Welcome to our gaming guide for Cyberpunk 2077, where we will show you how to become an unstoppable Berserker. Armed with powerful weapons such as rockets, shotguns, and chainswords, you will obliterate your enemies and dominate the game as a solo player. Let’s dive in and learn how to optimize your gameplay with this Solo Shotgun/Berserker guide.
Preface
Phantom Liberty DLC required
Proven for Very Hard Difficulty
My declaration of love for Cyberpunk 2077. After 400+ hours I started a new/last playthrough with this build.
Attributes
- Body (+2 Health/point),
- Technical Ability (+2 Armor/point) and
- Reflexes (+0.5% Crit Chance/point).
With Body and Technical Ability there are virtually no more locked doors/windows. Nearly all alternative quest routes are feasable.
+3 in Body
+3 in Technical Ability and
+1 in Reflexes
We start with 100 Health, it will increase by 5 with every level.
- Body to 9
- Technical Ability to 9
- Body to 15
- Technical Ability to 20
- Body to 20
- Reflex to 20
- Dump the rest into Cool (18)
- 20 Body
- 20 Reflexes
- 20 Technical Ability
- 18 Cool
- 3 Intelligence
The skills are the hidden champions. We will increase primary the Solo and Tech skills just by doing our stuff. But we also get some of the Shinobi skills during our adventure.
Source[www.denofgeek.com]
Solo
Tech
Perks
Boosts Survivabilty and Health Regen
- Painkiller is my first perk in every playthrough. Greatly increases the surviveabilty, as we get slow health regen during combat
- Dorph Head reduces the damage for 2s at least for 50% after health item was used. We will use a lot of health items. So take it.
- Comeback Kid increases health regen depending on missing health. Nice one.
- Speed Junkie increases Health Regen during sprinting (optinal)
- Army of one increases Health Regen for each nearby enemy. We will be surrounded a lot, let’s take it.
Shotgun improvements!
- Die! Die! Die! gives us crit chance, fire rate and weapon handling at low stamina
- Like a feather removes movement penalties with shotguns (optinal)
- Don’t Stop Me now provides Mitigation at low stamina
- Bullet Ballet reduces Bullet spread when moving. As we move the whole time this one will be permant active.
Shotgun and survivability
- Spontaneous Obliteration Crit Chance, Damage against close enemys, Obliteration
- Rush of Bload Reload speed after dismemberment. The only perk for more reload speed
- Dread reduces enemy armor when using ranged attacks (optinal)
- Close Quarter Carnage increases obliteration chance for close enemys
- Skullcracker increases quick melee attack damage when stamina is decreasing
- Adrenaline Rush gives us max. health, health regen and a second layer of health by using the health item. If actived you gain 30 % of your health as protective layer. It is capped at 50 %. So there is no chance to achieve 60% by using the health item twice.
- Juggernaut provides movement speed and damage if adrenaline rush is active.
- Calm mind gives us more delay time before adrenaline rush decays
Be a legend!
- Pain to Gain Health Item recharge for every killed enemy during adrenaline rush. Synergizes well with adrenaline rush. More health items more adrenaline rush.
- Rip and Tear Takes the rotation …/Quick Melee Attack/Shotgun/… to a new level
Build Planner[www.cyberpunk.net]
Equipment
For the shotgun we we have many iconic options, check them all out and choose one which suits best to your playstyle. I like these 3
- Guts[cyberpunk.fandom.com] is pretty early available and carried me through early and mid game,
- Bloody Maria[cyberpunk.fandom.com] is nice
- Sovereign[cyberpunk.fandom.com]
There is only one iconic Chainsaw – the Cut-o-Matic x-MOD2[cyberpunk.fandom.com]
- Inhaler or Blood Pump
- Grenades or Projectile Launch System
We wanna maximize armor and quickhack resistance. Armor has been seen on head and outer torso clothing. Quickhack resistance appeared on inner torso parts.
Health Boosters and consumables are welcome. Especially before tough fights and in the early game, when we need every extra chunk of health.
Cyberware
- Optional (14) – Newton Module
- Optional (5) – Mechatronic Core
- Optional (5) – Self-Ice
- Main (8) – Projectile Launch System and/or Gorilla Arms for Arena Fights and until Projectile Launch System is reasonably usable
- Main (32) – Epimorphic Skeleton (gets available ~ Lvl 30)
- Main (25) – Para Bellum 25 (gets available ~ Lvl 30)
- Main (16) – Spring Joints
- Early (8) – Bionic Joints
I was really trying to use Kerenzikov, but the shotgun god is against this marriage.
- Optional (12) – Kerenzikov
- Main (14) – Neofiber (gets available ~ Lvl 20)
- Main (12) – Stabber
- Main (30) – Painducer (gets available ~ Lvl 30)
- Main (20) – Shock-N-Awe
- Main (40) – Chitin
- Main (6) – Fortified Ankles
I’m not the biggest fan of the biomonitor for this build. We don’t have direct control over the usage of your health items and adrenaline activation. This is espacially true with Militech Berserk.
- Main (30) – Second Heart (gets available ~ Lvl 30)
- Main (10) – Heal-on-Kill
- Main (15) – Blood Pump
- Early (15) – Biomonitor
- Main (2) – Ballistic Coprocessor
- Main (9) – Microgenerator
- Main (10) – Kiroshi “The Oracle” Optics until
- Optional (30) – Kiroshi “Cockatrice” Optics -> If you can afford it
- Main (35) – Militech Berserk (gets available ~ Lvl 30)
- Optional (20) – Biodyne Bersker
Combat and Tips
- Feed crowded areas with your Projectile Launch System
- Think of the Shot and Quick Attack rotation
- Use Berserk if you are out of Health Items, have low life or just wanna get personal.
- Second Heart rescues you if you are to slow with berserk/health items or to gready
- Switch to Gorilla Arms and Biomonitor for arena fights (makes the last fight easier).
And that wraps up our share on “Optimized Cyberpunk 2077 Solo Shotgun/Berserker Guide”. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Syph, who deserves all the credit. Happy gaming!