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Biomonitor



Biomonitor
Biomonitor
Class Circulatory System
Tier Tier 1
Attribute Technical Ability
Capacity 14

The Biomonitor uses V's Health item automatically when Health drops below half. The heal happens on its own in the middle of a fight. The implant also makes every Health item heal a little more. It suits any build that takes heavy hits, and it works as a safety net for builds that spend Health on purpose. Builds that pay for power with Health, such as Overclock netrunners and Edgerunner builds, gain the most. The Biomonitor is an early to late game implant, sold by every ripperdoc in Night City and Dogtown from the start of the game.

Effect


The Biomonitor is a passive implant. When V's Health drops below half, it uses the equipped Health item at once.

The implant also raises the effectiveness of Health items. At Tier 1 the bonus is small. At Tier 5++ every Health item heals about a sixth more.

The implant is attuned to Technical Ability. Each Technical Ability point adds a small bonus to Health item efficiency. A character with full Technical Ability gains two percent more healing from items.

How to Get Biomonitor Guide


  • Visit any ripperdoc from the start of the game to buy it at Tier 1.
  • Return every ten levels for a higher tier.
  • Upgrade it at a ripperdoc with crafting components.

Biomonitor Map Location


The map shows Viktor Vektor's clinic in Little China, one of the ripperdocs that sell it.

Biomonitor map location:

Map credit by Map Genie.

Upgrades


The Biomonitor comes in every tier from Tier 1 to Tier 5++. Each step raises the Health item bonus. The Health threshold stays at half at every tier. The capacity cost also stays the same at every tier. Ripperdocs stock a higher tier every ten levels, from Tier 2 at level 10 to Tier 5 at level 40. A ripperdoc can upgrade it with crafting components, which is the only way to reach Tier 5++.

The table shows what each tier step of Biomonitor costs at a ripperdoc.

Upgrade Components Requirement
Tier 1 to Tier 1+ 30 Tier 1 components -
Tier 1+ to Tier 2 22 Tier 2 components -
Tier 2 to Tier 2+ 30 Tier 2 components -
Tier 2+ to Tier 3 22 Tier 3 components -
Tier 3 to Tier 3+ 30 Tier 3 components -
Tier 3+ to Tier 4 22 Tier 4 components -
Tier 4 to Tier 4+ 30 Tier 4 components -
Tier 4+ to Tier 5 22 Tier 5 components -
Tier 5 to Tier 5+ 30 Tier 5 components -
Tier 5+ to Tier 5++ 75 Tier 5 components Phantom Liberty

Character Builds


The Biomonitor belongs in a Technical Ability build that relies on Health items. Health Freak adds a Health item charge and speeds up recharge. Transfusion raises the heal from the last charge. First Aid speeds up recharge after using one charge. Borrowed Time instantly recharges a Health item after a kill when V is low and out of charges. Field Medic speeds up using Health items in combat.

In the Body tree, Dorph-Head grants Mitigation Chance after using a Health item or the Blood Pump. Adrenaline Rush makes Health items grant Adrenaline as well. For cyberware, the Blood Pump works as a powerful Health item. The Biomonitor can trigger it automatically.

Select a Build

Mantis Blades are the main weapon, so both weapon slots stay free for guns. Dashes and the Mantis Blades leap reach enemies fast, and Finishers restore Health. A Sandevistan slows time when a fight gets crowded.

Attributes: Body 20, Reflexes 20, Technical Ability 20, Intelligence 3, Cool 18.

The perks, cyberware and weapon mods for this build are listed below.

