the stealth branch in Cool instead.
Reflexes Perks

The
Reflexes Perk-Tree is for movement and the Raiju. We take the movement branch in the middle for Dash, Air Dash and Tailwind, and the gun branch on the left up to Submachine Fun. 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 on the left, Air Dash and the midair perks in the middle.
Level 20 Perks
Reflexes is at 20, so we take two capstones.
Body Perks

The
Body Perk-Tree is only here to keep you alive. We take the health regen row and Adrenaline Rush in the middle. Body goes to 18.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
The health regen row.
Level 15 Perks
Adrenaline Rush and the perks around it.
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 six perks across three branches: two for Optical Camo, two for the Vulnerabilities, and two for the Gorilla Arms.
The other 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.
Cyberware for the Tech Sniper Build in Cyberpunk 2077

Crits at range, slow motion and a way out: The Apogee slows time, Visual Cortex Support and Kinetic Frame add Crit Chance, the Microgenerator and the Feedback Circuit reward every reload and charged shot, and Optical Camo gets me out when they come looking. 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 274 at Tier 5++, already including the -20% from All Things Cyber on the Skeleton and Integumentary System.
That is about 42 points over, and Edgerunner lets you go up to 50 over. It costs -0.5% Max Health per point, so about -21% Max Health, which the Epimorphic Skeleton, Adrenaline Rush and Creeping Death give back. A sniper should not get hit much anyway. Edgerunner needs 20 Technical Ability, so until you have it, use the Dynalar Sandevistan in place of the Apogee, the Synaptic Accelerator in place of Visual Cortex Support and Kiroshi “Sentry” Optics in place of The Oracle. That brings you down to about 225, inside the limit.
Once you have collected Capacity Shards, you lose a lot less Max Health and have room for the Deep-field Visual Interface. 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 |
|---|---|
|
|
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.
- Dynalar Sandevistan: Any Ripperdoc from level 10, with tier improving as you level.
Frontal Cortex
Location of items:
- Newton Module: A standard Frontal Cortex implant, sold by Ripperdocs with quality scaling as you level.
- Mechatronic Core: Sold by Ripperdocs, with quality scaling as you level.
- Self-ICE: Sold by any Ripperdoc after level 20.
Face
| Cyberware | Description |
|---|---|
| After a scan, it highlights enemies within 19.5 m, including behind cover, cameras and turrets within 39 m, and explosives and traps within 29 m, for 60 seconds. Exactly what a rifle that shoots through walls needs. | |
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 “The Oracle” Optics: Sold by Ripperdocs from level 30, with quality scaling by level.
- Kiroshi “Sentry” Optics: Any Ripperdoc.
Arms
Update 2.5 added Glamdocs, so you can now give the Gorilla Arms a new look. Visit one of the 5 Glamdocs (spray paint icon on the map) once you have them installed.
Location of items:
- Gorilla Arms: Any Ripperdoc from level 10, with quality scaling by level.
Hands
Ambidextrous gives you the second Hands slot.
Location of items:
- Shock Absorber: Any Ripperdoc from level 10, with quality scaling by level.
- Microgenerator: Sold by any Ripperdoc, with quality scaling 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.
- Kinetic Frame: Available from any Ripperdoc, with quality scaling as you level.
- Spring Joints: Any Ripperdoc from level 10, with quality scaling by level.
Nervous System
| Cyberware | Description |
|---|---|
| More Crit Chance the farther you are from the enemy, up to +30% at 30 m. Attuned to Cool: +0.2% headshot and weakspot damage per point. | |
| +11% Mitigation Chance and +11% Mitigation Strength. Attuned to Reflexes: +0.1% Crit Chance per point. | |
| Slows time by 60% for 4.5 seconds when your Health drops below 25%, with a 35 second cooldown. Time to slide away or heal. Only 5 capacity. | |
Deep-field Visual Interface |
The iconic version of Visual Cortex Support: up to +100% Crit Chance at 100 m, and +1% Crit Damage per Cool point, so +20% at 20 Cool. It replaces Visual Cortex Support once you have Capacity Shards. |
Synaptic Accelerator |
Slows time by 50% for 4.5 seconds when an enemy’s detection reaches 50%, with a 60 second cooldown. Only 5 capacity, so it holds the slot until you have Edgerunner. |
Location of items:
- Visual Cortex Support: Sold by any Ripperdoc, with quality scaling as you level.
