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
- Finish Holdin' On and try to call Nancy, which starts the side job Second Conflict.
- Go to the Totentanz and get Nancy out.
- Ride with Nancy to N54 News.
- Call Kerry, then go to Denny's mansion in North Oak.
- Try the intercom, then follow the tyre tracks round to the backyard when nobody answers.
- Choose Denny or Henry for the gig.
- 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 | Body 4 | Slow Health regeneration in combat | |
| Breakthrough | Body 9 | Strong attacks strip enemy Armor for a short time | |
| Clapback | Body 9 | Defensive attacks knock down and counterattacks stun | |
| Fly Swatter | Body 9 | Less ranged damage while blocking with a blunt weapon | |
| Kinetic Absorption | Body 9 | Blocking gives Stamina and blunt weapon damage | |
| Wrecking Ball | Body 9 | Cheaper blunt attacks and a sprinting shoulder charge | |
| Aftershock | Body 15 | Stamina for each enemy hit by Quake | |
| Epicenter | Body 15 | Midair Quake hits harder from higher falls | |
| Quake | Body 15 | Faster blunt attacks and a ground slam | |
| Ripple Effect | Body 15 | Health for each enemy hit by Quake | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Unstoppable Force | Body 15 | Immunity to knockdown and blinding during Adrenaline Rush | |
| Finisher: Savage Sling | Body 20 | Blunt weapon finisher that can throw the enemy | |
| Pain To Gain | Body 20 | Kills recharge Health items during Adrenaline Rush | |
| Dash | Reflexes 9 | Dash replaces the dodge | |
| Air Dash | Reflexes 15 | Dash in midair | |
| All Things Cyber | Technical Ability 9 | Stronger cyberware stats | |
| 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 | Technical Ability 15 | Cyberware effects last longer | |
| 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 | Arms | Hard hitting fists | |
| Painducer | Integumentary System | Spreads damage taken over time | |
| Reinforced Tendons | Legs | Double jump | |
| Militech Berserk | Operating System | Invulnerable melee mode with faster attacks | |
| 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 | Body 4 | Slow Health regeneration in combat | |
| Breakthrough | Body 9 | Strong attacks strip enemy Armor for a short time | |
| Clapback | Body 9 | Defensive attacks knock down and counterattacks stun | |
| Fly Swatter | Body 9 | Less ranged damage while blocking with a blunt weapon | |
| Kinetic Absorption | Body 9 | Blocking gives Stamina and blunt weapon damage | |
| Aftershock | Body 15 | Stamina for each enemy hit by Quake | |
| Quake | Body 15 | Faster blunt attacks and a ground slam | |
| Ripple Effect | Body 15 | Health for each enemy hit by Quake | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Unstoppable Force | Body 15 | Immunity to knockdown and blinding during Adrenaline Rush | |
| Finisher: Savage Sling | Body 20 | Blunt weapon finisher that can throw the enemy | |
| Pain To Gain | Body 20 | Kills recharge Health items during Adrenaline Rush |
| Name | Image | Slot | Effect |
|---|---|---|---|
| RAM Reallocator | Frontal Cortex | Refills RAM when it runs low | |
| RAM Upgrade | Frontal Cortex | Faster RAM recovery | |
| Smart Link | Hands | Smart targeting for Smart weapons | |
| Optical Camo | Integumentary System | Near invisibility for a few seconds | |
| Synaptic Accelerator | Nervous System | Slows time when an enemy starts to notice | |
| 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 | 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% |