Handle Wrap
| Handle Wrap | |
|---|---|
| Class | Hands |
| Tier | Tier 3 |
| Attribute | Cool |
The Handle Wrap makes thrown knives and axes land critical hits far more often. The bonus starts when V draws or throws a throwable weapon and lasts a few seconds. Many Cool perks for throwing weapons trigger on critical hits. The Handle Wrap suits a Cool character who fights with thrown blades. It also adds headshot and weak spot damage for each point of Cool. The Handle Wrap is a mid game implant that every ripperdoc sells from level 20.
Effect
The Handle Wrap triggers in two ways. Equipping a throwable weapon starts the bonus. Throwing one starts it again. While the bonus is active, throwable weapons gain a large boost to Crit Chance.
The bonus lasts only a few seconds. Each new throw starts it again, so frequent throws keep it running during a fight. Drawing a blade just before a fight gives the first throw the bonus too.
The Handle Wrap is attuned to Cool. Each point of Cool adds headshot and weak spot damage.
How to Get Handle Wrap Guide
- Reach level 20.
- Visit any ripperdoc clinic and open a Hands slot.
- Buy and install the Handle Wrap.
Handle Wrap Map Location
The map shows Viktor Vektor's clinic in Little China, one of the ripperdocs that sell it.
Handle Wrap map location:
Map credit by Map Genie.
Upgrades
Ripperdocs sell the Handle Wrap at Tier 3 from level 20, Tier 4 from level 30 and Tier 5 from level 40. An installed copy can be raised a tier at a ripperdoc with the matching item components. Each tier raises the Crit Chance bonus. Each copy also carries small stat bonuses. The Driver Update perk adds one more. The Chipware Connoisseur perk offers a choice of bonuses when V upgrades the implant. V gains Cyberware Capacity with each level and from Cyberware Capacity Shards. The Edgerunner perk lets V go over the limit at the cost of some max Health.
The table shows what each tier step of Handle Wrap costs at a ripperdoc.
| Upgrade | Components | Requirement |
|---|---|---|
| Tier 3 to Tier 3+ | 20 Tier 3 components | - |
| Tier 3+ to Tier 4 | 15 Tier 4 components | - |
| Tier 4 to Tier 4+ | 20 Tier 4 components | - |
| Tier 4+ to Tier 5 | 15 Tier 5 components | - |
| Tier 5 to Tier 5+ | 20 Tier 5 components | - |
| Tier 5+ to Tier 5++ | 50 Tier 5 components | Phantom Liberty |
Character Builds
The Handle Wrap belongs in a Cool build with throwable weapons. Scorpion Sting makes critical hits, headshots and weak spot hits with throwables apply Poison. Juggler resets the cooldown of all throwable weapons after a kill with a throwable by headshot, critical hit or Poison. Sleight Of Hand adds Crit Damage each time Juggler activates. Parasite restores Health on critical hits and headshots with thrown weapons. More critical hits from the Handle Wrap mean more of these effects.
Style Over Substance guarantees critical hits with throwables while V crouch-sprints, slides, dodges or Dashes. Pay It Forward boosts the first melee attack after V picks up a thrown knife or axe. Pounce lets V perform Finishers from farther away after a throwable hit. Finisher: Act Of Mercy unlocks a Finisher for throwable weapons that restores Health. Killer Instinct adds damage with knives and axes outside of combat.
The Hands slot holds one implant at first. The Ambidextrous perk in Technical Ability unlocks a second Hands slot. With it, the Handle Wrap can sit beside another Hands implant such as the Microgenerator.
Select a Build
The build opens from stealth and removes a few targets before the fight starts. Headshots and crits with thrown knives bring the knife back to hand through Juggler. When the character is detected, the Sandevistan or Kerenzikov slows time to finish the enemies who spotted it.
