Bionic Joints
| Bionic Joints | |
|---|---|
| Class | Skeleton |
| Tier | Tier 1 |
| Attribute | Technical Ability |
Bionic Joints add a flat amount of Armor that makes every hit on V hurt less. They cost little capacity, so they make a good filler for an empty Skeleton slot. Any build that wants to take less damage can use them. Tank builds that stack Armor from many implants get the most out of them. Bionic Joints are an early to late game implant, sold by ripperdocs in Night City and Dogtown from the start of the game.
Effect
Bionic Joints are a passive implant. They raise V's Armor by a fixed amount. The amount grows with each tier. At Tier 5++ the bonus is well over a hundred points of Armor.
Armor lowers the damage V takes from attacks. A higher total therefore makes every hit hurt less. The bonus stays active all the time, in and out of combat.
The implant is attuned to Technical Ability. Each Technical Ability point adds half a point of Armor. A character with full Technical Ability gains ten extra Armor.
How to Get Bionic Joints Guide
- Visit a ripperdoc from the start of the game to buy them at Tier 1.
- Return every ten levels for a higher tier.
- Upgrade them at a ripperdoc with crafting components.
Bionic Joints Map Location
The map shows Viktor Vektor's clinic in Little China, one of the ripperdocs that sell them.
Bionic Joints map location:
Map credit by Map Genie.
Upgrades
Bionic Joints come in every tier from Tier 1 to Tier 5++. Each step adds more Armor. The capacity cost stays low and 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 them with crafting components, which is the only way to reach Tier 5++.
The table shows what each tier step of Bionic Joints costs at a ripperdoc.
| Upgrade | Components | Requirement |
|---|---|---|
| Tier 1 to Tier 1+ | 20 Tier 1 components | - |
| Tier 1+ to Tier 2 | 15 Tier 2 components | - |
| Tier 2 to Tier 2+ | 20 Tier 2 components | - |
| Tier 2+ to Tier 3 | 15 Tier 3 components | - |
| Tier 3 to Tier 3+ | 20 Tier 3 components | - |
| Tier 3+ to Tier 4 | 15 Tier 4 components | - |
| Tier 4 to Tier 4+ | 20 Tier 4 components | - |
| Tier 4+ to Tier 5 | 15 Tier 5 components | - |
| Tier 5 to Tier 5+ | 20 Tier 5 components | - |
| Tier 5+ to Tier 5++ | 50 Tier 5 components | Phantom Liberty |
Character Builds
Bionic Joints suit any build, but Technical Ability builds gain the most. All Things Cyber cuts the capacity cost of Skeleton and Integumentary System cyberware. License To Chrome adds Armor, unlocks a third Skeleton slot and boosts the stats of all Skeleton cyberware. Chrome Constitution lowers incoming damage when every Skeleton and Integumentary System slot is filled. Cyborg shortens all cyberware cooldowns when every slot is filled. Bionic Joints are a cheap way to fill those slots.
For other cyberware, the Rara Avis and Para Bellum raise Armor by a percentage. The flat Armor from Bionic Joints raises the base that those implants multiply.
Select a Build
Ping reveals enemies behind walls, and Tech weapon shots pierce the cover between them. A charged shot released at the click of Bolt deals the most damage. With a Militech Sandevistan, the charge starts first and time slows at half charge so the Bolt shot lands as a headshot.
Attributes: Body 17, Reflexes 20, Technical Ability 20, Intelligence 4, Cool 20.
The perks, cyberware and weapon mods for this build are listed below.
