Electrifying Gorilla Arms
| Electrifying Gorilla Arms | |
|---|---|
| Class | Arms |
| Tier | Tier 2 |
| Attribute | Technical Ability |
| Capacity | 8 |
The Electrifying Gorilla Arms are Gorilla Arms that deal Electrical damage and can Shock the target. They hit as hard as the standard arms and still count as Blunt Weapons for perks. The difference is the attribute. This variant grows stronger with Technical Ability instead of Body. That makes it the brawler's choice for a character who has put many points into Technical Ability. The Electrifying Gorilla Arms are an early to mid game implant that ripperdocs sell from level 10.
Effect
The Electrifying Gorilla Arms greatly upgrade V's punches, and V fights with them like a melee weapon. Every hit deals Electrical damage instead of Physical damage. Each hit also has a chance to Shock the target, and that chance rises with the tier.
The arms also add a bonus to Body Attribute checks. The bonus starts at +1 and climbs to +6 at Tier 5.
This variant is attuned to Technical Ability. Each point of Technical Ability adds 0.5% damage with the arms. The standard Gorilla Arms scale with Body instead. All four Gorilla Arms variants share the same attack speed and Stamina cost. Their damage per hit differs only slightly.
How to Get Electrifying Gorilla Arms Guide
- Reach level 10.
- Visit any ripperdoc clinic and open the Arms slot.
- Buy and install the Electrifying Gorilla Arms.
Electrifying Gorilla Arms Map Location
The map shows Viktor Vektor's clinic in Little China, one of the ripperdocs that sell them.
Electrifying Gorilla Arms map location:
Map credit by Map Genie.
Upgrades
Ripperdocs sell the Electrifying Gorilla Arms at Tier 2 from level 10, Tier 3 from level 20, Tier 4 from level 30 and Tier 5 from level 40. An installed pair can be raised a tier at a ripperdoc with the matching item components. Each tier raises the damage, the Shock chance and the Body check bonus. Each implant costs Cyberware Capacity. V gains capacity with each level and from Cyberware Capacity Shards. The Edgerunner perk lets V go over the limit by up to 50 points, at the cost of some max Health.
The table shows what each tier step of Electrifying Gorilla Arms costs at a ripperdoc.
| Upgrade | Components | Requirement |
|---|---|---|
| Tier 2 to Tier 2+ | 75 Tier 2 components | - |
| Tier 2+ to Tier 3 | 37 Tier 3 components | - |
| Tier 3 to Tier 3+ | 75 Tier 3 components | - |
| Tier 3+ to Tier 4 | 37 Tier 4 components | - |
| Tier 4 to Tier 4+ | 75 Tier 4 components | - |
| Tier 4+ to Tier 5 | 37 Tier 5 components | - |
| Tier 5 to Tier 5+ | 75 Tier 5 components | - |
| Tier 5+ to Tier 5++ | 200 Tier 5 components | Phantom Liberty |
Character Builds
The Electrifying Gorilla Arms suit a build with high Technical Ability and some Body. Technical Ability raises the damage of the arms. Body unlocks the blunt perks, because Gorilla Arms count as Blunt Weapons. Wrecking Ball and Quake each lower the Stamina cost of blunt attacks by 15%. Quake also adds attack speed and a ground slam that staggers nearby enemies. Kinetic Absorption gives back Stamina and adds blunt damage after a block. Fly Swatter cuts ranged damage while V blocks with a blunt weapon. Finisher: Savage Sling adds a blunt Finisher that restores Health.
Technical Ability also helps the implants around the arms. License To Chrome raises all cyberware stat modifiers by 10% and adds 40 armor. Cyborg cuts all cyberware cooldowns when every slot is filled.
Phantom Liberty adds Relic perks for arm cyberware. With Jailbreak, attacks with Gorilla Arms build up a charge. A fully charged Strong Attack deals massive damage and releases a shockwave that staggers nearby enemies. Limiter Removal makes that shockwave knock down every enemy in range.
Dense Marrow and Microrotors raise melee damage and melee attack speed.
Lore
The in-game description calls Gorilla Arms classic and reliable replacements for natural limbs, suited for all kinds of hard labor. Night City television advertises arms like these. An infomercial on the N54 channel advertises Hausstok-W forearms from Moore Technologies, and the host punches holes in a concrete pillar with them. For an extra fee, the maker adds thermal or stun modules.
Notes
- The Arms slot holds one implant, so these arms replace any Mantis Blades, Monowire or Projectile Launch System.
- The same arms also come as Gorilla Arms with Physical damage, Thermal Gorilla Arms and Toxic Gorilla Arms.
Cyberware Categories
All Arms Cyberware
Every Arms implant is listed below. The Iconic ones come first, then the standard ones.
Iconic Arms Cyberware
| Name | Image | Attribute | Capacity | Location |
|---|---|---|---|---|
| MaxTac Mantis Blades |
Standard Arms Cyberware
| Name | Image | Attribute | Capacity | Location |
|---|---|---|---|---|
| Electrifying Gorilla Arms | Technical Ability | 8 | ||
| Electrifying Mantis Blades | Intelligence | 8 | Northside | |
| Electrifying Monowire | Reflexes | 8 | ||
| Electrifying Projectile Launch System | Cool | 8 | ||
| Gorilla Arms | Body | 8 | ||
| Mantis Blades | Reflexes | 8 | ||
| Monowire | Intelligence | 8 | ||
| Projectile Launch System | Technical Ability | 8 | ||
| Thermal Gorilla Arms | Reflexes | 8 | ||
| Thermal Mantis Blades | Body | 8 | ||
| Thermal Monowire | Cool | 8 | ||
| Thermal Projectile Launch System | Intelligence | 8 | ||
| Toxic Gorilla Arms | Cool | 8 | ||
| Toxic Mantis Blades | Cool | 8 | ||
| Toxic Monowire | Technical Ability | 8 | ||
| Toxic Projectile Launch System | Body | 8 |