Reflexes Perks
Reflexes perks are the ones bought in the Reflexes tree, and all of them are built on one idea. Movement is better protection than cover, so every perk either makes V faster, removes a reason to stop moving, or pays V for being quick. The tree divides into movement, blades and automatic weapons, and the movement perks underpin both of the others.
Best Reflexes Perks
The Reflexes Perks below are the ones almost every build of the tree ends up buying, either because a branch is bought through them or because what they unlock cannot be had any other way.
| Name | Image | Attribute | Tier | Effect |
|---|---|---|---|---|
| Slippery | Reflexes | Rookie (4) | The faster you move, the more difficult for enemies to shoot you. Effect increases when Dashing, dodging, sliding, sprinting and vaulting. | |
| Dash | Reflexes | Pro (9) | -20% Stamina cost for dodging and dashing. | |
| Lead And Steel | Reflexes | Pro (9) | -15% Stamina cost attacks with Blades. | |
| Sharpshooter | Reflexes | Phenom (15) | +15% aim speed. | |
| Finisher: Bladerunner | Reflexes | Phenom (15) | -15% Stamina cost attacks with Blades. |
Gates
The four gates read as a progression here more than in any other tree. Rookie removes the reasons to stop moving, Pro replaces dodging with a dash and lets a blade block gunfire, Phenom takes the dash into the air and turns accurate fire into stacking bonuses, and Legend holds one perk for each weapon class.
Movement
Slippery is the first pick and the perk most of the tree is bought through. It makes V harder to hit the faster V moves, and the perks above it remove each reason to be slow, allowing fire and reloads while sprinting, sliding and vaulting and making the climbs and slides themselves faster.
Dash replaces dodging with real travel, crossing a doorway and vaulting low obstacles on its own. The perks bought from it extend its range towards enemies, make it nearly immune to damage, allow shooting through it and hand stamina back for a kill made during it. Air Dash takes the whole thing into the air, where another set of perks adds control, mitigation and a stamina refund.
Blades
Lead And Steel starts the blade branch. It cuts the stamina cost of swings and then lets a blade block incoming projectiles, which is what makes a katana build able to cross open ground at all.
Bullet Deflect turns that block into an attack, sending rounds back wherever V is aiming, and Bullet Time makes the deflection free and automatically critical while time is slowed. Finisher: Bladerunner carries the branch to a finisher that heals V, and the perks above it speed V up afterwards, extend the finisher's range, make weakened enemies easier to catch and finally make every attack apply bleeding.
Automatic Weapons
Ready, Rested, Reloaded starts this branch, cutting the stamina cost of firing an assault rifle or a submachine gun and speeding up reloads while the bar is healthy. Mind Over Matter, Tunnel Vision and Spice Of Life each sharpen one part of how those weapons handle.
Sharpshooter is the payoff. Every shot that lands adds a stack, and the stacks raise stamina regeneration and lower the cost of firing. Practice Makes Perfect reads them as critical hits and Shoot To Chill as armour penetration, while Salt In The Wound and Submachine Fun each take one weapon class and finish it.
Notes
Stuntjock sits outside the three groups. It unlocks new ways of leaving a vehicle, allows drawing and firing during the stunt, and removes the accuracy penalty for shooting while driving.
The Shinobi skill rises with this tree, and it is the only skill in the game that counts movement as well as kills.
All Reflexes Perks
Pages in category "Reflexes Perks"
The following 37 pages are in this category, out of 37 total.
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- Cyberpunk2077:Salt In The Wound
- Cyberpunk2077:Seeing Double
- Cyberpunk2077:Sharpshooter
- Cyberpunk2077:Shoot To Chill
- Cyberpunk2077:Slaughterhouse
- Cyberpunk2077:Slippery
- Cyberpunk2077:Spice Of Life
- Cyberpunk2077:Spray And Pray
- Cyberpunk2077:Steady Grip
- Cyberpunk2077:Stuntjock
- Cyberpunk2077:Submachine Fun