Cyberpunk 2077 – Best stats & perks + explanation

Cyberpunk 2077 – Best stats & perks + explanation 1 -
Cyberpunk 2077 – Best stats & perks + explanation 1 -

Guide for Cyberpunk 2077 – Best stats & perks + explanation

Where to invest your stats & perks, what weapons to pick, and why exactly.



This guide is about choosing stat, perk, and weapon loadout that will result in maximum damage output, thus, increasing the speed with which you gonna farm through the combat part of the game, grind items, complete quests, e.t.c. It also surprisingly grants sufficient survivability, so not only are you gonna have a glass-cannon-level of damage output, but it is also going to feel a decent amount of tankiness even on the last difficulty.

The guide is dedicated to the most pleasant way of playing the game, as the speed of progression determines the speed of reaching goals, the fastest return of investment (hiyo to all the people who deal with terms regularly). Written by a producer who started as a game designer back in 2013, so I guess that adds a bit of trust into question. By the time of writing, I invested 42 hours into the game.

Base stats

TL;DR – invest into reflexes, technical ability, cool, as literally, EVERY one of them gives you both damage and survivability (cool gives the latter through perks).

The game starts with all stats equal to 3 and 7 available points, and the max level is 50, meaning that you can max out at least 3 main stats (14 points at the start, 49 level ups, 60 points needed to reach goal). The focus is on reaching 20 that exists because of the last talents in each respective perk tree. Also – stats on their own give significant bonuses, and some stats are better than others for our goals. Perks from level 20 have the possibility to be invested infinitely; thus, no matter how many points u gonna get through DLC, quests, or anything – you gonna have a whole lot of options to invest into.

For close-range combat, HP, and opening some doors. Melee combat is only good in games. It’s always a huge tactical disadvantage in real life, and it’s no exception for Cyberpunk, although it’s a game – why walk all the way to the enemy if you can shoot it from afar. So don’t waste your time.

Adds evasion and crit chances, got perks for rifles, pistols, blades. Needless to say, it best stat by its combat effectiveness. And pistols we gotta grab for perks.

Technical Ability
Buff’s armor. Always good to have. And both of its perk trees are very good.

In the world of CYBERPUNK, u gotta make AT LEAST 2 clicks to cast anything, hacks. For 90% of cases, that would be 3 clicks. And if you want to save “mana,” you gotta do the minigame “breach” to lover cast costs before start casting. So, most casts = 3 clicks, very annoying. I started with that tree. But quickly grow to hate it. Why would I choose 3 clicks+ if I can make just 1 with my gun? Right? Hacks gotta have quick buttons, instead of annoying: TAB + SELECT TARGET + SELECT HACK + PRESS F. the latter can characterize the entire hacking system – PRESS F TO PAY RESPECTS, as the conversion of time into result is worst among the entirety of options. You can at least say that this way of gameplay is the unique one, for which I do thank developers. However, UI/UX solution was almost as horrible as Game of Thrones last season.

Slower stealth detection, more damage from crits. Obviously, our choice for the latter.


Rather perk trees than perks themselves. Around 30 (+ last infinite perk) points can be invested in each tree. I only recommend investing 1 point into an infinite one because further upgrades are much less efficient until you somehow got nowhere else perks to spend.

The general strategy is: invest in pistols until you feel like u don’t need to, invest in the craft as early as possible to get the max amount of components, invest in cold blood if you got all craft & pistols needed, invest in tech weapons rest.

Reflexes > Pistols.
We don’t need blades; they’re melee, which costs time to reach the enemy. Pistol bonus does not require us to kill enemies to get a bonus from level 20 active (only needs crit, and we’re gonna have plenty).

Tech > Crafting, Tech
Crafting allows upgrades for iconic items and buffs their stats insignificantly (+5%), but most importantly, it also adds a ton of items from salvaging, grans chances to craft for free e.t.c. Which, again, saves time.
Tech weaponry is only needed to be invested into when u feel like u don’t have enough dmg from pistols, and believe me, u gonna feel like u have plenty rather quick even on the last difficulty.

Cool > Coldblood
It grants all sorts of bonuses for dmg and survival, and you don’t even need to kill to get them (cuz 1 perk activates max stack at around 50% of your hp). Generally awesome to mix into a level-clearing killing spree, cuz also grants movement speed.


Tech pistols, obviously, since tech riffles charging makes the last rifle bonus almost useless. Why tech of all weapon types? Well, do you see an entire tree dedicated to power or smart weapons? I don’t. So, where to invest, where to invest, hm-hm-hm-hm… So, tech weapons it is.

With this combination of stats, perks, and weapons, NOTHING will stop you now!

Have a blast, comrade! And let it be at least nuclear!

By Hunger

This is all that we can say about Cyberpunk 2077 – Best stats & perks + explanation for now. I hope this post helped you. If there is anything that we should add, please let us know via comment below. See you soon!

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