ThreatEvac
| ThreatEvac | |
|---|---|
| Class | Circulatory System |
| Tier | Tier 1 |
| Attribute | Intelligence |
| Capacity | 5 |
ThreatEvac makes V run faster when a fight goes badly. Once V's Health drops to a quarter, movement speed jumps up. The lower V's Health falls from there, the faster V moves. The speed boost helps V break line of sight, reach cover or get out of a losing fight. It suits any build that wants an escape plan, and its low capacity cost makes it easy to fit. ThreatEvac is an early game implant that every ripperdoc in Night City and Dogtown sells.
Effect
ThreatEvac is a passive implant that watches V's Health. When Health drops to 25%, V gains a burst of movement speed. At Tier 1 the boost starts at 5%, and at Tier 5 it starts at 29%.
The boost keeps growing as Health falls further. At Tier 1 it can reach 15%. At Tier 5 it can reach 39%. A nearly dead V moves much faster than normal.
More speed shortens the trip to cover or out of an enemy's sight.
ThreatEvac is attuned to Intelligence. Each point of Intelligence adds a small bonus to all damage V deals. Its stat bonuses add Health and, from Tier 2, lower enemy vision.
How to Get ThreatEvac Guide
- Visit any ripperdoc clinic in Night City or Dogtown and open the Circulatory System slots.
- Buy and install ThreatEvac.
ThreatEvac Map Location
The map shows Viktor Vektor's clinic in Little China, one of the ripperdocs that sell it.
ThreatEvac map location:
Map credit by Map Genie.
Upgrades
The tier a ripperdoc stocks rises every 10 levels, up to Tier 5. An installed copy can be raised a tier at a ripperdoc with the matching item components. Each tier raises both the starting speed boost and the maximum boost. 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 ThreatEvac costs at a ripperdoc.
| Upgrade | Components | Requirement |
|---|---|---|
| Tier 1 to Tier 1+ | 10 Tier 1 components | - |
| Tier 1+ to Tier 2 | 7 Tier 2 components | - |
| Tier 2 to Tier 2+ | 10 Tier 2 components | - |
| Tier 2+ to Tier 3 | 7 Tier 3 components | - |
| Tier 3 to Tier 3+ | 10 Tier 3 components | - |
| Tier 3+ to Tier 4 | 7 Tier 4 components | - |
| Tier 4 to Tier 4+ | 10 Tier 4 components | - |
| Tier 4+ to Tier 5 | 7 Tier 5 components | - |
| Tier 5 to Tier 5+ | 10 Tier 5 components | - |
| Tier 5+ to Tier 5++ | 25 Tier 5 components | Phantom Liberty |
Character Builds
ThreatEvac fits any build, but it works best with other tools that help V survive at low Health. The Reflex Tuner slows time when Health falls below 25%, the same moment ThreatEvac starts. Together they give V slowed time and extra speed to get away. Scar Coalescer adds armor below half Health. Second Heart restores V to full Health once Health reaches zero.
Several perks reward speed. In Reflexes, Slippery makes V harder to shoot the faster V moves. Dash replaces the dodge with a longer Dash that covers more ground. In Body, Comeback Kid raises Health regeneration the more Health V has lost, so V heals while running away. Painkiller unlocks slow Health regeneration during combat.
A netrunner with high Intelligence also gets ThreatEvac's damage bonus. Such a character often stays at range, so a quick escape from a rushing enemy is valuable.
Select a Build
Dashes close the gap so the shotgun can blast enemies at point-blank range. A quick melee hit after a shot boosts the next one through Rip and Tear. The shotgun and LMG perks grow stronger at low Stamina, so the build keeps shooting and dashing without a pause.