Name Image Level Effect
Army Of One Army Of One Body 4 Faster Health regeneration for each nearby enemy
Comeback Kid Comeback Kid Body 4 Faster Health regeneration at low Health
Dorph-Head Dorph-Head Body 4 Brief full Mitigation after using a Health item
Painkiller Painkiller Body 4 Slow Health regeneration in combat
Adrenaline Rush Adrenaline Rush Body 15 More Health and the Adrenaline Rush mode
Calm Mind Calm Mind Body 15 Adrenaline lasts longer before it decays
Juggernaut Juggernaut Body 15 More speed and damage during Adrenaline Rush
Unstoppable Force Unstoppable Force Body 15 Immunity to knockdown and blinding during Adrenaline Rush
Blind Spot Blind Spot Cool 4 Slower enemy detection while crouched
Feline Footwork Feline Footwork Cool 4 Faster and harder to hit while crouched
Killer Instinct Killer Instinct Cool 4 More damage with knives, axes and silenced guns outside combat
Quick Getaway Quick Getaway Cool 4 Faster movement after an unseen kill
Parkour! Parkour! Reflexes 4 Faster climbing and vaulting
Slippery Slippery Reflexes 4 Harder to hit while moving fast
Bullet Deflect Bullet Deflect Reflexes 9 Blocked bullets fly back where the reticle points
Can't Touch This Can't Touch This Reflexes 9 Full Mitigation Chance while Dashing
Dash Dash Reflexes 9 Dash replaces the dodge
Lead And Steel Lead And Steel Reflexes 9 Blades block incoming bullets
Mad Dash Mad Dash Reflexes 9 Double Dash range toward enemies
Aerial Acrobat Aerial Acrobat Reflexes 15 Better control in midair
Air Dash Air Dash Reflexes 15 Dash in midair
Finisher: Bladerunner Finisher: Bladerunner Reflexes 15 Faster blade attacks and a finisher that restores Health
Flash Of Steel Flash Of Steel Reflexes 15 Speed and attack speed after a finisher
Going The Distance Going The Distance Reflexes 15 Double finisher range
Opportunist Opportunist Reflexes 15 Easier finishers on stunned, blinded or bleeding enemies
Slaughterhouse Reflexes 20 Every attack causes Bleeding
Tailwind Tailwind Reflexes 20 Stamina from air dashes and double jumps
Emergency Cloaking Emergency Cloaking Relic Optical Camo can break enemy tracking in combat
Jailbreak Jailbreak Relic New abilities for every Arms cyberware
Machine Learning Machine Learning Relic Crit damage builds on enemy Vulnerabilities
Sensory Protocol Sensory Protocol Relic Time slows when spotted while crouched
Spatial Mapping Spatial Mapping Relic Mantis Blades leap attacks cripple enemies
Vulnerability Analytics Vulnerability Analytics Relic Hits on enemy Vulnerabilities always crit
All Things Cyber All Things Cyber Technical Ability 9 Stronger cyberware stats
Chrome Constitution Chrome Constitution Technical Ability 9 Less damage taken with full Skeleton and Integumentary slots
Renaissance Punk Renaissance Punk Technical Ability 9 More cyberware capacity for each attribute at 9 or higher
Extended Warranty Extended Warranty Technical Ability 15 Cyberware effects last longer
License To Chrome License To Chrome Technical Ability 15 Stronger cyberware, more armor and a Skeleton slot
Edgerunner Technical Ability 20 Cyberware past the capacity limit for a small Health cost
Name Image Slot Effect
Mantis Blades Mantis Blades Arms Arm blades that slash and leap at enemies
Blood Pump Blood Pump Circulatory System A Health item that heals over time
Optical Camo Optical Camo Integumentary System Near invisibility for a few seconds
Reinforced Tendons Reinforced Tendons Legs Double jump
NeoFiber NeoFiber Nervous System More mitigation chance and strength
Stabber Stabber Nervous System Crit chance with blades and throwables
Militech Apogee Sandevistan Operating System Slows time by 85% with crit bonuses
Dense Marrow Dense Marrow Skeleton More melee damage for a higher Stamina cost

A one-handed club and Dashes pick off enemies one by one while Berserk is on cooldown. Once Health drops, Berserk makes the character invulnerable and melee attacks cost no Stamina. Quake slams the ground whenever it is ready and staggers every enemy nearby.

Attributes: Body 20, Reflexes 20, Technical Ability 20, Intelligence 3, Cool 18.

The perks, cyberware and weapon mods for this build are listed below.

Name Image Level Effect
Painkiller Painkiller Body 4 Slow Health regeneration in combat
Comeback Kid Comeback Kid Body 4 Faster Health regeneration at low Health
Dorph-Head Dorph-Head Body 4 Brief full Mitigation after using a Health item
Wrecking Ball Wrecking Ball Body 9 Cheaper Blunt attacks and a blocking charge
Fly Swatter Fly Swatter Body 9 Less ranged damage while blocking with a Blunt weapon
Breakthrough Breakthrough Body 9 Strong attacks strip enemy armor
Quake Quake Body 15 Faster Blunt attacks and a ground slam that staggers
Aftershock Aftershock Body 15 Stamina back for each enemy hit by Quake
Epicenter Epicenter Body 15 Quake from midair grows with the fall
Ripple Effect Ripple Effect Body 15 Health back for each enemy hit by Quake
Adrenaline Rush Adrenaline Rush Body 15 More Health and the Adrenaline Rush mode
Juggernaut Juggernaut Body 15 More speed and damage during Adrenaline Rush
Calm Mind Calm Mind Body 15 Adrenaline lasts longer before it decays
Finisher: Savage Sling Finisher: Savage Sling Body 20 A Blunt Finisher that heals
Pain To Gain Pain To Gain Body 20 Kills recharge Health items during Adrenaline Rush
Dash Dash Reflexes 9 Unlocks the Dash and makes it cheaper
Mad Dash Mad Dash Reflexes 9 Double Dash range toward enemies
Air Dash Air Dash Reflexes 15 Dash in midair
Glutton For War Glutton For War Technical Ability 4 Kills recharge Health items and grenades
Health Freak Health Freak Technical Ability 9 One more Health item charge and faster recharge
All Things Cyber All Things Cyber Technical Ability 9 Stronger cyberware stats
License To Chrome License To Chrome Technical Ability 15 Stronger cyberware, more armor and a Skeleton slot
Edgerunner Technical Ability 20 Cyberware past the capacity limit for a small Health cost
Name Image Slot Effect
Projectile Launch System Projectile Launch System Arms Arm launcher that fires explosive shots
Newton Module Newton Module Frontal Cortex Kills cut cyberware cooldowns
Mechatronic Core Mechatronic Core Frontal Cortex More damage against drones, robots and mechs
NeoFiber NeoFiber Nervous System More Mitigation Chance and Strength
Reflex Tuner Reflex Tuner Nervous System Slows time at low Health
Adrenaline Converter Adrenaline Converter Nervous System Faster movement when combat starts
Militech Berserk Militech Berserk Operating System Invulnerable melee mode
Dense Marrow Dense Marrow Skeleton More melee damage

The build keeps its distance and picks enemies off one by one with headshots. The Sandevistan goes on before shooting an Elite, so several headshots land if the first one is not enough. A pistol or shotgun stays on hand for enemies that flank the sniping spot.

