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Gold-Plated Baseball Bat



Gold-Plated Baseball Bat
Gold-Plated Baseball Bat
Class Melee Weapon
Type Blunt
Weapon Two-Handed Club
Tier Iconic
Armor Pen 25%
Attack Speed 1.2
Weight 5.7
Location North Oak

The Gold-Plated Baseball Bat is Denny's own bat, a spiked golden club that belonged to the drummer of Samurai. It is an Iconic two-handed club for players who like to end fights up close with heavy swings. Its signature trait is a high chance to make enemies Bleed, with a smaller chance to Stun them. Unlike a plain blunt weapon, it keeps hurting a target after the swing has landed. It is also missable. It ends up at the bottom of a pool that V can easily walk past. The bat is a mid-game pickup from the side job Second Conflict, at Denny's mansion in North Oak.

Combat


The bat swings slowly, like every two-handed club, so each hit matters. Its strength comes from the status effects rather than raw speed. Most solid hits make the target Bleed. Bleeding deals damage over time, so a gang member who backs off after one swing keeps losing Health. The rare Stun is a bonus that briefly takes an enemy out of the fight.

Blunt weapons have a quiet advantage in Night City. They knock enemies out instead of killing them, so a run without kills stays clean. The bat works best in close fights against unarmoured street gangs, where a few swings can clear a room. Against groups with guns at range, V has to get close first, so cover and a quick dash forward matter.

How to Get Gold-Plated Baseball Bat Guide


  • Finish Holdin' On in Kerry Eurodyne's storyline to unlock Second Conflict.
  • Get Nancy out of the Totentanz and ride with her to the N54 News building.
  • Drive to Denny's mansion in North Oak and follow the tracks around the back to the pool.
  • Talk to Denny and Henry and make the choice for the gig.
  • Loot the Gold-Plated Baseball Bat from the cement-filled pool before leaving.

Gold-Plated Baseball Bat Map Location and Quest Guide


  1. Finish Holdin' On and try to call Nancy, which starts the side job Second Conflict.
  2. Go to the Totentanz and get Nancy out.
  3. Ride with Nancy to N54 News.
  4. Call Kerry, then go to Denny's mansion in North Oak.
  5. Try the intercom, then follow the tyre tracks round to the backyard when nobody answers.
  6. Choose Denny or Henry for the gig.
  7. Take the Gold-Plated Baseball Bat sticking out of the concrete-filled pool.

Gold-Plated Baseball Bat map location:

Map credit by Map Genie.

Upgrades


Like every Iconic weapon, the bat only stays useful if it is upgraded as V levels up. Upgrades happen in the Upgrades tab of the crafting menu. Each step to the next tier costs crafting components. Components come from looting, crafting and disassembling unwanted gear. The bat must be in V's inventory, not the stash, to show up there.

The table shows what each tier step of Gold-Plated Baseball Bat costs.

Upgrade Components Requirement
Tier 1 to Tier 1+ 75 Tier 1 components -
Tier 1+ to Tier 2 40 components -
Tier 2 to Tier 2+ 75 Tier 2 components -
Tier 2+ to Tier 3 40 components -
Tier 3 to Tier 3+ 75 Tier 3 components -
Tier 3+ to Tier 4 40 components -
Tier 4 to Tier 4+ 75 Tier 4 components -
Tier 4+ to Tier 5 40 components -
Tier 5 to Tier 5+ 75 Tier 5 components -
Tier 5+ to Tier 5++ 200 Tier 5 components Phantom Liberty

Character Builds


The bat works best in a Body build, because the Body tree holds the Blunt Weapon perks. Wrecking Ball cuts the Stamina cost of Blunt attacks. It also lets V ram into enemies while sprinting and blocking. Kinetic Absorption rewards blocking with extra Stamina and Blunt damage for a few seconds. Clapback adds Knockdown chance to defensive attacks and Stun chance to counterattacks. It works well with the bat's own Stun. Quake unlocks a ground slam that staggers everyone nearby. Finisher: Savage Sling adds a Blunt finisher that restores Health. Stunned enemies are easier to finish with it.

For cyberware, Microrotors raise melee attack speed, which helps with the bat's slow swing. Adrenaline Booster returns Stamina whenever a melee weapon takes an enemy down. A Berserk operating system works well with the bat. It limits V to melee weapons and removes the Stamina cost of attacks while it is active. Isometric Stabilizer lowers the Stamina cost of every attack for longer fights.

Select a Build

A shotgun blows enemies apart, and a club, bat, hammer or bare fists beat down whatever survives. Gorilla Arms keep the character armed in high security areas.

Attributes: Body 20, Reflexes 15, Technical Ability 20, Intelligence 3, Cool 20.

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
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
Aftershock Aftershock Body 15 Stamina for each enemy hit by Quake
Epicenter Epicenter Body 15 Midair Quake hits harder from higher falls
Quake Quake Body 15 Faster blunt attacks and a ground slam
Ripple Effect Ripple Effect Body 15 Health for each enemy hit by Quake
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
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
Dash Dash Reflexes 9 Dash replaces the dodge
Air Dash Air Dash Reflexes 15 Dash in midair
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
Cyborg Technical Ability 15 Shorter cyberware cooldowns with every slot filled
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
Gorilla Arms Gorilla Arms Arms Hard hitting fists
Painducer Painducer Integumentary System Spreads damage taken over time
Reinforced Tendons Reinforced Tendons Legs Double jump
Militech Berserk Militech Berserk Operating System Invulnerable melee mode with faster attacks
Epimorphic Skeleton Epimorphic Skeleton Skeleton More max Health

Attributes: Body 20, Reflexes 6, Technical Ability 20, Intelligence 20, Cool 15.

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
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
Aftershock Aftershock Body 15 Stamina for each enemy hit by Quake
Quake Quake Body 15 Faster blunt attacks and a ground slam
Ripple Effect Ripple Effect Body 15 Health for each enemy hit by Quake
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
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
Name Image Slot Effect
RAM Reallocator RAM Reallocator Frontal Cortex Refills RAM when it runs low
RAM Upgrade RAM Upgrade Frontal Cortex Faster RAM recovery
Smart Link Smart Link Hands Smart targeting for Smart weapons
Optical Camo Optical Camo Integumentary System Near invisibility for a few seconds
Synaptic Accelerator Synaptic Accelerator Nervous System Slows time when an enemy starts to notice
Feen-X Feen-X Skeleton Faster RAM recovery when RAM runs low

Lore


Denny is the former drummer of Samurai, the band Johnny Silverhand once led. Kerry Eurodyne wants the band together again for a reunion gig. Second Conflict is the job that tracks down the missing members. V first pulls Nancy out of the Totentanz, then heads to North Oak to find Denny and Henry, the old bassist. Henry has driven a cement truck into Denny's yard and dumped the load into her pool. Denny is furious, and the two refuse to share a stage.

V has to pick one of them for the gig. Before the scene ends, Denny throws her golden bat into the ruined pool. The bat stays there for V to fish out. The item text says it is infused with Denny's rage. The Bleed effect is that rage in combat form.

Notes


  • The bat is missable. It appears only during Second Conflict.
  • With Phantom Liberty, a missed Iconic weapon can be bought later from Herold Lowe at the black market in the EBM Petrochem Stadium in Dogtown.

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%