Blood Pump
| Blood Pump | |
|---|---|
| Class | Circulatory System |
| Tier | Tier 2 |
| Attribute | Technical Ability |
| Capacity | 15 |
The Blood Pump is a built-in Health item. Using it heals V in two parts. A large burst of Health arrives at once, and then more Health flows back over the next few seconds. It suits any build that takes heavy damage, and it matters most for builds that spend Health on purpose. Overclock netrunners and Edgerunner builds use it to stay alive. The Blood Pump is an early to late game implant, sold by ripperdocs in Night City and Dogtown from level 10.
Effect
The Blood Pump works as a powerful Health item. V uses it in place of a normal Health item. Each use restores a chunk of Health at once. It then regenerates more Health every second for six seconds. At Tier 2 the instant heal is forty-five Health. At Tier 5++ it reaches over a hundred. The healing over time grows at the same pace.
The two-part heal helps in a long fight. The burst gets V out of danger right away. The steady healing that follows covers the hits V takes during the next few seconds.
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.
How to Get Blood Pump Guide
- Visit a ripperdoc from level 10 to buy it at Tier 2.
- Return every ten levels for a higher tier.
- Upgrade it at a ripperdoc with crafting components.
Blood Pump Map Location
The map shows Viktor Vektor's clinic in Little China, one of the ripperdocs that sell it.
Blood Pump map location:
Map credit by Map Genie.
Upgrades
The Blood Pump comes in Tiers 2 to 5, with plus steps in between. Each step raises the instant heal and the healing over time. The six-second regeneration window stays the same. The capacity cost also stays the same at every tier. Ripperdocs stock Tier 2 from level 10 and a higher tier every ten levels after that. 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 Blood Pump costs at a ripperdoc.
| Upgrade | Components | Requirement |
|---|---|---|
| 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 Blood Pump belongs in a build that heals through fights. In the Body tree, Dorph-Head grants a large Mitigation Chance bonus for two seconds after using the Blood Pump. Adrenaline Rush makes the Blood Pump grant Adrenaline as well as Health. Pain To Gain recharges Health items after kills while Adrenaline Rush is active. In the Technical Ability tree, Health Freak, First Aid and Transfusion improve Health item charges and recharge.
For other cyberware, the Biomonitor uses the equipped Health item automatically when Health drops below half. With the Blood Pump equipped, that automatic heal becomes the Blood Pump's two-part heal. Overclock netrunners pay for quickhacks with Health, and the Blood Pump restores it quickly.
Select a Build
Gorilla Arms punch enemies apart up close, and Body perks turn sprints and jumps into charges and ground slams. Air Dashes cover the distance to the next group. A shotgun handles enemies that stay out of reach.
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 | Body 4 | Faster Health regeneration for each nearby enemy | |
| Comeback Kid | Body 4 | Faster Health regeneration at low Health | |
| Dorph-Head | Body 4 | Brief full Mitigation after using a Health item | |
| Painkiller | Body 4 | Slow Health regeneration in combat | |
| Speed Junkie | Body 4 | Faster Health regeneration while sprinting | |
| Breakthrough | Body 9 | Strong attacks strip enemy Armor for a short time | |
| Clapback | Body 9 | Defensive attacks knock down and counterattacks stun | |
| Fly Swatter | Body 9 | Less ranged damage while blocking with a blunt weapon | |
| Kinetic Absorption | Body 9 | Blocking gives Stamina and blunt weapon damage | |
| Wrecking Ball | Body 9 | Cheaper blunt attacks and a sprinting shoulder charge | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Aftershock | Body 15 | Stamina for each enemy hit by Quake | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Epicenter | Body 15 | Midair Quake hits harder from higher falls | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Quake | Body 15 | Faster blunt attacks and a ground slam | |