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 | |
| Dorph-Head | Body 4 | Brief full Mitigation after using a Health item | |
| Speed Junkie | Body 4 | Faster Health regeneration while sprinting | |
| Die! Die! Die! | Body 9 | Higher crit chance and fire rate at low Stamina | |
| Bullet Ballet | Body 9 | Less bullet spread while moving | |
| Like A Feather | Body 9 | No speed penalty with Shotguns and machine guns | |
| Don't Stop Me Now | Body 9 | Mitigation at low Stamina | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Unstoppable Force | Body 15 | Immunity to knockdown and other status effects during Adrenaline Rush | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Spontaneous Obliteration | Body 15 | Chance to instantly kill enemies at low Health | |
| Close-Quarters Carnage | Body 15 | Higher Obliterate chance at close range | |
| Skullcracker | Body 15 | Quick melee hits harder at low Stamina | |
| Dread | Body 15 | Ranged attacks strip enemy armor | |
| Rush Of Blood | Body 15 | Faster reload after a dismemberment | |
| Bloodlust | Body 15 | Dismemberments refill Adrenaline | |
| Rip And Tear | Body 20 | Shotgun shots and quick melee attacks boost each other | |
| Onslaught | Body 20 | Light Machine Gun kills refill ammo | |
| Pain To Gain | Body 20 | Kills recharge Health items during Adrenaline Rush | |
| Dash | Reflexes 9 | Unlocks the Dash and makes it cheaper | |
| Air Dash | Reflexes 15 | Dash in midair | |
| Tailwind | Reflexes 20 | Stamina back from Air Dashes and double jumps | |
| Health Freak | Technical Ability 9 | One more Health item charge and faster recharge | |
| 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 |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Mechatronic Core | Frontal Cortex | More damage against drones, robots and mechs | |
| Self-ICE | Frontal Cortex | Blocks an enemy quickhack | |
| Microgenerator | Hands | Reloading an empty gun charges an electroshock shot | |
| Painducer | Integumentary System | Turns part of damage taken into damage over time | |
| Reinforced Tendons | Legs | Double jump | |
| NeoFiber | Nervous System | More Mitigation Chance and Strength | |
| Militech Apogee Sandevistan | Operating System | Slows time by 85% with crit bonuses | |
| Epimorphic Skeleton | Skeleton | More max Health | |
| Spring Joints | Skeleton | Stronger Mitigation |
Dashes carry the character behind enemy lines to cut groups apart with blades. Finishers restore Stamina, so the Sandevistan is turned off before each one. High Mitigation from Countershell, NeoFiber and Spring Joints cuts most incoming damage.
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 | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Slippery | Reflexes 4 | Harder to hit while moving fast | |
| Dash | Reflexes 9 | Unlocks the Dash and makes it cheaper | |
| Mad Dash | Reflexes 9 | Double Dash range toward enemies | |
| Lead And Steel | Reflexes 9 | Block bullets with Blades | |
| Bullet Deflect | Reflexes 9 | Blocked bullets fly back at the aim point | |
| Seeing Double | Reflexes 9 | Counterattacks hit harder and can stun | |
| Flash And Thunderclap | Reflexes 9 | Strong attacks leap to nearby enemies | |
| Air Dash | Reflexes 15 | Dash in midair | |
| Finisher: Bladerunner | Reflexes 15 | Faster Blade attacks and a Blade Finisher that heals | |
| Flash Of Steel | Reflexes 15 | Faster movement and attacks after a Finisher | |
| Opportunist | Reflexes 15 | Stunned, staggered and bleeding enemies are easier to finish | |
| Going The Distance | Reflexes 15 | Double Finisher range | |
| Slaughterhouse | Reflexes 20 | Every Blade hit applies Bleeding | |
| Tailwind | Reflexes 20 | Stamina back from Air Dashes and double jumps | |
| Glutton For War | Technical Ability 4 | Kills recharge Health items and grenades | |
| Health Freak | Technical Ability 9 | One more Health item charge and faster recharge | |
| All Things Cyber | Technical Ability 9 | Stronger cyberware stats | |
| 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 |
|---|---|---|---|
| Biomonitor | Circulatory System | Uses a Health item when Health runs low | |
| Newton Module | Frontal Cortex | Kills cut cyberware cooldowns | |
| Stabber | Nervous System | More crit chance with Blades and throwables | |
| NeoFiber | Nervous System | More Mitigation Chance and Strength | |
| Militech Apogee Sandevistan | Operating System | Slows time by 85% with crit bonuses | |
| Dense Marrow | Skeleton | More melee damage |
Cyberware Categories
All Circulatory System Cyberware
Every Circulatory System implant is listed below. The Iconic ones come first, then the standard ones.
Iconic Circulatory System Cyberware
| Name | Image | Attribute | Capacity | Location |
|---|---|---|---|---|
| Electromag Recycler | Technical Ability | 40 | Dogtown | |
| Isometric Stabilizer | Reflexes | 40 | Dogtown |
Standard Circulatory System Cyberware
| Name | Image | Attribute | Capacity | Location |
|---|---|---|---|---|
| Adrenaline Booster | Reflexes | 14 | ||
| Biomonitor | Technical Ability | 14 | ||
| Black Mamba | Reflexes | 16 | ||
| Blood Pump | Technical Ability | 15 | ||
| Clutch Padding | Body | 12 | ||
| Feedback Circuit | Technical Ability | 14 | ||
| Heal-On-Kill | Intelligence | 10 | ||
| Microrotors | Reflexes | 12 | Northside | |
| Second Heart | Body | 30 | ||
| ThreatEvac | Intelligence | 5 |