- Neofiber: Any Ripperdoc after level 20.
- Reflex Tuner: Sold by Ripperdocs, with quality scaling as you level.
- Deep-field Visual Interface: Iconic, Dogtown Ripperdocs (Phantom Liberty DLC), also found in Dogtown airdrops.
- Synaptic Accelerator: Sold by any Ripperdoc from level 10, with quality scaling by level.
Circulatory System
Location of items:
- Feedback Circuit: Sold by Ripperdocs from level 20, with quality scaling by level.
- Clutch Padding: Sold by Ripperdocs across Night City, with availability scaling with your level and Street Cred.
- 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 for every Technical Ability point, so +10% at 20 Technical Ability. It only shows up at Ripperdocs once you have the Built Different perk. | |
| A big chunk of Armor for only 5 capacity, and it fills the third slot for Chrome Constitution. | |
Carapace |
+32% Armor effectiveness when you are attacked from the side or from behind. It replaces Subdermal Armor once you have Capacity Shards. |
Location of items:
- Optical Camo: Sold by Ripperdocs from level 10, with quality scaling by level.
- Cellular Adapter: Any Ripperdoc once you have the Built Different perk.
- Subdermal Armor: You get it during the intro quest The Ripperdoc, and Ripperdocs sell better versions as you level.
- Carapace: Sold by Ripperdocs from level 10 onward, with quality scaling by level.
Legs
| Cyberware | Description |
|---|---|
| Hold jump to charge it for a much longer jump. Charged jumps and Air Dash get me onto rooftops and balconies that nobody else can reach. |
Location of items:
- Fortified Ankles: Sold by any Ripperdoc from level 10 onward.
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 274, 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 |
|---|---|---|---|
| Nervous System | Visual Cortex Support | Deep-field Visual Interface | +20 |
| Integumentary System | Subdermal Armor | Carapace | +9 |
- Deep-field Visual Interface: up to +100% Crit Chance at 100 m instead of +30% at 30 m, and +20% Crit Damage at 20 Cool. This is the biggest upgrade for any sniper.
- Carapace: +32% Armor effectiveness against attacks from the side or from behind, for the moment someone flanks you.
That brings the total to about 302 of 306, still under capacity. If you want Edgerunner’s Fury state, you can go over again, for example with the Axolotl in place of the Newton Module, but every point over costs Max Health.
Weapons for the Tech Sniper Build in Cyberpunk 2077

Three Tech weapons: The Breakthrough does the damage through walls, the Widow Maker is the faster rifle when the fight gets closer, and the Raiju is for anyone who reaches me. All three are Tech weapons, so every one of them fires Bolts.
- Cool perks like Deadeye, Long Shot and Nerves of Tungsten-Steel boost sniper and precision rifles.
- Technical Ability perks like Bolt, Shock Value and Chain Lightning boost Tech weapons, so all three guns get them.
- Reflexes perks like Sharpshooter and Submachine Fun boost the Raiju.
- The Breakthrough uses Sniper Ammo, and the Raiju uses Rifle Ammo.
Upgrade: Weapons can be upgraded when you go to the crafting section and then swap to upgrades.