Attributes: Body 18, Reflexes 20, 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 | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Feline Footwork | Cool 4 | Faster and safer while crouched | |
| Killer Instinct | Cool 4 | More damage with knives, axes and silenced guns before combat | |
| Gag Order | Cool 4 | A quick hit after being spotted delays detection by others | |
| Scorpion Sting | Cool 9 | Thrown crits and headshots apply Poison | |
| Neurotoxin | Cool 9 | Poison also blinds and stops sprinting | |
| Parasite | Cool 9 | Health back from thrown crits and headshots | |
| Accelerated Toxin Absorption | Cool 9 | Strong attacks and throws on poisoned enemies deal a burst of Poison | |
| Corrosion | Cool 9 | Poison works on mechs, robots, drones and turrets | |
| Ninjutsu | Cool 15 | Sprint while crouched | |
| Creeping Death | Cool 15 | Health, Stamina and speed from kills while hidden | |
| Vanishing Act | Cool 15 | Optical Camo turns on while crouch-sprinting | |
| Juggler | Cool 15 | Thrown headshots and crits return the weapon at once | |
| Sleight Of Hand | Cool 15 | Crit Damage stacks each time Juggler triggers | |
| Finisher: Act Of Mercy | Cool 15 | A thrown weapon Finisher that heals | |
| Pay It Forward | Cool 15 | Big melee hit after picking up a thrown blade | |
| Pounce | Cool 15 | Finishers from range after a throw | |
| Style Over Substance | Cool 20 | Guaranteed crits when throwing on the move | |
| Slippery | Reflexes 4 | Harder to hit while moving fast | |
| Dash | Reflexes 9 | Unlocks the Dash and makes it cheaper | |
| Air Dash | Reflexes 15 | Dash in midair | |
| All Things Cyber | Technical Ability 9 | Stronger cyberware stats | |
| License To Chrome | Technical Ability 15 | Stronger cyberware, more armor and a Skeleton slot | |
| Ambidextrous | Technical Ability 15 | A second Hands cyberware slot | |
| Edgerunner | Technical Ability 20 | Cyberware past the capacity limit for a small Health cost |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Black Mamba | Circulatory System | More damage against poisoned enemies | |
| Kerenzikov Boost System | Frontal Cortex | Stronger Kerenzikov with free shooting Stamina | |
| Mechatronic Core | Frontal Cortex | More damage against drones, robots and mechs | |
| Shock Absorber | Hands | Less recoil | |
| Optical Camo | Integumentary System | Near invisibility for a few seconds | |
| Defenzikov | Integumentary System | Mitigation after Kerenzikov ends | |
| Kerenzikov | Nervous System | Slows time when aiming during a slide or dodge | |
| Stabber | Nervous System | More crit chance with Blades and throwables | |
| Militech Apogee Sandevistan | Operating System | Slows time by 85% with crit bonuses | |
| Dense Marrow | Skeleton | More melee damage | |
| Spring Joints | Skeleton | Stronger Mitigation |
In stealth, System Collapse removes targets and takedowns restore RAM. In combat, Memory Wipe and Sonic Shock set up takedowns, and Blue Fang adds crowd control. Optical Camo puts the character back into stealth.
Attributes: Body 12, Reflexes 20, Technical Ability 15, Intelligence 20, Cool 14.
The perks, cyberware and weapon mods for this build are listed below.
| Name | Image | Level | Effect |
|---|---|---|---|
| Painkiller | Body 4 | Slow Health regeneration in combat | |
| Corrosion | Cool 9 | Poison works on drones, robots, mechs and turrets | |
| Neurotoxin | Cool 9 | Poisoned targets are blinded and cannot sprint | |
| Scorpion Sting | Cool 9 | Thrown crits and headshots apply Poison | |
| Flash And Thunderclap | Reflexes 9 | Strong attacks leap to enemies in range | |
| Lead And Steel | Reflexes 9 | Blades block incoming bullets | |
| Seeing Double | Reflexes 9 | Stronger counterattacks | |
| Dash | Reflexes 9 | Dash replaces the dodge | |
| Finisher: Bladerunner | Reflexes 15 | Faster blade attacks and a finisher that restores Health | |
| Flash Of Steel | Reflexes 15 | Speed and attack speed after a finisher | |
| Opportunist | Reflexes 15 | Easier finishers on stunned, blinded or bleeding enemies | |
| Air Dash | Reflexes 15 | Dash in midair | |
| All Things Cyber | Technical Ability 9 | Stronger cyberware stats | |
| License To Chrome | Technical Ability 15 | Stronger cyberware, more armor and a Skeleton slot |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Blood Pump | Circulatory System | A Health item that heals over time | |
| Microrotors | Circulatory System | Faster melee attacks | |
| Ex-Disk | Frontal Cortex | More max RAM and faster uploads | |
| Reinforced Tendons | Legs | Double jump | |
| Stabber | Nervous System | Crit chance with blades and throwables |
Claw x-MOD2 is thrown for stealth kills at range. The build runs explosives and throwables with a Sandevistan and plays at high speed.