| Name | Image | Level | Effect |
|---|---|---|---|
| Painkiller | Body 4 | Slow Health regeneration in combat | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Focus | Cool 9 | More headshot damage and free shots while aiming | |
| Head To Head | Cool 9 | Kills reset Focus | |
| Deep Breath | Cool 9 | Time slows while Focus is active | |
| Rinse And Reload | Cool 9 | Faster reload after a kill while aiming | |
| Deadeye | Cool 15 | More headshot damage and no spread at high Stamina | |
| California Reaper | Cool 15 | Stamina back after a headshot kill | |
| Long Shot | Cool 15 | Full damage at any range during Deadeye | |
| High Noon | Cool 15 | Fast slowed reload after a headshot kill | |
| Nerves Of Tungsten-Steel | Cool 20 | Guaranteed crits on headshots during Deadeye | |
| Slippery | Reflexes 4 | Harder to hit while moving fast | |
| Dash | Reflexes 9 | Unlocks the Dash and makes it cheaper | |
| Ready, Rested, Reloaded | Reflexes 9 | Cheaper rifle and SMG fire and faster reloads | |
| Air Dash | Reflexes 15 | Dash in midair | |
| Sharpshooter | Reflexes 15 | Faster aim and stacks that ease Stamina use | |
| Gundancer | Reflexes 15 | No slowdown while aiming | |
| Glutton For War | Technical Ability 4 | Kills recharge Health items and grenades | |
| All Things Cyber | Technical Ability 9 | Stronger cyberware stats | |
| Bolt | Technical Ability 15 | Faster charge and Bolt shots that hit harder | |
| In Charge | Technical Ability 15 | Tech weapons hold a full charge | |
| Shock Value | Technical Ability 15 | Bolt shots ignore armor | |
| Lightning Storm | Technical Ability 15 | Faster charge after each Bolt | |
| Internal Clock | Technical Ability 15 | Wider timing window for a Bolt shot | |
| License To Chrome | Technical Ability 15 | Stronger cyberware, more armor and a Skeleton slot | |
| Chain Lightning | Technical Ability 20 | Bolt shots arc Electrical damage to 3 nearby enemies |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Heal-On-Kill | Circulatory System | Health back from each kill | |
| Kiroshi Cockatrice Optics | Face | More crit chance | |
| Microgenerator | Hands | Reloading an empty gun charges an electroshock shot | |
| Immovable Force | Hands | Less recoil and tighter spread | |
| Cellular Adapter | Integumentary System | Tech weapon damage and resistances from Technical Ability | |
| Optical Camo | Integumentary System | Near invisibility for a few seconds | |
| Reinforced Tendons | Legs | Double jump | |
| Para Bellum | Skeleton | More armor |
Headshots deal most of the damage, and Focus and Deadeye only work at full Stamina, so each fight starts with a full Stamina bar. The Sandevistan slows time so a whole group can drop one headshot at a time. A silenced pistol handles quiet kills before a fight, and a shotgun deals with enemies that get close.
Attributes: Body 20, Reflexes 18, Technical Ability 20, Intelligence 3, Cool 20.
The perks, cyberware and weapon mods for this build are listed below.
| Name | Image | Level | Effect |
|---|---|---|---|
| Painkiller | Body 4 | Slow Health regeneration in combat | |
| Comeback Kid | Body 4 | Faster Health regeneration at low Health | |
| Dorph-Head | Body 4 | Brief full Mitigation after using a Health item | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Focus | Cool 9 | More headshot damage and free shots while aiming | |
| No Sweat | Cool 9 | Kills cut the Stamina cost of Focus | |
| Rinse And Reload | Cool 9 | Faster reload after a kill while aiming | |
| Head To Head | Cool 9 | Kills reset Focus | |
| Deep Breath | Cool 9 | Time slows while Focus is active | |
| Pull! | Cool 9 | Easier to shoot grenades out of the air | |
| Deadeye | Cool 15 | More headshot damage and no spread at high Stamina | |
| California Reaper | Cool 15 | Stamina back after a headshot kill | |
| High Noon | Cool 15 | Fast slowed reload after a headshot kill | |
| Long Shot | Cool 15 | Full damage at any range during Deadeye | |
| Quick Draw | Cool 15 | Faster swaps to pistols and rifles | |
| Nerves Of Tungsten-Steel | Cool 20 | Guaranteed crits on headshots during Deadeye | |
| Run 'N' Gun | Cool 20 | Free hip fire and faster movement during Focus | |
| Slippery | Reflexes 4 | Harder to hit while moving fast | |
| Muscle Memory | Reflexes 4 | Reload while sprinting, sliding and vaulting | |
| Dash | Reflexes 9 | Unlocks the Dash and makes it cheaper | |
| Steady Grip | Reflexes 9 | Shoot while Dashing | |
| Can't Touch This | Reflexes 9 | Full Mitigation Chance while Dashing | |
| Glutton For War | Technical Ability 4 | Kills recharge Health items and grenades | |
| Health Freak | Technical Ability 9 | One more Health item charge and faster recharge | |
| All Things Cyber | Technical Ability 9 | Stronger cyberware stats | |
| 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 |
|---|---|---|---|
| Blood Pump | Circulatory System | A Health item that heals over time | |
| Clutch Padding | Circulatory System | Cheaper shooting | |
| Kiroshi The Oracle Optics | Face | Scanning highlights enemies behind cover | |
| Mechatronic Core | Frontal Cortex | More damage against drones, robots and mechs | |
| Ballistic Coprocessor | Hands | More ricochets with Power weapons | |
| Shock Absorber | Hands | Less recoil | |
| Subdermal Armor | Integumentary System | More armor | |
| Reinforced Tendons | Legs | Double jump | |
| NeoFiber | Nervous System | More Mitigation Chance and Strength | |
| Militech Apogee Sandevistan | Operating System | Slows time by 85% with crit bonuses | |
| Spring Joints | Skeleton | Stronger Mitigation |
Attributes: Body 20, Reflexes 20, Technical Ability 20, Intelligence 9, Cool 12.
