Reflexes
| Reflexes | |
|---|---|
| Class | Attribute |
| Skill | Shinobi |
| Per Point | +0.5% Crit Chance |
| Perks | Reflexes Perks |
Reflexes is the attribute of speed and evasion. It decides how quickly V moves, how often a critical hit lands, and how hard it is for an enemy to put a round where V is standing. The whole tree is built on the idea that movement is better protection than cover. It is the attribute for a build that fights at a run.
Tiers
The Reflexes tree uses the same four gates as the rest. Rookie opens with the first points, Pro after a real investment, Phenom deep into one, and Legend only at the very end of a committed build.
The gates read as a story here more than anywhere else. Rookie removes the reasons to stop moving, Pro replaces dodging with a dash and makes blades able to block gunfire, Phenom takes the dash into the air and turns sustained fire into stacking bonuses, and Legend holds the perks that pick one weapon class and finish it.
Weapons
Raising Reflexes improves V's proficiency with assault rifles, submachine guns and bladed weapons. All three are weapons of speed. Automatics are fired in bursts while repositioning, and a katana has to close the distance before it does anything at all.
The tree supports each in its own branch. The automatic branch cuts recoil, extends effective range, speeds up weapon swaps and turns a run of accurate shots into stacks of stamina regeneration and critical damage. The blade branch makes swings cheaper, lets a blade block and then deflect bullets, and ends in a finisher and a bleeding effect applied by everything V does.
Checks
Reflexes enables advanced movement, which is what makes parts of Night City reachable at all. It also puts quick, observant remarks into V's conversations, the sort that read a room faster than the people in it.
Those remarks are a different flavour of check from the Body tree's intimidation. They tend to open information rather than remove obstacles, which suits a build that would rather know what is behind a door than knock it down.
Skill
The Shinobi skill rises with Reflexes, levelling from kills with assault rifles, submachine guns and blades and from the movements the tree is built on. Its rewards begin with movement speed and cheaper dodging, and end with mitigation that scales with speed, automatic reloads from air dashing and sliding, and a very large critical hit bonus while a Sandevistan is running.
Branches
Slippery starts everything. It makes V harder to hit the faster V moves, and the perks bought from it remove each reason to slow down, allowing fire and reloads while sprinting, sliding and vaulting and making the climbs and slides themselves faster.
Dash replaces dodging with real travel and opens a branch of its own, through Air Dash to midair movement, mitigation in the air and stamina returned for every leap. Lead And Steel starts the blade branch, through deflection and Finisher: Bladerunner to Slaughterhouse. Ready, Rested, Reloaded starts the automatic branch, through Sharpshooter to Practice Makes Perfect and the two weapon specific perks at the top.
Notes
Reflexes pairs with Cool for a build that wants both speed and precision, and with Intelligence for a Sandevistan netrunner who fights inside slowed time. Kerenzikov and Sandevistan are the implants the tree names most often.
All Reflexes Perks
All Attributes
Every attribute V spends points in is listed below, with the skill it levels and what one point buys.
| Name | Image | Skill | Per Point | Perks |
|---|---|---|---|---|
| Body | Solo | +2 max Health | Body Perks | |
| Reflexes | Shinobi | +0.5% Crit Chance | Reflexes Perks | |
| Technical Ability | Engineer | +2 Armor | Technical Ability Perks | |
| Intelligence | Netrunner | +1 max RAM per 4 points | Intelligence Perks | |
| Cool | Headhunter | +1.25% Crit Damage | Cool Perks | |
| Relic | - | - | Relic Perks |