Attributes: Body 20, Reflexes 20, Technical Ability 18, 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 | |
| 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 | |
| Blind Spot | Cool 4 | Slower enemy detection while crouched | |
| Feline Footwork | Cool 4 | Faster and harder to hit while crouched | |
| Gag Order | Cool 4 | A quick hit after being spotted delays the alarm | |
| Killer Instinct | Cool 4 | More damage with knives, axes and silenced guns outside combat | |
| Accelerated Toxin Absorption | Cool 9 | Strong attacks and throws on Poisoned enemies deal the Poison damage at once | |
| Corrosion | Cool 9 | Poison works on drones, robots, mechs and turrets | |
| Neurotoxin | Cool 9 | Poisoned targets are blinded and cannot sprint | |
| Parasite | Cool 9 | Health back on thrown crits and headshots | |
| Scorpion Sting | Cool 9 | Thrown crits and headshots apply Poison | |
| Finisher: Act Of Mercy | Cool 15 | Throwable weapon finisher that restores Health | |
| Juggler | Cool 15 | Thrown weapon cooldown resets on a headshot or crit kill | |
| Pay It Forward | Cool 15 | Big damage on the first melee hit after picking up a thrown blade | |
| Pounce | Cool 15 | Finishers from farther away after a throw | |
| Creeping Death | Cool 15 | Health, Stamina and speed after a stealth kill | |
| Ninjutsu | Cool 15 | Crouch sprinting and more mitigation while crouched | |
| Shinobi Sprint | Cool 15 | Cheap crouch sprinting in combat | |
| Vanishing Act | Cool 15 | Optical Camo turns on while crouch sprinting | |
| Style Over Substance | Cool 20 | Guaranteed thrown crits while dashing or sliding | |
| Dash | Reflexes 9 | Dash replaces the dodge |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Biomonitor | Circulatory System | Uses a Health item when Health runs low | |
| Adrenaline Booster | Circulatory System | Stamina after a melee kill | |
| Behavioral Imprint-Synced Faceplate | Face | A disguise that escapes the police | |
| Mechatronic Core | Frontal Cortex | More damage against drones, robots and turrets | |
| Reinforced Tendons | Legs | Double jump | |
| NeoFiber | Nervous System | More mitigation chance and strength | |
| Dense Marrow | Skeleton | More melee damage for a higher Stamina cost |
Cyberware Categories
All Hands Cyberware
Every Hands implant is listed below. The Iconic ones come first, then the standard ones.
Iconic Hands Cyberware
| Name | Image | Attribute | Capacity | Location |
|---|---|---|---|---|
| Immovable Force | 35 | Dogtown |
Standard Hands Cyberware
| Name | Image | Attribute | Capacity | Location |
|---|---|---|---|---|
| Ballistic Coprocessor | Technical Ability | 2 | Little China | |
| Handle Wrap | Cool | |||
| Microgenerator | Intelligence | |||
| Shock Absorber | Cool | 12 | ||
| Smart Link | Intelligence | 4 | ||
| Tattoo: Johnny's Special | Little China | |||
| Tattoo: Together Forever | Little China | |||
| Tattoo: Tyger Claws Dermal Imprint | 0 |