The perks, cyberware and weapon mods for this build are listed below.
| Name | Image | Level | Effect |
|---|---|---|---|
| Painkiller | Body 4 | Slow Health regeneration in combat | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Unstoppable Force | Body 15 | Immunity to knockdown and blinding during Adrenaline Rush | |
| Pain To Gain | Body 20 | Kills recharge Health items during Adrenaline Rush | |
| Mind Over Matter | Reflexes 9 | Less recoil while aiming | |
| Ready, Rested, Reloaded | Reflexes 9 | Cheaper rifle and SMG fire and faster reloads | |
| Steady Grip | Reflexes 9 | Shooting while dashing | |
| Tunnel Vision | Reflexes 9 | More range and accuracy | |
| Dash | Reflexes 9 | Dash replaces the dodge | |
| Gundancer | Reflexes 15 | Full speed while aiming and shooting while vaulting | |
| Practice Makes Perfect | Reflexes 15 | Crit chance and crit damage per Sharpshooter stack | |
| Sharpshooter | Reflexes 15 | Faster aim and Stamina stacks on hits | |
| Shoot To Chill | Reflexes 15 | Armor penetration per Sharpshooter stack | |
| Spray And Pray | Reflexes 15 | Cheaper hip fire | |
| Air Dash | Reflexes 15 | Dash in midair | |
| Salt In The Wound | Reflexes 20 | Bonus damage after 7 hits on one target | |
| Tailwind | Reflexes 20 | Stamina from air dashes and double jumps | |
| All Things Cyber | Technical Ability 9 | Stronger cyberware stats | |
| Chrome Constitution | Technical Ability 9 | Less damage taken with full Skeleton and Integumentary slots | |
| Cyborg | Technical Ability 15 | Shorter cyberware cooldowns with every slot filled | |
| Extended Warranty | Technical Ability 15 | Cyberware effects last longer | |
| License To Chrome | Technical Ability 15 | Stronger cyberware, more armor and a Skeleton slot |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Blood Pump | Circulatory System | A Health item that heals over time | |
| Heal-On-Kill | Circulatory System | Health on each kill | |
| Behavioral Imprint-Synced Faceplate | Face | A disguise that escapes the police | |
| Kerenzikov Boost System | Frontal Cortex | Stronger Kerenzikov with free shooting Stamina | |
| Shock Absorber | Hands | Less recoil | |
| Defenzikov | Integumentary System | Damage mitigation after Kerenzikov ends | |
| Reinforced Tendons | Legs | Double jump | |
| Kerenzikov | Nervous System | Slows time when aiming during a slide or dodge | |
| NeoFiber | Nervous System | More mitigation chance and strength |
Lore
The in-game line for Bionic Joints keeps it short: "Armor - simple but effective." The implant simply makes V tougher. Its plain design and low cost make it a common filler for a Skeleton slot when capacity runs short.
Notes
- The Skeleton holds two implants at first. The License To Chrome perk adds a third slot.
Cyberware Categories
All Skeleton Cyberware
Every Skeleton implant is listed below. The Iconic ones come first, then the standard ones.
Iconic Skeleton Cyberware
| Name | Image | Attribute | Capacity | Location |
|---|---|---|---|---|
| Rara Avis | Body | Dogtown |
Standard Skeleton Cyberware
| Name | Image | Attribute | Capacity | Location |
|---|---|---|---|---|
| Bionic Joints | Technical Ability | |||
| Dense Marrow | Reflexes | |||
| Epimorphic Skeleton | Body | 40 | ||
| Feen-X | ||||
| Kinetic Frame | Reflexes | |||
| Para Bellum | Technical Ability | Dogtown | ||
| RAM Recoup | Intelligence | |||
| Scar Coalescer | Body | |||
| Scarab | Technical Ability | |||
| Spring Joints | Body | 16 | ||
| Titanium Bones | 6 | |||
| Universal Booster | Technical Ability | 25 |