Toxic Gorilla Arms
| Toxic Gorilla Arms | |
|---|---|
| Class | Arms |
| Tier | Tier 2 |
| Attribute | Cool |
| Capacity | 8 |
Toxic Gorilla Arms replace V's arms with heavy cybernetic fists that deal Chemical damage. Every punch can poison an enemy, and the poison keeps hurting them after the hit. The arms also add brute strength for Body checks out in the world. They suit a brawler who wants poison in every blow. Unlike the standard Gorilla Arms, this variant draws extra damage from Cool, which opens it up to Cool's poison perks. Toxic Gorilla Arms are an early game implant that every ripperdoc in Night City and Dogtown sells from level 10.
Effect
Toxic Gorilla Arms work as a melee weapon, and V fights with them like fists. Every hit deals Chemical damage. Each hit also has a chance to apply Poison. The chance is 10% at Tier 2 and rises to 20% at Tier 5.
Poison is a status effect that deals Chemical damage over a short time. A poisoned enemy keeps losing Health while V turns to the next target. Fast combos give many chances to poison an enemy.
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.
Toxic Gorilla Arms are attuned to Cool. Each point of Cool adds 0.5% damage with the arms. At 20 Cool, that is 10% more damage on every punch. Their stat bonuses add Health Item Effect and, from Tier 2, Damage Over Time, which makes the poison hit harder.
The Arms slot holds only one implant. Toxic Gorilla Arms take the place of Mantis Blades, the Monowire or the Projectile Launch System.
How to Get Toxic Gorilla Arms Guide
- Reach level 10.
- Visit any ripperdoc clinic in Night City or Dogtown and open the Arms slot.
- Buy and install Toxic Gorilla Arms.
Toxic Gorilla Arms Map Location
The map shows Viktor Vektor's clinic in Little China, one of the ripperdocs that sell them.
Toxic Gorilla Arms map location:
Map credit by Map Genie.
Upgrades
Ripperdocs sell Toxic 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 Poison 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 Toxic 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
Toxic Gorilla Arms work with two attribute trees. In Body, 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. Breakthrough lowers enemy armor after a strong attack. Finisher: Savage Sling unlocks a Blunt Finisher that restores Health.
In Cool, Accelerated Toxin Absorption turns Poison into burst damage. A strong attack on a Poisoned enemy instantly deals heavy Poison damage and then removes the Poison. With Gorilla Arms, V can poison an enemy with quick punches and then finish with a strong attack. Corrosion lets V apply Poison to mechs, robots, drones and turrets.
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
Pistols and revolvers carry the fighting, with silencers for quiet headshots and critical hits. Two handguns are held at once. Toxic Gorilla Arms are the close range backup.
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 | Slot | Effect |
|---|---|---|---|
| Biomonitor | Circulatory System | Uses a Health item when Health runs low | |
| Kiroshi Cockatrice Optics | Face | More crit chance | |
| Behavioral Imprint-Synced Faceplate | Face | A disguise that escapes the police | |
| Immovable Force | Hands | Less recoil and tighter spread | |
| Visual Cortex Support | Nervous System | More crit chance at long range | |
| Militech Apogee Sandevistan | Operating System | Slows time and adds crit chance while active | |
| Para Bellum | Skeleton | More armor |
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 Toxic variant is the chemical variant of the same design. The other variants are the standard Gorilla Arms, the Electrifying Gorilla Arms and the Thermal Gorilla Arms.
Notes
- Installing Toxic 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 |