| Ripple Effect | Body 15 | Health for each enemy hit by Quake | |
| Unstoppable Force | Body 15 | Immunity to knockdown and blinding during Adrenaline Rush | |
| Finisher: Savage Sling | Body 20 | Blunt weapon finisher that can throw the enemy | |
| Pain To Gain | Body 20 | Kills recharge Health items during Adrenaline Rush | |
| Parkour! | Reflexes 4 | Faster climbing and vaulting | |
| Slippery | Reflexes 4 | Harder to hit while moving fast | |
| Can't Touch This | Reflexes 9 | Full Mitigation Chance while Dashing | |
| Dash | Reflexes 9 | Dash replaces the dodge | |
| Mad Dash | Reflexes 9 | Double Dash range toward enemies | |
| Aerial Acrobat | Reflexes 15 | Better control in midair | |
| Aerodynamic | Reflexes 15 | Stronger Mitigation in midair | |
| Air Dash | Reflexes 15 | Dash in midair | |
| Tailwind | Reflexes 20 | Stamina from air dashes and double jumps | |
| Jailbreak | Relic | New abilities for every Arms cyberware | |
| Machine Learning | Relic | Crit damage builds on enemy Vulnerabilities | |
| Vulnerability Analytics | Relic | Hits on enemy Vulnerabilities always crit | |
| First Aid | Technical Ability 4 | Faster Health item recharge after one use | |
| Glutton For War | Technical Ability 4 | Kills recharge Health items and grenades | |
| Transfusion | Technical Ability 4 | More Health from the last Health item charge | |
| All Things Cyber | Technical Ability 9 | Stronger cyberware stats | |
| Borrowed Time | Technical Ability 9 | A Health item refills after a kill at low Health | |
| Chipware Connoisseur | Technical Ability 9 | A choice of stat bonus when upgrading cyberware | |
| Chrome Constitution | Technical Ability 9 | Less damage taken with full Skeleton and Integumentary slots | |
| Driver Update | Technical Ability 9 | An extra stat bonus on every cyberware | |
| Health Freak | Technical Ability 9 | One more Health item charge and faster recharge | |
| Renaissance Punk | Technical Ability 9 | More cyberware capacity for each attribute at 9 or higher | |
| Extended Warranty | Technical Ability 15 | Cyberware effects last longer | |
| Friendlier Fire | Technical Ability 15 | Less damage from the character's own explosions | |
| Heat Shield | Technical Ability 15 | More Mitigation Chance for each Pyromania stack | |
| License To Chrome | Technical Ability 15 | Stronger cyberware, more armor and a Skeleton slot | |
| Pyromania | Technical Ability 15 | Faster Health item and grenade recharge and bigger blasts | |
| Edgerunner | Technical Ability 20 | Cyberware past the capacity limit for a small Health cost | |
| Ticking Time Bomb | Technical Ability 20 | An EMP blast after the Operating System turns on |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Gorilla Arms | Arms | Hard hitting fists | |
| Newton Module | Frontal Cortex | Kills cut cyberware cooldowns | |
| Reinforced Tendons | Legs | Double jump | |
| NeoFiber | Nervous System | More mitigation chance and strength | |
| Dense Marrow | Skeleton | More melee damage for a higher Stamina cost | |
| Epimorphic Skeleton | Skeleton | More max Health |
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 | Body 4 | Faster Health regeneration for each nearby enemy | |
| Comeback Kid | Body 4 | Faster Health regeneration at low Health | |
| Dorph-Head | Body 4 | Brief full Mitigation after using a Health item | |
| 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 | |
| Blind Spot | Cool 4 | Slower enemy detection while crouched | |
| Feline Footwork | Cool 4 | Faster and harder to hit while crouched | |
| Killer Instinct | Cool 4 | More damage with knives, axes and silenced guns outside combat | |
| Quick Getaway | Cool 4 | Faster movement after an unseen kill | |
| Parkour! | Reflexes 4 | Faster climbing and vaulting | |
| Slippery | Reflexes 4 | Harder to hit while moving fast | |
| Bullet Deflect | Reflexes 9 | Blocked bullets fly back where the reticle points | |
| Can't Touch This | Reflexes 9 | Full Mitigation Chance while Dashing | |
| Dash | Reflexes 9 | Dash replaces the dodge | |
| Lead And Steel | Reflexes 9 | Blades block incoming bullets | |
