The Best Reflexes Skills In Cyberpunk 2077, Ranked

the-best-reflexes-skills-in-cyberpunk-2077-ranked

To get the most out of your moves, weapons, and blades in Cyberpunk 2077, you need to have the best Reflex skills.

With Cyberpunk 2077 Update 2.0, CD Projekt RED has completely changed the look and feel of the game. Cyberpunk 2077 still has the main features that players are used to, but almost all of the skills are brand new and give players a lot of freedom to choose how they want to play. Because this trait is so useful and flexible, players will be able to find the best Reflex skills in those builds.

Cyberpunk 2077‘s best Reflex skills focus on avoiding enemy strikes, being quick and nimble, and being good with Assault Rifles, Submachine Guns, and knives. The best Reflex skills can help Cyberpunk 2077 players learn advanced moves and strikes that will make the bad guys in Night City afraid of what V can do.

Lead And Steel

V with a regular katana in Cyberpunk 2077

The first perk you can get in the right skill tree is Lead and Steel. To fully invest in Lead and Steel, players will need 2 Perk Points. This skill is only for players who want to use a blade. When a player is level 1, blade hits will cost them 15% of their energy. At level 2, Cyberpunk 2077 players will be able to block incoming weapons with blades. This may use up some energy, but it means that players can actually use a katana to stop bullets.

Bullet Deflect

A lot of people will want to get Bullet Deflect after Lead and Steel. With this perk, players can not only block bullets with their blade, but they can also send them back where their scope is pointed. The player must have at least 33% of their energy to do this. If they block just before the bullet hits, the bullet will be blocked and do even more damage thanks to this ability.

Bullet Time

If Bullet Time is turned on, time will slow down, and players will be able to use Bullet Deflect more effectively since it won’t drain their energy. This means that if you block a bullet during Bullet Time, it will automatically hit an enemy for a sure Crit Damage.

Finisher: Blade Runner

Finisher: Blade Runner is the last and best blade perk in the Reflex skill tree. It comes after Lead and Steel. There are 3 levels to this perk, and each one costs a Perk Point. To get to the second level, players will need +15% more stamina to use their blades, but the first level gives players -15% less stamina.

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Finally, level 3 will unlock a brutal Blade Finisher that can be used to cut enemies up. When an enemy’s health is low, players can press the action button to kill them instantly. Cyberpunk 2077 players will get 25% more health back when they commit to this end.

Stunjock

Cyberpunk-2077-Phantom-Liberty

As a skill tree item, Stunjock is different, but it’s a fun one. For one skill point, players can get Stunjock, which gives them great new ways to get out of cars. Cyberpunk 2077 gamer may already know that Night City is big, so they need a car to get around. Still, Stunjock gives you some exciting ways to get out of the car and into the action.

  • When players double-tap the action button, they can jump out of the car and shoot their guns at the same time.
  • Slide Out: Players can slide out of the car very quickly while holding down the action button. They can still fire their guns.
  • Stunjock also lets players cut the spread of bullets by 50% while they’re moving.

Slippery

V with a sniper rifle in Cyberpunk 2077

Slippery can be learned in the middle of the Reflex skill tree. This makes players want to move faster because it’s harder for enemies to shoot at V when they’re moving quickly. The player can boost this effect by Dashing, Dodging, Sliding, Sprinting, or Vaulting. This means that quick moves are important for success.

Muscle Memory

When Cyberpunk 2077 players fight Muscle Memory to Slippery, they can reload their weapons while running, slipping, and vaulting. This means that players never have to hide to check their ammunition because they can reload while they’re moving. This keeps the excitement of war going all the time.

Power Slide

Power Slide lets players slide farther, which lets them quickly hide behind cover or avoid shooting as they move from one enemy to the next.

Parkour!

With this perk, players can vault and climb faster, which lets them reach new heights at faster speeds.

Multitasker

Multitasker lets players shoot their guns while running, rolling, or vaulting. It’s one of the best skills in the middle-skill tree tier. This gives people more freedom to move around and makes sure that guns will be used.

