Thermal Gorilla Arms
| Thermal Gorilla Arms | |
|---|---|
| Class | Arms |
| Tier | Tier 2 |
| Attribute | Reflexes |
| Capacity | 8 |
Thermal Gorilla Arms replace V's arms with heavy cybernetic fists that deal Thermal damage. Every punch can set an enemy on fire, and the flames keep burning after the hit. The arms also add brute strength for Body checks out in the world. They suit a brawler who wants to fight with bare fists and add fire to every blow. Unlike the standard Gorilla Arms, this variant draws extra damage from Reflexes. Thermal Gorilla Arms are an early game implant that every ripperdoc in Night City and Dogtown sells from level 10.
Effect
Thermal Gorilla Arms work as a melee weapon, and V fights with them like fists. Every hit deals Thermal damage. Each hit also has a chance to apply Burn. The chance is 10% at Tier 2 and rises to 20% at Tier 5.
Burn is a status effect that deals Thermal damage over a short time. A burning enemy keeps taking damage while V moves on to the next target. Fast combos give many chances to set an enemy alight.
Gorilla Arms are Blunt weapons. Body perks for Blunt weapons therefore work with them, and their hits can Stun enemies.
The arms also raise V's Body for Body Attribute checks. The bonus is one point at Tier 2 and six points at the highest tier. That helps V pass Body checks in the world that would otherwise be out of reach.
Thermal Gorilla Arms are attuned to Reflexes. Each point of Reflexes adds 0.5% damage with the arms. At 20 Reflexes, that is 10% more damage on every punch. Their stat bonuses add Explosion Damage and, from Tier 2, a Health Regen bonus.
The Arms slot holds only one implant. Thermal Gorilla Arms take the place of Mantis Blades, the Monowire or the Projectile Launch System.
How to Get Thermal Gorilla Arms Guide
- Reach level 10.
- Visit any ripperdoc clinic in Night City or Dogtown and open the Arms slot.
- Buy and install Thermal Gorilla Arms.
Thermal Gorilla Arms Map Location
The map shows Viktor Vektor's clinic in Little China, one of the ripperdocs that sell them.
Thermal Gorilla Arms map location:
Map credit by Map Genie.
Upgrades
Ripperdocs sell Thermal 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 copy can be raised a tier at a ripperdoc with the matching item components. Each tier raises the damage, the Burn chance and the Body check bonus. The Driver Update perk adds one more stat bonus. 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 Thermal 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
Thermal Gorilla Arms use Blunt weapon perks from the Body tree. Wrecking Ball lowers the Stamina cost of Blunt attacks and lets V barrel into enemies while sprinting and blocking. Quake slams the ground to damage and stagger nearby enemies. Kinetic Absorption adds Stamina and Blunt damage after a block. Fly Swatter cuts ranged damage while V blocks with a Blunt weapon. Breakthrough lowers enemy armor after a strong attack. Finisher: Savage Sling unlocks a Blunt Finisher that restores Health.
Reflexes points add raw damage to this variant. A build can therefore split points between Body for the Blunt perks and Reflexes for the damage. Reflexes also offers Dash, which helps V close the distance to enemies with guns.
With Phantom Liberty, Relic perks improve Gorilla Arms. Jailbreak lets attacks charge the arms. A fully charged strong attack then deals massive damage and releases a shockwave that staggers nearby enemies. Limiter Removal makes that shockwave knock down every enemy in range.
Select a Build
Attributes: Body 20, Reflexes 20, Technical Ability 20, Intelligence 3, Cool 18.
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 | |
| Mind Over Matter | Reflexes 9 | Less recoil while aiming | |
| Ready, Rested, Reloaded | Reflexes 9 | Cheaper rifle and SMG fire and faster reloads | |
| Spice Of Life | Reflexes 9 | Faster swap and tighter spread after a swap | |
| Tunnel Vision | Reflexes 9 | More range and accuracy | |
| Dash | Reflexes 9 | Dash replaces the dodge | |
| Gundancer | Reflexes 15 | Full speed while aiming and shooting while vaulting | |
| Sharpshooter | Reflexes 15 | Faster aim and Stamina stacks on hits | |
| Air Dash | Reflexes 15 | Dash in midair | |
| Tailwind | Reflexes 20 | Stamina from air dashes and double jumps | |
| All Things Cyber | Technical Ability 9 | Stronger cyberware stats | |
| Ambidextrous | Technical Ability 15 | A second Hands cyberware slot | |
| Extended Warranty | Technical Ability 15 | Cyberware effects last longer | |
| License To Chrome | Technical Ability 15 | Stronger cyberware, more armor and a Skeleton slot |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Biomonitor | Circulatory System | Uses a Health item when Health runs low | |
| Blood Pump | Circulatory System | A Health item that heals over time | |
| Behavioral Imprint-Synced Faceplate | Face | A disguise that escapes the police | |
| Axolotl | Frontal Cortex | Kills cut all cyberware cooldowns | |
| Mechatronic Core | Frontal Cortex | More damage against drones, robots and turrets | |
| Immovable Force | Hands | Less recoil and tighter spread | |
| Handle Wrap | Hands | Crit chance for throwable weapons | |
| Reinforced Tendons | Legs | Double jump | |
| Kerenzikov | Nervous System | Slows time when aiming during a slide or dodge | |
| Chrome Compressor | Operating System | More cyberware capacity | |
| Epimorphic Skeleton | Skeleton | More max Health | |
| Universal Booster | Skeleton | Health items also give armor and Stamina |
Lore
The in-game line describes Gorilla Arms as classic and reliable replacements for natural limbs, suited for all kinds of hard labor. The effect text calls them lightweight, efficient and hard-hitting arm replacement cyberware. The Thermal variant is the fire variant of the same design. The other variants are the standard Gorilla Arms, the Electrifying Gorilla Arms and the Toxic Gorilla Arms.
Notes
- Installing Thermal Gorilla Arms replaces any other Arms implant, such as Mantis Blades or the Monowire.
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 |