Help us keep improving this website

Blood Pump



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 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
Speed Junkie Speed Junkie Body 4 Faster Health regeneration while sprinting
Breakthrough Breakthrough Body 9 Strong attacks strip enemy Armor for a short time
Clapback Clapback Body 9 Defensive attacks knock down and counterattacks stun
Fly Swatter Fly Swatter Body 9 Less ranged damage while blocking with a blunt weapon
Kinetic Absorption Kinetic Absorption Body 9 Blocking gives Stamina and blunt weapon damage
Wrecking Ball Wrecking Ball Body 9 Cheaper blunt attacks and a sprinting shoulder charge
Adrenaline Rush Adrenaline Rush Body 15 More Health and the Adrenaline Rush mode
Aftershock Aftershock Body 15 Stamina for each enemy hit by Quake
Calm Mind Calm Mind Body 15 Adrenaline lasts longer before it decays
Epicenter Epicenter Body 15 Midair Quake hits harder from higher falls
Juggernaut Juggernaut Body 15 More speed and damage during Adrenaline Rush
Quake Quake Body 15 Faster blunt attacks and a ground slam
Ripple Effect Ripple Effect Body 15 Health for each enemy hit by Quake
Unstoppable Force Unstoppable Force Body 15 Immunity to knockdown and blinding during Adrenaline Rush
Finisher: Savage Sling Finisher: Savage Sling Body 20 Blunt weapon finisher that can throw the enemy
Pain To Gain Pain To Gain Body 20 Kills recharge Health items during Adrenaline Rush
Parkour! Parkour! Reflexes 4 Faster climbing and vaulting
Slippery Slippery Reflexes 4 Harder to hit while moving fast
Can't Touch This Can't Touch This Reflexes 9 Full Mitigation Chance while Dashing
Dash Dash Reflexes 9 Dash replaces the dodge
Mad Dash Mad Dash Reflexes 9 Double Dash range toward enemies
Aerial Acrobat Aerial Acrobat Reflexes 15 Better control in midair
Aerodynamic Aerodynamic Reflexes 15 Stronger Mitigation in midair
Air Dash Air Dash Reflexes 15 Dash in midair
Tailwind Tailwind Reflexes 20 Stamina from air dashes and double jumps
Jailbreak Jailbreak Relic New abilities for every Arms cyberware
Machine Learning Machine Learning Relic Crit damage builds on enemy Vulnerabilities
Vulnerability Analytics Vulnerability Analytics Relic Hits on enemy Vulnerabilities always crit
First Aid Technical Ability 4 Faster Health item recharge after one use
Glutton For War Glutton For War Technical Ability 4 Kills recharge Health items and grenades
Transfusion Transfusion Technical Ability 4 More Health from the last Health item charge
All Things Cyber All Things Cyber Technical Ability 9 Stronger cyberware stats
Borrowed Time Borrowed Time Technical Ability 9 A Health item refills after a kill at low Health
Chipware Connoisseur Chipware Connoisseur Technical Ability 9 A choice of stat bonus when upgrading cyberware
Chrome Constitution Chrome Constitution Technical Ability 9 Less damage taken with full Skeleton and Integumentary slots
Driver Update Driver Update Technical Ability 9 An extra stat bonus on every cyberware
Health Freak Health Freak Technical Ability 9 One more Health item charge and faster recharge
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
Friendlier Fire Friendlier Fire Technical Ability 15 Less damage from the character's own explosions
Heat Shield Heat Shield Technical Ability 15 More Mitigation Chance for each Pyromania stack
License To Chrome License To Chrome Technical Ability 15 Stronger cyberware, more armor and a Skeleton slot
Pyromania 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 Ticking Time Bomb Technical Ability 20 An EMP blast after the Operating System turns on
Name Image Slot Effect
Gorilla Arms Gorilla Arms Arms Hard hitting fists
Newton Module Newton Module Frontal Cortex Kills cut cyberware cooldowns
Reinforced Tendons Reinforced Tendons Legs Double jump
NeoFiber NeoFiber Nervous System More mitigation chance and strength
Dense Marrow Dense Marrow Skeleton More melee damage for a higher Stamina cost
Epimorphic Skeleton 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 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
Biomonitor Biomonitor Circulatory System Uses a Health item when Health runs low
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

