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 | Raises crit chance and crit damage for midair attacks | |
| Barbarian | More damage against stunned, staggered and knocked down enemies | |
| Bloodbruiser | Makes a blunt weapon lethal and able to cause Bleeding | |
| Cyclone | A sprint attack opens unlimited combos with stacking attack speed | |
| K.O. | More damage and knockdowns on stunned enemies, slower attacks | |
| Pax | Makes the weapon non-lethal, more damage outside combat | |
| Severance | Hits to the head or limbs of a weakened enemy can dismember and kill | |
| 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 | 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 | |
| Wrecking Ball | Body 9 | Cheaper Blunt attacks and a blocking charge | |
| Fly Swatter | Body 9 | Less ranged damage while blocking with a Blunt weapon | |
| Breakthrough | Body 9 | Strong attacks strip enemy armor | |
| Quake | Body 15 | Faster Blunt attacks and a ground slam that staggers | |
| Aftershock | Body 15 | Stamina back for each enemy hit by Quake | |
| Epicenter | Body 15 | Quake from midair grows with the fall | |
| Ripple Effect | Body 15 | Health back for each enemy hit by Quake | |
| 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 | |
| Finisher: Savage Sling | Body 20 | A Blunt Finisher that heals | |
| Pain To Gain | Body 20 | Kills recharge Health items during Adrenaline Rush | |
| Dash | Reflexes 9 | Unlocks the Dash and makes it cheaper | |
| Mad Dash | Reflexes 9 | Double Dash range toward enemies | |
| Air Dash | Reflexes 15 | Dash in midair | |
| 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 |
|---|---|---|---|
| Projectile Launch System | Arms | Arm launcher that fires explosive shots | |
| Biomonitor | Circulatory System | Uses a Health item when Health runs low | |
| Newton Module | Frontal Cortex | Kills cut cyberware cooldowns | |
| Mechatronic Core | Frontal Cortex | More damage against drones, robots and mechs | |
| NeoFiber | Nervous System | More Mitigation Chance and Strength | |
| Reflex Tuner | Nervous System | Slows time at low Health | |
| Adrenaline Converter | Nervous System | Faster movement when combat starts | |
| Militech Berserk | Operating System | Invulnerable melee mode | |
| Dense Marrow | Skeleton | More melee damage |
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 | Axe | +125% | 25% | Dogtown | |
| BFC 9000 | One-Handed Club | Rancho Coronado | |||
| Baby Boomer | Two-Handed Club | 25% | |||
| Baseball Bat x-MOD2 | Two-Handed Club | Dogtown | |||
| Black Unicorn | Katana | 25% | |||
| Blue Fang | Knife | +150% | Badlands South | ||
| Butcher's Cleaver | Knife | 25% | Coastview | ||
| Byakko | Katana | 25% | Little China | ||
| Caretaker's Spade | Hammer | 25% | Corpo Plaza | ||
| Claw x-MOD2 | Axe | ||||
| Cocktail Stick | Katana | 25% | Japantown | ||
| Cottonmouth | One-Handed Club | 25% | Japantown | ||
| Crowbar | One-Handed Club | ||||
| Cut-o-Matic x-MOD2 | Chainsword | Dogtown | |||
| Errata | Katana | 25% | Arroyo | ||
| Fang | Knife | +50% | |||
| Gold-Plated Baseball Bat | Two-Handed Club | 25% | North Oak | ||
| Gwynbleidd | Sword | ||||
| Headhunter | Knife | +150% | West Wind Estate | ||
| Jinchu-Maru | Katana | 25% | Japantown | ||
| Murphy's Law | One-handed Club | 50% | Dogtown | ||
| Nehan | Knife | +150% | Arasaka Waterfront | ||
| Sasquatch's Hammer | Hammer | 75% | Coastview | ||
| Satori | Katana | 25% | Arasaka Waterfront | ||
| Scalpel | Katana | 25% | Northside | ||
| Sir John Phallustiff | Blunt | 25% | Kabuki | ||
| Stinger | Knife | +150% | Badlands East | ||
| Tinker Bell | One-Handed Club | 50% | Badlands East | ||
| Tsumetogi | Katana | 25% | Japantown | ||
| Volkodav | Machete | 25% | Dogtown |
Standard Melee Weapons
| Name | Image | Weapon | Headshot | Armor Pen | Location |
|---|---|---|---|---|---|
| Baseball Bat | Two-Handed Club | 25% | |||
| Chef's Knife | Knife | +150% | |||
| Claw | Axe | +125% | 25% | ||
| Cut-O-Matic | Chainsword | 50% | |||
| Electric Baton Alpha | One-Handed Club | Rancho Coronado | |||
| Electric Baton Beta | One-Handed Club | 50% | |||
| Electric Baton Gamma | One-Handed Club | 50% | |||
| Hammer | Hammer | 25% | |||
| Kaiken | Knife | +150% | |||
| Kanabo | Two-Handed Club | 25% | |||
| Katana | Katana | 25% | |||
| Knife | Knife | +200% | |||
| Kukri | Machete | 25% | |||
| Machete | Machete | 25% | |||
| Neurotoxin Knife | Knife | +150% | |||
| Punknife | Knife | +150% | |||
| Razor | Machete | 25% | |||
| Steel Pipe | One-Handed Club | 25% | |||
| Tire Iron | One-Handed Club | 25% | |||
| Tomahawk | Axe | +125% | 25% |