Start with the way you want to fight, then align your attributes, perks, weapons, and cyberware around it. Body favors close-range power and shotguns; Reflexes supports blades, assault rifles, SMGs, and mobility; Intelligence strengthens netrunning and Smart weapons. Technical Ability and Cool round out the five-attribute system, but their best use depends on your specific perks and cyberware rather than a universal build formula.
This guide follows the post-Update 2.0 system. CD Projekt RED’s Update 2.0 reworked the perk trees and connected attributes more closely to cyberware. For current prerequisites and point allocations, test a setup in the official Build Planner before committing in-game.
How to choose a build that fits your playstyle
Pick the action you want to repeat in combat, not a list of supposedly mandatory stats. If you want to close distance and hit hard, build around Body or melee-focused Reflexes. If you prefer to stay mobile and shoot, favor the weapon family and movement tools supported by Reflexes. If you want to weaken enemies with quickhacks while fighting, make Intelligence the foundation.
Then check whether your chosen weapons and cyberware reinforce that core action. A build is a connected package: attributes unlock perks, perks support a combat loop, and cyberware adds capabilities while consuming capacity. CD Projekt RED’s official examples are useful templates for understanding those connections, not rankings that establish one best build.
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| Playstyle | Attribute direction | Combat focus | Weapon examples |
|---|---|---|---|
| Close-range bruiser | Body | Durability and direct physical force | Shotguns, light machine guns, blunt weapons |
| Mobile fighter or blade user | Reflexes, with Technical Ability in the official Sandevistan example | Movement, evasion, melee or mobile gunplay | Blades, assault rifles, submachine guns |
| Hacker who fights alongside quickhacks | Intelligence | Quickhack sequencing and RAM recovery | Smart weapons, including SMGs in CD Projekt RED’s example |
The table is a starting point, not a complete allocation. The planner displays five attributes—Body, Reflexes, Intelligence, Technical Ability, and Cool—and its current perk prerequisites are more useful than copying a fixed spread from an older guide.
What each attribute contributes
Body: physical power and toughness
The planner describes Body as raw physical power and fortitude. Its weapon synergies include shotguns, light machine guns, and blunt weapons; it also supports physical interactions such as forcing open doors and ripping turrets. Choose Body when you want to make direct, close-range pressure the center of your approach.
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Reflexes: movement, evasion, and agile weapons
Reflexes supports maneuverability and evasion, advanced movement, blades, assault rifles, and submachine guns. It suits a character who wants to reposition, close on a target, or keep moving while using a weapon family tied to the attribute.
Intelligence: netrunning and Smart weapons
Intelligence is the netrunning attribute and improves Smart weapons. It is the natural core for a build that uses quickhacks as part of its regular combat rhythm rather than treating hacking as a separate activity.
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Technical Ability and Cool: choose from the actual perks
Technical Ability and Cool complete the five-attribute framework, but there is no single allocation that suits every build. Check the live planner for the perk prerequisites and specific effects relevant to your intended setup. Technical Ability is part of CD Projekt RED’s Bullet-Time Ninja example alongside high Reflexes, while that example’s purpose is to show a coordinated Sandevistan-and-melee approach—not a rule that every melee character must copy.
Build the combat loop before spending points
- Choose your main action. Decide whether your character will rely on direct weapon damage, movement and time dilation, or quickhacks and RAM management.
- Choose a weapon family that supports it. For example, Body aligns with shotguns, light machine guns, and blunt weapons; Reflexes with blades, assault rifles, and SMGs; Intelligence with Smart weapons.
- Open the official Build Planner. Check current perk requirements and map out the attributes and perks needed for the core action before filling in secondary choices.
- Account for cyberware. Decide which implants serve the combat loop and verify that the setup fits your cyberware capacity. Update 2.0 shifted most armor from clothing to cyberware, made capacity a limit on equipped implants, and tied cyberware bonuses to specific attributes.
- Test the whole package. Make sure the weapon choice, perks, cyberware, and core action reinforce one another; do not treat a high attribute number as a build by itself.
Three official builds, and what they teach
Hack-&-Slash Netrunner: combine quickhacks with weapon pressure
CD Projekt RED’s Hack-&-Slash Netrunner invests heavily in Intelligence early, then links netrunning and RAM recovery with Smart weapons and SMGs. The breakdown discusses the Militech Paraline cyberdeck, the Recirculation perk, and quickhack combinations. Its useful lesson is that a netrunner can plan a continuous combat loop in which hacking and weapon use support each other. Check the planner and your game version for the exact perk values and availability rather than assuming every detail of the example is fixed.
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Bullet-Time Ninja: make movement and melee part of one system
The official Bullet-Time Ninja example centers on a Sandevistan and melee combat, with high investment in Reflexes and Technical Ability. It highlights cyberware capacity and specific implant choices. The takeaway is to coordinate time dilation, melee weapons, attributes, and implants instead of selecting a Sandevistan in isolation.
Savage Slugger Solo: build for close-quarters force
CD Projekt RED’s Savage Slugger Solo focuses on close-range weapons and their supporting perks and cyberware. Its example weapon is Rebecca’s shotgun, Guts. Use it as inspiration for a direct close-quarters style, not evidence that Guts—or any one weapon—is best for every character.
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How Update 2.0 affects older build advice
Update 2.0 changed perk trees and several connected systems. The redesigned trees emphasize fewer, more consequential perks that unlock abilities instead of relying on a large number of small damage bonuses. Smart weapons also have dedicated perks after their damage was reduced in the update. As a result, pre-2.0 advice about perk structure, armor, or Smart weapons may no longer describe the current system.
Perk points can be refunded individually outside combat. At Update 2.0’s launch, players continuing an existing save received a one-time opportunity to reset attributes; that does not mean attribute resets are unlimited. CD Projekt RED’s announcement invited players to redistribute points before continuing, but that launch-era reset should not be mistaken for a general repeatable option.
Check version and platform details when using a guide
The build principles here reflect the post-2.0 design, while official sample builds cited above were published in March 2024. CD Projekt RED’s Update 2.3 information, published in July 2025, listed PS5, Xbox Series X|S, PC, Nintendo Switch 2, and Mac, and said the update is free for owners of the base game. Its FAQ says players who do not own Cyberpunk 2077 need to purchase it to access the update. These are the platforms and conditions stated in that official update information; consult the live planner for current build details and your platform’s current game version.
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