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Electric Baton Gamma



Electric Baton Gamma
Electric Baton Gamma
Class Melee Weapon
Type Blunt
Weapon One-Handed Club
Armor Pen 50%
Charge Time 1 s

Electric Baton Gamma is the third model of the electric baton family. The Iconic club Murphy's Law is built on it. It is a one-handed blunt weapon whose swings deal Electrical damage and can hit several enemies at once. It knocks targets out instead of killing them, which helps in careful jobs and street brawls alike. It is a handy club for a Body build. The electric batons also include the story Iconics Murphy's Law and Tinker Bell. Electric Baton Gamma is sold by Coach Fred in Little China. Enemies who carry one can drop it.

Combat


The Gamma fights like its sister models. Its light swings are quick, and its trait lets each one hit more than one enemy. The damage is spread across a group instead of a single target.

Every hit deals Electrical damage with a chance to Shock. Shock deals an extra burst of Electrical damage. Blunt weapons also have a chance to stun. A stunned enemy is open to a finisher, which ends the fight quickly.

Blunt weapons are non-lethal unless a mod changes that. The Gamma knocks enemies out, so it works on jobs where V wants no one killed. Its weak point is getting close. Enemies with rifles get free shots while V moves in. The baton works best in tight interiors, from cover, or after a quiet approach.

How to Get Electric Baton Gamma Guide


  • Buy Electric Baton Gamma from Coach Fred, the melee weapon vendor in Little China, Watson.
  • Loot it from enemies who carry one.

Electric Baton Gamma Map Location


The map shows Coach Fred's melee weapon shop in Little China.

Electric Baton Gamma map location:

Map credit by Map Genie.

Compatible Mods


8 weapon mods are compatible with Electric Baton Gamma.

Name Image Effect
Airstrike Airstrike Raises crit chance and crit damage for midair attacks
Barbarian Barbarian More damage against stunned, staggered and knocked down enemies
Bloodbruiser Bloodbruiser Makes a blunt weapon lethal and able to cause Bleeding
Cyclone Cyclone A sprint attack opens unlimited combos with stacking attack speed
K.O. K.O. More damage and knockdowns on stunned enemies, slower attacks
Pax Pax Makes the weapon non-lethal, more damage outside combat
Severance Severance Hits to the head or limbs of a weakened enemy can dismember and kill
Silencio Silencio More crit chance and crit damage when crouched and undetected

Upgrades


A stronger Gamma comes from buying or finding one at a higher tier, because shop and loot quality follow V's level.

Character Builds


The Gamma uses the blunt perks in the Body tree. Wrecking Ball cuts the Stamina cost of blunt attacks. Its second level turns a sprint while blocking into a charge that can knock enemies over. Kinetic Absorption gives Stamina and bonus damage after a block. Clapback adds knockdown chance to defensive attacks and stun chance to counterattacks. Finisher: Savage Sling unlocks a blunt finisher that heals V. Holding the button throws the enemy into others instead.

For cyberware, the Adrenaline Booster restores Stamina after melee takedowns. Microrotors raise attack speed with melee weapons, which means more Shock chances per second.

Its mod slots take melee and blunt mods. Silencio adds crit chance and crit damage while crouched and undetected. Airstrike adds crit chance and crit damage to attacks from midair. Severance, an Iconic mod, gives head and limb hits on a badly hurt enemy a chance to dismember and kill. Bloodbruiser makes the baton lethal and adds a Bleeding chance tied to its stun chance.

Select a Build

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
Biomonitor Biomonitor Circulatory System Uses a Health item when Health runs low
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
Name Image Effect
Airstrike Airstrike More crit chance and crit damage in midair
Barbarian Barbarian More damage against stunned or knocked down enemies
K.O. K.O. More damage and knockdowns but slower swings

Lore


The Gamma's in-game line is short: it has a spicy kick. The kick is the electric charge in its head, which the Alpha and Beta also have.