| Mad Dash | Reflexes 9 | Double Dash range toward enemies | |
| Aerial Acrobat | Reflexes 15 | Better control in midair | |
| Air Dash | Reflexes 15 | Dash in midair | |
| Finisher: Bladerunner | Reflexes 15 | Faster blade attacks and a finisher that restores Health | |
| Flash Of Steel | Reflexes 15 | Speed and attack speed after a finisher | |
| Going The Distance | Reflexes 15 | Double finisher range | |
| Opportunist | Reflexes 15 | Easier finishers on stunned, blinded or bleeding enemies | |
| Slaughterhouse | Reflexes 20 | Every attack causes Bleeding | |
| Tailwind | Reflexes 20 | Stamina from air dashes and double jumps | |
| Emergency Cloaking | Relic | Optical Camo can break enemy tracking in combat | |
| Jailbreak | Relic | New abilities for every Arms cyberware | |
| Machine Learning | Relic | Crit damage builds on enemy Vulnerabilities | |
| Sensory Protocol | Relic | Time slows when spotted while crouched | |
| Spatial Mapping | Relic | Mantis Blades leap attacks cripple enemies | |
| Vulnerability Analytics | Relic | Hits on enemy Vulnerabilities always crit | |
| All Things Cyber | Technical Ability 9 | Stronger cyberware stats | |
| Chrome Constitution | Technical Ability 9 | Less damage taken with full Skeleton and Integumentary slots | |
| Renaissance Punk | Technical Ability 9 | More cyberware capacity for each attribute at 9 or higher | |
| Extended Warranty | Technical Ability 15 | Cyberware effects last longer | |
| 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 | Arms | Arm blades that slash and leap at enemies | |
| Biomonitor | Circulatory System | Uses a Health item when Health runs low | |
| Optical Camo | Integumentary System | Near invisibility for a few seconds | |
| Reinforced Tendons | Legs | Double jump | |
| NeoFiber | Nervous System | More mitigation chance and strength | |
| Stabber | Nervous System | Crit chance with blades and throwables | |
| Militech Apogee Sandevistan | Operating System | Slows time by 85% with crit bonuses | |
| Dense Marrow | Skeleton | More melee damage for a higher Stamina cost |
Modelled on David from the anime, the build packs in as much cyberware as it can carry. The Sandevistan slows time while pistols and Gorilla Arms tear through enemies. Technical Ability perks cut cyberware cooldowns so the Sandevistan comes back fast.
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 |
|---|---|---|---|
| Dorph-Head | Body 4 | Brief full Mitigation after using a Health item | |
| Painkiller | Body 4 | Slow Health regeneration in combat | |
| Die! Die! Die! | Body 9 | Higher crit chance and fire rate at low Stamina | |
| Don't Stop Me Now | Body 9 | Damage mitigation at low Stamina | |
| Like A Feather | Body 9 | No movement penalty with shotguns and machine guns | |
| Wrecking Ball | Body 9 | Cheaper blunt attacks and a sprinting shoulder charge | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Close-Quarters Carnage | Body 15 | Higher Obliterate chance at close range | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Quake | Body 15 | Faster blunt attacks and a ground slam | |
| Rush Of Blood | Body 15 | Faster reload after a dismemberment | |
| Spontaneous Obliteration | Body 15 | Chance to instantly kill enemies at low Health | |
| Pain To Gain | Body 20 | Kills recharge Health items during Adrenaline Rush | |
| Deep Breath | Cool 9 | Time slows while Focus is active | |
| Focus | Cool 9 | Focus mode for free Stamina aimed shots | |
| Head To Head | Cool 9 | Kills in Focus reset its duration | |
| No Sweat | Cool 9 | Kills in Focus lower its Stamina cost | |
| Rinse And Reload | Cool 9 | Faster reload after an aimed kill | |
| Deadeye | Cool 15 | More headshot and weak spot damage | |
| High Noon | Cool 15 | Faster reload and slowed time after a headshot kill in Deadeye | |
| Long Shot | Cool 15 | Full damage at any range during Deadeye | |
| Muscle Memory | Reflexes 4 | Reload while sprinting, sliding and vaulting | |
| Slippery | Reflexes 4 | Harder to hit while moving fast | |
| Can't Touch This | Reflexes 9 | Full Mitigation Chance while Dashing | |