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 Dorph-Head Body 4 Brief full Mitigation after using a Health item
Painkiller Painkiller Body 4 Slow Health regeneration in combat
Die! Die! Die! Die! Die! Die! Body 9 Higher crit chance and fire rate at low Stamina
Don't Stop Me Now Don't Stop Me Now Body 9 Damage mitigation at low Stamina
Like A Feather Like A Feather Body 9 No movement penalty with shotguns and machine guns
Wrecking Ball Wrecking Ball Body 9 Cheaper blunt attacks and a sprinting shoulder charge
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
Close-Quarters Carnage Close-Quarters Carnage Body 15 Higher Obliterate chance at close range
Juggernaut Juggernaut Body 15 More speed and damage during Adrenaline Rush
Quake Quake Body 15 Faster blunt attacks and a ground slam
Rush Of Blood Rush Of Blood Body 15 Faster reload after a dismemberment
Spontaneous Obliteration Spontaneous Obliteration Body 15 Chance to instantly kill enemies at low Health
Pain To Gain Pain To Gain Body 20 Kills recharge Health items during Adrenaline Rush
Deep Breath Deep Breath Cool 9 Time slows while Focus is active
Focus Focus Cool 9 Focus mode for free Stamina aimed shots
Head To Head Head To Head Cool 9 Kills in Focus reset its duration
No Sweat No Sweat Cool 9 Kills in Focus lower its Stamina cost
Rinse And Reload Rinse And Reload Cool 9 Faster reload after an aimed kill
Deadeye Cool 15 More headshot and weak spot damage
High Noon High Noon Cool 15 Faster reload and slowed time after a headshot kill in Deadeye
Long Shot Long Shot Cool 15 Full damage at any range during Deadeye
Muscle Memory Muscle Memory Reflexes 4 Reload while sprinting, sliding and vaulting
Slippery Slippery Reflexes 4 Harder to hit while moving fast
Can't Touch This Can't Touch This Reflexes 9 Full Mitigation Chance while Dashing
Dash Dash Reflexes 9 Dash replaces the dodge
Mad Dash Mad Dash Reflexes 9 Double Dash range toward enemies
Steady Grip Steady Grip Reflexes 9 Shooting while dashing
Aerodynamic Aerodynamic Reflexes 15 Stronger Mitigation in midair
Air Dash Air Dash Reflexes 15 Dash in midair
Jailbreak Jailbreak Relic New abilities for every Arms cyberware
Launch Capacity Override Launch Capacity Override Relic One more Projectile Launch System charge
Limiter Removal Limiter Removal Relic Charged Gorilla Arms attacks knock down nearby enemies
Machine Learning Machine Learning Relic Crit damage builds on enemy Vulnerabilities
Vulnerability Analytics Vulnerability Analytics Relic Hits on enemy Vulnerabilities always crit
Glutton For War Glutton For War Technical Ability 4 Kills recharge Health items and grenades
All Things Cyber All Things Cyber Technical Ability 9 Stronger cyberware stats
Borrowed Time Borrowed Time Technical Ability 9 A Health item refills after a kill at low Health
Chipware Connoisseur Chipware Connoisseur Technical Ability 9 A choice of stat bonus when upgrading cyberware
Chrome Constitution Chrome Constitution Technical Ability 9 Less damage taken with full Skeleton and Integumentary slots
Driver Update Driver Update Technical Ability 9 An extra stat bonus on every cyberware
Health Freak Health Freak Technical Ability 9 One more Health item charge and faster recharge
Renaissance Punk Renaissance Punk Technical Ability 9 More cyberware capacity for each attribute at 9 or higher
Ambidextrous Ambidextrous Technical Ability 15 A second Hands cyberware slot
Bolt Bolt Technical Ability 15 Faster charge and Bolt shots that hit harder
Burn This City 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 Doomlauncher Technical Ability 15 An extra Projectile Launch System charge and faster recharge
Extended Warranty Extended Warranty Technical Ability 15 Cyberware effects last longer
Friendlier Fire Friendlier Fire Technical Ability 15 Less damage from the character's own explosions
Heat Shield Heat Shield Technical Ability 15 More Mitigation Chance for each Pyromania stack
Internal Clock Internal Clock Technical Ability 15 Wider timing window for a Bolt shot
License To Chrome License To Chrome Technical Ability 15 Stronger cyberware, more armor and a Skeleton slot
Lightning Storm Lightning Storm Technical Ability 15 Faster charge after each Bolt
Pyromania Pyromania Technical Ability 15 Faster Health item and grenade recharge and bigger blasts
Shock Value Shock Value Technical Ability 15 Bolt shots ignore armor
Chain Lightning 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 Gorilla Arms Arms Hard hitting fists
Mantis Blades Mantis Blades Arms Arm blades that slash and leap at enemies
Projectile Launch System Projectile Launch System Arms Arm launcher that fires explosive shots
Axolotl Axolotl Frontal Cortex Kills cut all cyberware cooldowns
Painducer Painducer Integumentary System Spreads damage taken over time
Fortified Ankles Fortified Ankles Legs Charged jumps
NeoFiber NeoFiber Nervous System More mitigation chance and strength
Militech Apogee Sandevistan Operating System Slows time by 85% with crit bonuses
Epimorphic Skeleton 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 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