My loadout:
| Item | Description |
|---|---|
Breakthrough |
My main weapon. An iconic Tsunami Tech sniper rifle, based on the Nekomata. Its rounds penetrate walls without being charged and ricochet multiple times afterward, with a 300% headshot multiplier. How to get the Breakthrough. |
Widow Maker |
My fast rifle. Nash’s iconic Tech precision rifle fires two projectiles per shot and deals Chemical damage with a higher chance to Poison. Charged shots deal more damage, and Nerves of Tungsten-Steel works with it too. How to get the Widow Maker. |
Raiju |
My close-range gun. An iconic Arasaka Tech SMG: shots go through cover without charging, and headshots have a higher Crit Chance. Submachine Fun reloads it the moment I swap to it. How to get the Raiju. |
Grenades: A Recon grenade marks the whole group before the first shot, so I always carry one.
Health item: MaxDOC MK.5 for the big instant heal.
Best Tech Sniper Rifles for a Tech Sniper Build
Every rifle here works with Bolt, Shock Value, Deadeye and Nerves of Tungsten-Steel. These are my top 3, from best to worst:
Breakthrough (Tech): The best sniper rifle for shooting through walls. Rounds penetrate walls without being charged and ricochet multiple times afterward. The crafting spec drops in Rancho Coronado. How to get it.
Foxhound (Tech, Phantom Liberty): The best Tech sniper for Armor Penetration. An iconic Tsunami rifle with 75 Armor Penetration, the highest of the Tech snipers, but only 3 rounds per magazine. It comes from Dogtown airdrops. How to get it.
Nekomata (Tech): The best Tech sniper for the early game. The base rifle of the Breakthrough, with the same 300% headshot multiplier and 4 rounds. Any weapon vendor can sell you one. How to get it.
Not a Tech rifle?: Power sniper rifles like the Overwatch and the Grad can’t shoot through walls. They belong in my Sniper Build.
Breakthrough (Iconic Tech Sniper Rifle) – How To Get It

“Pierces concrete like cardboard.” The Breakthrough is a crafting spec, and the heart of this build.
- Prerequisites: Santo Domingo has to be open, which happens after Act 1.
- Where: The Suspected Organized Crime Activity New Boss, New Rules in Rancho Coronado, Santo Domingo.
- How to Get It: Defeat the gang leader, Olga Elisabeth Longmead, and loot the crafting spec from her body.
- What to Do: Open the Crafting menu and craft the Breakthrough. 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. Until then, the Nekomata does the same job without the free wall penetration.
Foxhound (Iconic Tech Sniper Rifle) – How To Get It

“Sensitive to the scent of blood on the air.” An iconic Tsunami sniper rifle from Phantom Liberty.
- Prerequisites: Phantom Liberty DLC, with Dogtown unlocked.
- Where: Dogtown airdrops. It only shows up after you have looted the Catahoula from an airdrop.
- How to Get It: Loot it from an airdrop. Watch for the airdrop notification and race the other gangs to the crate.
- Note: Airdrop loot is random, so you may need a few drops before it shows up.
Nekomata (Tech Sniper Rifle) – How To Get It
A common Tsunami Tech sniper rifle, and my rifle until I have the Breakthrough.
- Prerequisites: None. It is available from Act 1.
- Where: Weapon vendors all over Night City, and as random loot from enemy snipers.
- How to Get It: Buy it from any weapon vendor that has it in stock, or pick it up from an enemy sniper.
- Note: It needs a charged shot to go through walls, but with Bolt, every Bolt goes through cover without losing damage.
Widow Maker (Iconic Tech Precision Rifle) – How To Get It

“A rifle that belonged to a cagey Raffen. Wasn’t cagey enough, as it turns out.” Nash’s rifle, and my faster option.
- Prerequisites: Act 2, Panam’s storyline.
- Where: Nash, the Raffen Shiv leader, during Ghost Town.
- How to Get It: Take Nash down and loot the Widow Maker from his body. If you spare him in Ghost Town, he drops it later during Queen of the Highway.
- Note: If you miss it, Herold Lowe at the EBM Petrochem Stadium (Phantom Liberty) sells 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 my gun for close range.
- 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.
Gear for the Tech Sniper 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, Kinetic Frame, Spring Joints and Adrenaline Rush.
