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Cyberpunk 2077PATCH 2026.10.18

Monowire vs. Mantis Blades: Which Does More Damage?

By VGSources Team 8 min read

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There is no proven universal damage winner. Monowire can deliver a large charged opening hit, strike several enemies at once, and upload a Control quickhack through Jailbreak. Mantis Blades are built around rapid slashes, Blade-perk synergy, and a charged leap attack. The better damage result depends on your level, attributes, cyberware tier, perks, enemy, difficulty, charge state, and attack sequence. No available source provides a controlled, current-build test that makes one weapon the overall winner.

Why a single damage number cannot settle the question

Cyberpunk 2077’s Update 2.0 changed the combat model enough to invalidate many older comparisons. Weapon damage now scales by tier, and melee attacks consume stamina with costs that vary by weapon. A screenshot, tooltip, or community test from before Update 2.0 is therefore not a like-for-like answer for a current character.

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Even two tests made after Update 2.0 can measure different things. A fully charged Monowire strike, a string of partially charged attacks, repeated Mantis Blades slashes, and a Mantis leap attack are different attack patterns. Enemy armor, target count, difficulty, perks, attributes, cyberware, and the duration of the test all change the result. Treat any isolated number as a result for that exact setup, not as a permanent ranking.

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Question What the evidence supports
Which has the higher universal DPS? Not established. No matched current-build comparison was located.
Which can front-load damage? Monowire’s charged attacks receive bonus damage, especially at the start of a sequence.
Which is designed for rapid melee strings? Mantis Blades emphasize fast slashes and Blade-related perks.
Which handles several enemies or adds utility? Monowire has reach, multi-target attacks, and a Jailbreak quickhack function.
Which adds mobility? Mantis Blades can use a Jailbreak-charged leap attack with extended reach and a wide impact.

How Monowire damage works

Charged attacks create burst, not a guaranteed sustained lead

Monowire attacks can be charged for bonus damage. The charge and its bonus decline over successive attacks, so the first charged strikes in a sequence are not equivalent to holding the attack for a long, uninterrupted string. This distinction matters when someone compares one large opening number with the average damage of a full fight.

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For a short encounter in which you can prepare a charge and connect with the opening swing, Monowire’s burst profile is relevant. In a prolonged exchange, you must account for the reduced charge bonus on later attacks rather than extending the first-hit figure across the entire sequence.

Reach and multiple targets change damage per action

Monowire is a reach-focused arm cyberware option with attacks that can hit multiple enemies. If two or more targets are in the attack’s path, total damage across the group can be substantially more useful than a single-target per-hit comparison suggests. That is an area-of-effect advantage, not proof that every individual hit beats a Mantis Blades hit.

Jailbreak adds Control quickhack utility

With the Jailbreak ability, Monowire’s dedicated slot can hold a Control quickhack. A fully charged release uploads that quickhack without consuming RAM. The effect gives Monowire a damage-and-control role: the attack itself matters, but so does the opportunity to apply control without spending the normal RAM resource. The exact benefit depends on the quickhack and encounter, so it should not be converted into a universal damage-per-second number.

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Reported Intelligence interaction needs an in-game check

A search-indexed item reference reports Intelligence attunement and an additional 0.5% damage per attribute point for a Monowire item. Because that information is tied to an item reference and can vary by installed version or variant, verify the text on your own cyberware before building around it. It is not a substitute for testing the actual weapon at your level and tier.

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How Mantis Blades damage works

Fast slashes favor repeated melee attacks

Mantis Blades are fast slashing arm cyberware. Their natural fit is a character using Blade-related perks and repeatedly attacking at close range. That makes attack speed, stamina consumption, hit uptime, and perk choices important parts of the result; a single displayed hit does not describe the output of a complete slash sequence.

Jailbreak provides a leap attack

Jailbreak can charge a Mantis Blades leap attack when you perform finishers or dismember enemies. The charged leap extends your reach and has a wide impact, allowing you to close distance and damage an area. Its value depends on how often an encounter supplies finishers or dismemberments and whether the leap connects with one target or several.

Patch 2.02 changed the baseline

A Patch 2.02 reference attributing the change to CD Projekt Red lists three Mantis Blades adjustments: 5% more damage, 10% more attack speed, and 12% lower attack stamina cost. Those numbers describe that patch’s adjustment; they do not establish a current head-to-head victory over Monowire. When using an old comparison, identify whether it predates or includes Patch 2.02 and whether the rest of the character setup matches yours.

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Single-target, group, burst, and sustained damage

The most useful way to answer the question is to separate the damage situations instead of searching for one ranking.

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Scenario Monowire considerations Mantis Blades considerations
One target, opening burst Charge the attack and use the early bonus; the first strikes can be disproportionately strong. Begin a slash sequence; output depends on attack speed, stamina, perks, and uninterrupted contact.
One target, extended fight Include the declining charge bonus on successive attacks and any time spent repositioning. Measure the entire slash string, including stamina recovery and missed swings.
Several targets together Reach and multi-target attacks can raise total damage per action. A leap attack can affect a wide area after it is charged; ordinary slashes still require close positioning.
Control or resource utility Jailbreak can upload a Control quickhack on a fully charged release without RAM cost. Jailbreak’s notable benefit is the finisher- or dismemberment-charged leap, not a free quickhack upload.

