Air Dash
| Air Dash | |
|---|---|
| Class | Reflexes Perk |
| Attribute | Reflexes |
| Tier | Phenom (15) |
| Levels | 3 |
| Requires | Dash |
Air Dash takes V's dash off the ground. The first two levels make dashing cheaper and faster, and the third allows one in midair, which turns a jump into a second move. It is the top of the movement branch of the Reflexes tree. Rooftops, balconies and stairwells become a route rather than scenery.
Effect
The stamina cut and the speed increase both stack with the gains lower in the branch, so by this point a dash costs very little and covers a long way.
The third level is the one that changes the shape of a fight. A dash can be used while already in the air, which means a jump can be redirected, a gap can be crossed that has no floor, and a drop can be aimed. Movement stops being limited to the ground V is standing on.
| Level | Effect |
|---|---|
| 1 | -20% Dash Stamina cost. |
| 2 | +20% Dash speed. |
| 3 | Unlocks the ability to Dash in mid-air. |
How to Unlock Air Dash
It sits behind the Phenom gate of the Reflexes tree, which takes a long run of points. Dash must be bought first, and all three levels are needed before the midair dash appears.
Perk Tree
Air Dash is bought from Dash in the Reflexes tree.
| Name | Image | Tier | Effect |
|---|---|---|---|
| Dash | Pro (9) | -20% Stamina cost for dodging and dashing. |
Buying Air Dash opens the perks below.
| Name | Image | Tier | Effect |
|---|---|---|---|
| Aerial Acrobat | Phenom (15) | Improves midair maneuverability. | |
| Aerodynamic | Phenom (15) | +30% Mitigation Strength while in midair. | |
| Tailwind | Legend (20) | +25 Stamina from performing Air Dashes and Double Jumps. |
Character Builds
The build is a Reflexes build that fights above the floor, which is the most mobile shape in the game. Any of the tree's weapons work, though a submachine gun is easiest to use while airborne.
Buy all three levels at the Phenom gate, then Aerial Acrobat and Aerodynamic, then Tailwind at the Legend gate. A build that stops at the first two levels has a cheaper, faster dash and none of the airborne movement the branch above it reads.
Notes
Aerial Acrobat makes the midair control sharper, Aerodynamic cuts the damage taken up there, and Tailwind pays stamina back for each air dash.
Night City is built vertically, so a build with this perk can take approaches nothing else can reach.
All Reflexes Perks
Every reflexes perk in the game is listed below.
| Name | Image | Tier | Requires | Effect |
|---|---|---|---|---|
| Multitasker | Rookie (4) | Slippery | Allows you to shoot while sprinting, sliding and vaulting. | |
| Muscle Memory | Rookie (4) | Slippery | Allows you to reload weapons while sprinting, sliding and vaulting. | |
| Parkour! | Rookie (4) | Slippery | Increased vaulting and climbing speed. | |
| Power Slide | Rookie (4) | Slippery | Increased slide distance. | |
| Slippery | Rookie (4) | - | The faster you move, the more difficult for enemies to shoot you. Effect increases when Dashing, dodging, sliding, sprinting and vaulting. | |
| Stuntjock | Rookie (4) | - | Unlocks preem new ways to exit vehicles: Jump out. Slide out. You can also draw and fire weapons during these stunts. While driving: No bullet spread penalty from movement. -50% bullet spread overall | |
| Bullet Deflect | Pro (9) | Lead And Steel | When your Stamina is above 33%, blocking projectiles will Deflect them to wherever your reticle is aimed. Well-timed blocking just before being hit increases the damage you deal with deflected bullets. | |
| Bullet Time | Pro (9) | Bullet Deflect | Whenever time is slowed, Bullet Deflect does not consume Stamina and deflections automatically hit enemies for Crit Damage. | |
| Can't Touch This | Pro (9) | Dash | +100% Mitigation Chance when performing a Dash. Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default 50%). | |
| Dash | Pro (9) | Slippery | -20% Stamina cost for dodging and dashing. | |
| Flash And Thunderclap | Pro (9) | Mad Dash, Seeing Double | When performing Strong Attacks, you now automatically leap to enemies within range. These Leap Attacks can be also performed from midair and deal additional damage that scales with the distance of the leap (max +50%). | |
| Lead And Steel | Pro (9) | Slippery | -15% Stamina cost attacks with Blades. | |
| Mad Dash | Pro (9) | Dash | +100% Dash range toward enemies. | |
| Mean Streak | Pro (9) | Dash | +40% Stamina after neutralizing an enemy while Dashing. | |
| Mind Over Matter | Pro (9) | Ready, Rested, Reloaded | -25% Recoil when aiming. | |
| Ready, Rested, Reloaded | Pro (9) | - | -10% Stamina cost for shooting AR and SMGs. | |
| Seeing Double | Pro (9) | Lead And Steel | Increased damage and Stun chance with counterattacks. | |
| Spice Of Life | Pro (9) | Ready, Rested, Reloaded | +15% weapon swap speed,. -30% bullet spread briefly after swapping weapons. | |
| Steady Grip | Pro (9) | Dash | Allows you to shoot while Dashing. | |
| Tunnel Vision | Pro (9) | Ready, Rested, Reloaded | +20% Effective range and accuracy. | |
| Aerial Acrobat | Phenom (15) | Air Dash | Improves midair maneuverability. | |
| Aerodynamic | Phenom (15) | Air Dash | +30% Mitigation Strength while in midair. | |
| Air Dash | Phenom (15) | Dash | -20% Dash Stamina cost. | |
| Air Kerenzikov | Phenom (15) | - | Activating Kerenzikov in mid-air keeps you suspended in the air and extends its duration. | |
| Finisher: Bladerunner | Phenom (15) | Lead And Steel | -15% Stamina cost attacks with Blades. | |
| Flash Of Steel | Phenom (15) | Finisher: Bladerunner | +25% Movement Speed and Attack Speed for 6 sec. after performing a Finisher. | |
| Going The Distance | Phenom (15) | Finisher: Bladerunner | +100% Finisher range. | |
| Gundancer | Phenom (15) | Sharpshooter | Aiming no longer slows movement. Allows you to shoot while vaulting. | |
| Opportunist | Phenom (15) | Finisher: Bladerunner | Enemies affected by Stagger, Stun, Blinding and Bleeding are more susceptible to Finishers. | |
| Practice Makes Perfect | Phenom (15) | - | +7% Crit Chance and Crit Damage per stack of Sharpshooter. | |
| Sharpshooter | Phenom (15) | Ready, Rested, Reloaded | +15% aim speed. | |
| Shoot To Chill | Phenom (15) | Sharpshooter | +4% Armor Penetration for automatic weapons per stack of Sharpshooter. | |
| Spray And Pray | Phenom (15) | Sharpshooter | -10% Stamina cost for hip-firing. | |
| Salt In The Wound | Legend (20) | Sharpshooter | Shooting the same target 7 consecutive times deals bonus damage equal to 100% of the total damage from those shots. | |
| Slaughterhouse | Legend (20) | Finisher: Bladerunner | All attacks, counterattacks and deflected bullets apply Bleeding, which increases dismemberment chance. Bleeding cannot kill enemies, but does make them more susceptible to Finishers. +25 Stamina from dismembering. | |
| Submachine Fun | Legend (20) | Sharpshooter | Swapping Submachine Guns is faster and automatically reloads them, +22% fire rate after swapping to an SMG. Normal reloading ends the effect. | |
| Tailwind | Legend (20) | Air Dash | +25 Stamina from performing Air Dashes and Double Jumps. |