For the look, I wear:
- Head: Epoxy Ballistic Mask with Titanium-Reinforced Visor
- Location: Satoshi Ueno’s clothing shop in the Longshore Stacks, Dogtown (Phantom Liberty DLC).
- Outer Torso: Arasaka Polycarbonate-Laced Bulletproof Aramid Vest
- Location: The clothing vendor in Charter Hill, Westbrook. You can also loot it from Oda after you defeat him in Play It Safe, from a soldier during The Heist, or at the NCPD Assault in Progress #2 in Charter Hill.
- Legs: Flexi-Duolayer Harem Pants
- Location: The clothing vendor in West Wind Estate, Pacifica.
- Feet: NUS Infiltrator Boots
- Location: Saeko’s store in Japantown, near the Sagan & Diamond fast travel point, or the vendor north of Regina Jones in Kabuki.
Clothing vendors rotate their stock, so if an item isn’t there, skip 24 hours and check again.
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: Tech Sniper Build you want to focus on Headhunter, Engineer and Shinobi. Headhunter is the big one: every sniper headshot and every kill while undetected levels it, and it gives +10% headshot damage at level 10 and another +15% at level 30. Engineer levels with every fully charged shot and every Bolt kill. It gives the extra Cyberware Capacity this build counts on, more Shock chance when you charge a Tech weapon at level 40, and +10% Bolt damage at level 55. Shinobi levels with the Raiju and every dash in combat, and at level 60 the Sandevistan gives +40% Crit Chance.
Headhunter (Cool)
- Level 5: -10% Visibility to enemies
- Level 10: +10% Headshot & Vulnerability damage
- Level 15: +1 Perk Point
- Level 20: No weapon sway when crouched
- Level 25: -10% Visibility to enemies
- Level 30: +15% Headshot & Vulnerability damage
- Level 35: +1 Perk Point
- Level 40: Optical Camo is active while grappling enemies
- Level 45: -30% Recovery time after a throw
- Level 50: +30% Crouch walk & sprint speed
- Level 55: Undetected damage bonus lasts 3s in combat
- Level 60: +15% Optical Camo charge on stealth/special kills
How to Level Up Headhunter (Cool)
- Looting Skill Shards from chests and enemies.
- Perform stealth takedowns and neutralizations on unaware enemies.
- Get headshots and hit enemy weakspots using any weapon type.
- Defeat enemies using pistols, revolvers, sniper rifles, precision rifles, or thrown weapons (knives and axes).
- Deal damage and secure kills while crouching or using Optical Camo.
Engineer (Technical Ability)
- Level 5: +15 Armor
- Level 10: +5 Cyberware Capacity
- Level 15: +1 Perk Point
- Level 20: +10% Grenade damage & explosion radius
- Level 25: +25 Armor
- Level 30: +10 Cyberware Capacity
- Level 35: +1 Perk Point
- Level 40: Increased Shock chance when charging Tech weapons
- Level 45: +15% Health Item effectiveness
- Level 50: +30% to all Cyberware stat modifiers
- Level 55: +10% Bolt damage, +40% Bolt burn, Chain Lightning burns
- Level 60: Fury Mode: You occasionally release a massive EMP blast
How to Level Up Engineer (Technical Ability)
- Looting Skill Shards from chests and enemies.
- Defeat enemies using Tech weapons, especially by firing fully charged shots or Bolt shots.
- Get kills using damage-dealing grenades or the Projectile Launch System (PLS) cyberware.
- Craft new weapons, quickhacks, and item components.
- Upgrade weapons and cyberware at Ripperdocs or through your crafting menu.
- Dismantle weapons, armor, and junk items into crafting components.