Iconic electric batons appear in the story. Murphy's Law, built on the Gamma, belonged to Albert Murphy, a senior BARGHEST soldier in Dogtown. It rewards hitting enemies who are already on the ground. V can only claim it on one branch of the Phantom Liberty main job Firestarter. Tinker Bell, a second Iconic baton, belonged to Anthony Harris, the killer the news calls Peter Pan. It hides on a farm in the Badlands during River Ward's side job The Hunt.

Notes


  • Murphy's Law is the Iconic variant of Electric Baton Gamma.
  • Tinker Bell is an Iconic electric baton.
  • Murphy's Law is missable, because it comes only on one branch of Firestarter in Phantom Liberty.
  • Electric Baton Alpha and Electric Baton Beta are its sister models.

Weapon Categories




All Melee Weapons



Every melee weapon is listed below. The Iconic weapons come first, then the standard ones.

Iconic Melee Weapons

Name Image Weapon Headshot Armor Pen Location
Agaou Agaou Axe +125% 25% Dogtown
BFC 9000 BFC 9000 One-Handed Club Rancho Coronado
Baby Boomer Baby Boomer Two-Handed Club 25%
Baseball Bat x-MOD2 Baseball Bat x-MOD2 Two-Handed Club Dogtown
Black Unicorn Black Unicorn Katana 25%
Blue Fang Blue Fang Knife +150% Badlands South
Butcher's Cleaver Butcher's Cleaver Knife 25% Coastview
Byakko Byakko Katana 25% Little China
Caretaker's Spade Caretaker's Spade Hammer 25% Corpo Plaza
Claw x-MOD2 Claw x-MOD2 Axe
Cocktail Stick Cocktail Stick Katana 25% Japantown
Cottonmouth Cottonmouth One-Handed Club 25% Japantown
Crowbar Crowbar One-Handed Club
Cut-o-Matic x-MOD2 Cut-o-Matic x-MOD2 Chainsword Dogtown
Errata Errata Katana 25% Arroyo
Fang Fang Knife +50%
Gold-Plated Baseball Bat Gold-Plated Baseball Bat Two-Handed Club 25% North Oak
Gwynbleidd Gwynbleidd Sword
Headhunter Headhunter Knife +150% West Wind Estate
Jinchu-Maru Jinchu-Maru Katana 25% Japantown
Murphy's Law Murphy's Law One-handed Club 50% Dogtown
Nehan Nehan Knife +150% Arasaka Waterfront
Sasquatch's Hammer Sasquatch's Hammer Hammer 75% Coastview
Satori Satori Katana 25% Arasaka Waterfront
Scalpel Scalpel Katana 25% Northside
Sir John Phallustiff Sir John Phallustiff Blunt 25% Kabuki
Stinger Stinger Knife +150% Badlands East
Tinker Bell Tinker Bell One-Handed Club 50% Badlands East
Tsumetogi Tsumetogi Katana 25% Japantown
Volkodav Volkodav Machete 25% Dogtown

Standard Melee Weapons

Name Image Weapon Headshot Armor Pen Location
Baseball Bat Baseball Bat Two-Handed Club 25%
Chef's Knife Chef's Knife Knife +150%
Claw Claw Axe +125% 25%
Cut-O-Matic Cut-O-Matic Chainsword 50%
Electric Baton Alpha Electric Baton Alpha One-Handed Club Rancho Coronado
Electric Baton Beta Electric Baton Beta One-Handed Club 50%
Electric Baton Gamma Electric Baton Gamma One-Handed Club 50%
Hammer Hammer Hammer 25%
Kaiken Kaiken Knife +150%
Kanabo Kanabo Two-Handed Club 25%
Katana Katana Katana 25%
Knife Knife Knife +200%
Kukri Kukri Machete 25%
Machete Machete Machete 25%
Neurotoxin Knife Neurotoxin Knife Knife +150%
Punknife Punknife Knife +150%
Razor Razor Machete 25%
Steel Pipe Steel Pipe One-Handed Club 25%
Tire Iron Tire Iron One-Handed Club 25%
Tomahawk Tomahawk Axe +125% 25%