| Dash | Reflexes 9 | Dash replaces the dodge | |
| Mad Dash | Reflexes 9 | Double Dash range toward enemies | |
| Steady Grip | Reflexes 9 | Shooting while dashing | |
| Aerodynamic | Reflexes 15 | Stronger Mitigation in midair | |
| Air Dash | Reflexes 15 | Dash in midair | |
| Jailbreak | Relic | New abilities for every Arms cyberware | |
| Launch Capacity Override | Relic | One more Projectile Launch System charge | |
| Limiter Removal | Relic | Charged Gorilla Arms attacks knock down nearby enemies | |
| Machine Learning | Relic | Crit damage builds on enemy Vulnerabilities | |
| Vulnerability Analytics | Relic | Hits on enemy Vulnerabilities always crit | |
| Glutton For War | Technical Ability 4 | Kills recharge Health items and grenades | |
| All Things Cyber | Technical Ability 9 | Stronger cyberware stats | |
| Borrowed Time | Technical Ability 9 | A Health item refills after a kill at low Health | |
| Chipware Connoisseur | Technical Ability 9 | A choice of stat bonus when upgrading cyberware | |
| Chrome Constitution | Technical Ability 9 | Less damage taken with full Skeleton and Integumentary slots | |
| Driver Update | Technical Ability 9 | An extra stat bonus on every cyberware | |
| Health Freak | Technical Ability 9 | One more Health item charge and faster recharge | |
| Renaissance Punk | Technical Ability 9 | More cyberware capacity for each attribute at 9 or higher | |
| Ambidextrous | Technical Ability 15 | A second Hands cyberware slot | |
| Bolt | Technical Ability 15 | Faster charge and Bolt shots that hit harder | |
| Burn This City | Technical Ability 15 | Five Pyromania stacks refill a grenade charge | |
| Cyborg | Technical Ability 15 | Shorter cyberware cooldowns with every slot filled | |
| Doomlauncher | Technical Ability 15 | An extra Projectile Launch System charge and faster recharge | |
| Extended Warranty | Technical Ability 15 | Cyberware effects last longer | |
| Friendlier Fire | Technical Ability 15 | Less damage from the character's own explosions | |
| Heat Shield | Technical Ability 15 | More Mitigation Chance for each Pyromania stack | |
| 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 | |
| Lightning Storm | Technical Ability 15 | Faster charge after each Bolt | |
| Pyromania | Technical Ability 15 | Faster Health item and grenade recharge and bigger blasts | |
| Shock Value | Technical Ability 15 | Bolt shots ignore armor | |
| Chain Lightning | Technical Ability 20 | Bolt shots arc Electrical damage to 3 nearby enemies | |
| Edgerunner | Technical Ability 20 | Cyberware past the capacity limit for a small Health cost |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Gorilla Arms | Arms | Hard hitting fists | |
| Mantis Blades | Arms | Arm blades that slash and leap at enemies | |
| Projectile Launch System | Arms | Arm launcher that fires explosive shots | |
| Axolotl | Frontal Cortex | Kills cut all cyberware cooldowns | |
| Painducer | Integumentary System | Spreads damage taken over time | |
| Fortified Ankles | Legs | Charged jumps | |
| NeoFiber | Nervous System | More mitigation chance and strength | |
| Militech Apogee Sandevistan | Operating System | Slows time by 85% with crit bonuses | |
| Epimorphic Skeleton | Skeleton | More max Health |
Lore
The Blood Pump's in-game line says it accelerates the oxygen supply to the body's cells. The implant sits in the Circulatory System, alongside implants such as the Biomonitor and the Adrenaline Booster.
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 | Technical Ability | 40 | Dogtown | |
| Isometric Stabilizer | Reflexes | 40 | Dogtown |
Standard Circulatory System Cyberware
| Name | Image | Attribute | Capacity | Location |
|---|---|---|---|---|
| Adrenaline Booster | Reflexes | 14 | ||
| Biomonitor | Technical Ability | 14 | ||
| Black Mamba | Reflexes | 16 | ||
| Blood Pump | Technical Ability | 15 | ||
| Clutch Padding | Body | 12 | ||
| Feedback Circuit | Technical Ability | 14 | ||
| Heal-On-Kill | Intelligence | 10 | ||
| Microrotors | Reflexes | 12 | Northside | |
| Second Heart | Body | 30 | ||
| ThreatEvac | Intelligence | 5 |