Shinobi (Reflexes)
- Level 5: +5% Movement Speed
- Level 10: -5% Dodge/Dash Stamina cost
- Level 15: +1 Perk Point
- Level 20: Better accuracy after dodging/dashing
- Level 25: +5% Movement Speed
- Level 30: -10% Dodge/Dash Stamina cost
- Level 35: +1 Perk Point
- Level 40: Increased Mitigation Chance the faster you move
- Level 45: +25% Fast Attack damage
- Level 50: Sliding & Air Dashing reload 20% of your weapon
- Level 55: Mid-air/Slow-mo: low stamina does not penalize combat
- Level 60: Sandevistan Mode: +40% Crit Chance; No movement Stamina cost
How to Level Up Shinobi (Reflexes)
- Looting Skill Shards from chests and enemies.
- Defeat enemies using blade weapons (Katanas, Machetes, Chainswords, or Mantis Blades).
- Actively dodge, dash, air-dash, slide, and vault while in active combat.
- Defeat enemies using Assault Rifles or Submachine Guns (SMGs), especially while moving at high speeds.
Solo (Body)
- Level 5: +50 Carrying Capacity
- Level 10: +10 Max Health
- Level 15: +1 Perk Point
- Level 20: +20% Fist/Gorilla Arms damage & speed (Fists bleed)
- Level 25: +100 Carrying Capacity
- Level 30: +15% Max Health
- Level 35: +1 Perk Point
- Level 40: +10% Crit Chance within 5 meters
- Level 45: +25% Strong/Quick Melee damage
- Level 50: +25% Health after performing a Finisher
- Level 55: Adrenaline decays 50% slower, min 10% floor
- Level 60: Berserk Mode: +30% Finisher threshold, +50% Finisher heal, +30% duration
How to Level Up Solo (Body)
- Looting Skill Shards from chests and enemies.
- Defeat enemies using Heavy Weapons (Shotguns, Light Machine Guns, and Heavy Machine Guns).
- Defeat enemies using blunt weapons, Gorilla Arms, or bare fists.
- Force open locked doors, rip heavy turrets from their mounts, and pass physical Body attribute checks in the world.
- Execute physical melee finishers.
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 Tech Sniper Build in Cyberpunk 2077
Here are a few general leveling tips for the Tech Sniper 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 rifle until the Militech “Apogee” unlocks at level 40.
- Fortified Ankles (Legs): Sold from level 10. Charged jumps up to the rooftops.
- Optical Camo (Integumentary System): Sold from level 10. Your way out when they find you.
- 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 Tech Sniper 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 Tech Sniper Build FAQ
Can you shoot through walls in Cyberpunk 2077?
Yes. Tech weapons go through cover with a charged shot, and the Breakthrough sniper rifle goes through walls without charging. With the Bolt perk, Bolts lose no damage when they go through cover. How I shoot through walls.
What is the best Tech sniper rifle in Cyberpunk 2077?
The Breakthrough: its rounds penetrate walls without being charged and ricochet afterward. The Foxhound has more Armor Penetration, and the Nekomata is the best early option. See my ranking.
How do I get the Breakthrough in Cyberpunk 2077?
Defeat the gang leader in the Suspected Organized Crime Activity New Boss, New Rules in Rancho Coronado, loot the crafting spec and craft the rifle. Full walkthrough.
How do I see enemies through walls?
Tag them with the scanner, and they stay outlined through walls. Kiroshi “The Oracle” Optics also highlight every enemy within 19.5 m after a scan, even behind cover. How to see enemies through walls.
How do Bolts work with a Tech sniper?
Hold the trigger to charge and let go right before the charge is full. The Bolt counts as fully charged, loses nothing through cover, and ignores Armor with Shock Value. In Charge stops the rifle from firing on its own. Tech Sniper Bolts Explained.
Is Optical Camo good for a sniper?
Yes. Creeping Death heals you on every kill while it is active, Vanishing Act turns it on when you slide, and Emergency Cloaking makes enemies lose track of you in combat. How to use Optical Camo.
Can I play the Tech Sniper Build without Phantom Liberty?
Yes. The Breakthrough, the Widow Maker, the Apogee and Optical Camo are all in the base game. Use any Tech SMG in place of the Raiju and keep Visual Cortex Support in the Nervous System. You lose the Relic perks.