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Dash

Cyberpunk 2077-2

Dash is the second center perk in the middle skill tree. To use it, you need two Perk points. If you get level 1, the perk doesn’t give you much, but once you get level 2, it’s very useful. At level 1, players can dodge and dash while losing 20% of their energy, which means they can dash and avoid more often than before.

But level 2 actually lets you dash, which on the chosen system is the same as the crouch button. Dashing takes the place of dodging, but it’s much more advanced than dodging because it lets players jump over low objects and cover more ground.

Steady Grip

As of now, players can only jump 20% of the time. Steady Grip is a great choice for players because it lets them shoot while running. This means that players can stay mobile and avoid strikes while still being able to shoot their guns like Adam Smasher.

Air Dash

Cyberpunk 2077 - Release Trailer Showing Modified People Using Charge Jump For Basketball

Level 1 of Air Dash lets you lose 20% of your energy every time you dash.

Level 2 of Air Dash lets you speed up your dash by 20%.

Lastly, Level 3 will let players run while in the air. This means that players can stay in the air and keep the upper hand against their opponents for some really exciting battles.

Aerial Acrobat

Attached to Air Dash, Aerial Acrobat will make it easier to move around in the air, giving Cyberpunk 2077 players better control over the Air Dash ability they just unlocked.

Tailwind

Cyberpunk 2077 - Using Double Jump To Jump A Long Distance

Tailwind is the last perk in the middle-skill tree. It gives players +25 energy every time they do an air dash or a double jump, which means they can stay in the air for a lot longer than before this unlock.

Ready, Rested, Reloaded

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This perk is the first one on the left side of the Reflexes skill tree. It has two levels, and both of them only affect Assault Rifles and SMGs. If you want to use a gun, this is a great choice because those are some of the best guns in Cyberpunk 2077.

If a player is at Level 1, hitting with an assault rifle or an SMG will drain their energy by 10%. Level 2 will give a +30% speed boost to reloading if Cyberpunk 2077 player has more than 50% energy.

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Sharpshooter

Cyberpunk 2077 Landing Critical Hits With An SMG

There are three levels of the Sharpshooter perk that change how Assault Rifles and SMGs work and what damage they do. Here are the three levels and why players should put money into them:

At level 1, Spacebar Clicker players can expect their aim speed to speed up by 15%. This will help them make more accurate shots that deal more damage to enemies and plan their attacks better.

Level 2: Better weapon control means that players don’t have to fight the gun as much because the controls are easier and their grip on the gun’s recoil and firing pattern is better.

Level 3: When a player hits their target, they get a stack of Sharpshooter, which heals them for 7% of their health every second for two seconds. As long as they are hitting their targets, this can stack up to seven times, giving players up to 42% more energy. Their stack will start over if the time runs out.

Gundancer

Gundancer is a perk that lets players shoot while vaulting. It’s one of the best ways to use defensive weapons like Assault Rifles and SMGs. But that’s not the only great thing about this perk; players can also use it to aim their weapon without having to slow down. During Cyberpunk 2077, players can aim and walk quickly around targets while getting around them.

Salt In The Wound

cyberpunk 2077 player looking at their weapon

Even though you can only use Salt in the Wound with an assault rifle, it’s still a great ability to have when fighting enemies that are bigger and more like tanks. When players have Salt in the Wound, they can shoot the same target seven times in a row to deal extra damage equal to 100% of the damage they’ve already done, which means the Assault Rifle does twice as much damage.

Air Kerenzikov

Cyberpunk 2077 - Third Person Example Of Using Charge Jump

The Air Kerenzikov is one of the best bonus items for movement because it lets Cyberpunk 2077 players use the Kerenzikov while in the air to stay suspended above the ground and fire their assault rifles and SMGs from above their enemies for longer. To use this perk, players will need both Gundancer and Aerial Acrobat, which means they need to almost finish the left and middle skill trees.

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