These are mechanical distinctions, not measured rankings. A Monowire that hits three enemies may produce more total encounter damage than Mantis Blades hitting one, while Mantis Blades may keep pressure on a single target when a Monowire user cannot maintain ideal charge timing. The game state decides which advantage matters.

Patch context you should record

Update 2.0

Update 2.0 introduced the tier-based weapon scaling and stamina costs for melee attacks. Any comparison should state the game version, weapon tier, character level, attributes, perks, cyberware, difficulty, and enemy. Without those details, a number cannot be reproduced reliably.

Update 2.02

The attributed Mantis Blades changes were 5% damage, 10% attack speed, and 12% lower attack stamina cost. Record whether a test includes those changes, because they affect both per-hit output and how long a character can keep attacking.

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Update 2.3

CD Projekt Red’s official Update 2.3 notes are dated July 16, 2025. Their gameplay section lists fixes but does not list a Monowire or Mantis Blades balance change. That omission does not prove that no later hotfix or variant adjustment exists; it only means the published 2.3 gameplay notes do not document a change to either arm cyberware.

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How to run a fair damage comparison

If you want a number for your own build, use the same procedure for both weapons. The goal is not to produce a universal answer, but to measure the choice you will actually play.

  1. Lock the character state. Keep level, attributes, perks, cyberware tier, operating system, armor effects, implants, and weapon tier unchanged between tests.
  2. Lock the combat conditions. Use the same enemy type, enemy level, difficulty, location, damage resistances, and starting distance. Do not compare an armored elite with a basic enemy.
  3. Separate attack modes. Record Monowire fully charged opening attacks, later attacks after the charge bonus falls, ordinary Mantis Blades slashes, and the Mantis leap attack separately.
  4. Choose a fixed measurement. For burst, record the first hit or first two seconds. For sustained output, record total damage over a fixed duration such as 10 or 20 seconds. For groups, record both per-target damage and total damage to all targets.
  5. Repeat each run. Perform multiple trials and note misses, critical hits, dismemberments, finishers, enemy movement, and status effects. A single critical hit can make one screenshot misleading.
  6. Report resource costs. Include stamina spent, time waiting for recovery, RAM used or saved by Monowire’s Control upload, and the number of finishers or dismemberments needed to charge the Mantis leap.
  7. Publish the complete setup with the result. A useful result says what version was installed, which variant was equipped, what perks and attributes were active, and exactly how the attack sequence was performed.

For a particularly clean comparison, run two separate tests: a single-target test against one stationary enemy and a group test against several enemies close enough for area attacks. Do not combine those outcomes into one score unless you explain how the weighting was chosen.

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Choosing between them by playstyle

If your priority is… More natural starting point Reason
Opening burst and attacking from farther away Monowire Its charged attacks and reach support a front-loaded strike.
Hitting several enemies with one attack pattern Monowire Its whip-like attacks can reach multiple targets.
Control utility without spending RAM on the upload Monowire with Jailbreak A fully charged release can upload a Control quickhack without RAM cost.
Rapid close-range slashes Mantis Blades Their role and Blade-perk relationship favor repeated melee attacks.
Closing distance with a charged leap Mantis Blades with Jailbreak Finishers or dismemberments charge a leap with extended reach and wide impact.
A guaranteed damage advantage in every build Neither No controlled evidence establishes a universal winner.

Common comparison mistakes

Comparing old numbers with a 2.0-or-later build

Pre-2.0 damage posts may use a different scaling and stamina system. Treat their figures as historical unless the author clearly states the version and setup.

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Using a charged Monowire hit as its average damage

The charge bonus declines during successive attacks. Measure the full sequence when evaluating sustained damage.

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Ignoring target count

A per-hit single-target test hides Monowire’s multi-target value and can also hide the area impact of a charged Mantis leap. Record total damage to the encounter as well as damage to one target.

Leaving out stamina and utility

Attack speed and stamina cost affect how long Mantis Blades can keep slashing. Monowire’s free Control quickhack upload affects resource usage. These are practical combat advantages, but they are not interchangeable with raw weapon damage.

Assuming a patch note is a head-to-head test

The Patch 2.02 Mantis Blades adjustment documents changes to that weapon. It does not compare Monowire under the same conditions, so it cannot by itself answer which one deals more damage.

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Verdict

Choose Monowire when charged burst, reach, multiple targets, or Jailbreak’s Control-quickhack function fits your encounters. Choose Mantis Blades when you want rapid Blade-perk attacks and a leap that rewards finishers or dismemberments. If your only criterion is maximum damage, test both on the same current build using separate burst, sustained, and group scenarios; the available evidence does not justify calling either one the permanent damage winner.

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Cyberpunk 2077CyberwareDamage comparisonMantis BladesMonowire

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