Attributes: Body 15, Reflexes 13, Technical Ability 20, Intelligence 3, Cool 20.

The perks, cyberware and weapon mods for this build are listed below.

Name Image Level Effect
Painkiller Painkiller Body 4 Slow Health regeneration in combat
Adrenaline Rush Adrenaline Rush Body 15 More Health and the Adrenaline Rush mode
Feline Footwork Feline Footwork Cool 4 Faster and safer while crouched
Blind Spot Blind Spot Cool 4 Slower enemy detection while crouched
Killer Instinct Killer Instinct Cool 4 More damage with knives, axes and silenced guns before combat
Gag Order Gag Order Cool 4 A quick hit after being spotted delays detection by others
Focus Focus Cool 9 More headshot damage and free shots while aiming
No Sweat No Sweat Cool 9 Kills cut the Stamina cost of Focus
Rinse And Reload Rinse And Reload Cool 9 Faster reload after a kill while aiming
Head To Head Head To Head Cool 9 Kills reset Focus
Deep Breath Deep Breath Cool 9 Time slows while Focus is active
Deadeye Cool 15 More headshot damage and no spread at high Stamina
California Reaper California Reaper Cool 15 Stamina back after a headshot kill
High Noon High Noon Cool 15 Fast slowed reload after a headshot kill
Long Shot Long Shot Cool 15 Full damage at any range during Deadeye
Quick Draw Quick Draw Cool 15 Faster swaps to pistols and rifles
Ninjutsu Ninjutsu Cool 15 Sprint while crouched
Nerves Of Tungsten-Steel Nerves Of Tungsten-Steel Cool 20 Guaranteed crits on headshots during Deadeye
Glutton For War Glutton For War Technical Ability 4 Kills recharge Health items and grenades
Health Freak Health Freak Technical Ability 9 One more Health item charge and faster recharge
All Things Cyber All Things Cyber Technical Ability 9 Stronger cyberware stats
License To Chrome License To Chrome Technical Ability 15 Stronger cyberware, more armor and a Skeleton slot
Bolt Bolt Technical Ability 15 Faster charge and Bolt shots that hit harder
Internal Clock Internal Clock Technical Ability 15 Wider timing window for a Bolt shot
Shock Value Shock Value Technical Ability 15 Bolt shots ignore armor
Edgerunner Technical Ability 20 Cyberware past the capacity limit for a small Health cost
Name Image Slot Effect
Blood Pump Blood Pump Circulatory System A Health item that heals over time
Kiroshi Clairvoyant Optics Kiroshi Clairvoyant Optics Face Scanning highlights nearby enemies
Axolotl Axolotl Frontal Cortex Kills cut all cyberware cooldowns
Microgenerator Microgenerator Hands Reloading an empty gun charges an electroshock shot
Immovable Force Immovable Force Hands Less recoil and tighter spread
Reinforced Tendons Reinforced Tendons Legs Double jump
NeoFiber NeoFiber Nervous System More Mitigation Chance and Strength
Visual Cortex Support Visual Cortex Support Nervous System More crit chance at long range
Militech Apogee Sandevistan Operating System Slows time by 85% with crit bonuses
Epimorphic Skeleton Epimorphic Skeleton Skeleton More max Health

Lore


The Biomonitor's in-game line describes an implant designed to coordinate regenerative processes. It watches V's body and steps in when Health falls too low. It sits in the Circulatory System, like the Blood Pump.

Cyberware Categories




All Circulatory System Cyberware



Every Circulatory System implant is listed below. The Iconic ones come first, then the standard ones.

Iconic Circulatory System Cyberware

Name Image Attribute Capacity Location
Electromag Recycler Electromag Recycler Technical Ability 40 Dogtown
Isometric Stabilizer Isometric Stabilizer Reflexes 40 Dogtown

Standard Circulatory System Cyberware

Name Image Attribute Capacity Location
Adrenaline Booster Adrenaline Booster Reflexes 14
Biomonitor Biomonitor Technical Ability 14
Black Mamba Black Mamba Reflexes 16
Blood Pump Blood Pump Technical Ability 15
Clutch Padding Clutch Padding Body 12
Feedback Circuit Feedback Circuit Technical Ability 14
Heal-On-Kill Heal-On-Kill Intelligence 10
Microrotors Microrotors Reflexes 12 Northside
Second Heart Second Heart Body 30
ThreatEvac ThreatEvac Intelligence 5