To begin in Cyberpunk 2077, pick one combat focus, run nearby gigs and save components for lasting gear. That approach pays for useful cyberware instead of a pile of forgotten purchases.
Key points
- Perks can be refunded for free outside combat.
- A save migrated to Update 2.0 received one Attribute reset opportunity.
- Cyberware provides most armor after Update 2.0.
- Crafting uses one component type, while Iconic weapons can be upgraded.
Starting in Cyberpunk 2077: choose one clear path
Raise one main Attribute and one support Attribute. Reflexes suits assault rifles, SMGs and blades. Intelligence supports quickhacks. Cool favors stealth, pistols and precision weapons. Body helps close-range fighting. Technical Ability supports cyberware and Tech weapons.
Perks can be refunded for free outside combat. Use that freedom to test a weapon or movement option. Attributes need more care: a save migrated to Update 2.0 received one Attribute reset opportunity.
- Keep one main weapon whose recoil you understand.
- Carry a close-range backup.
- Spend early perks in one weapon category.
- Buy cyberware that solves survival, movement or RAM problems.
- Avoid scattered minor bonuses that unlock no useful action.

Key takeaways
- Gigs provide eddies, experience and Street Cred.
- Perks can be refunded for free outside combat.
- Cyberware provides most armor after Update 2.0.
- Crafting uses one component type and Tiers from Tier 1 to Tier 5++.
- Outside cyberware, only Iconic weapons can be upgraded.
Best early choices in Cyberpunk 2077: mobility first
For a first run, Reflexes with Technical Ability is a flexible route. Assault rifles, SMGs and blades stay effective, while cyberware gives more room for error.
A dash or escape option is often worth more than a small damage bonus. Move between bursts. Keep a close-range weapon ready. A suppressor can preserve a quiet approach when the weapon supports one.
| Preferred style | Main Attribute | Support | Practical rule |
|---|---|---|---|
| Rifles, SMGs and blades | Reflexes | Technical Ability | Move between bursts and use cover. |
| Quickhacks | Intelligence | Technical Ability | Scan before entering and manage RAM. |
| Stealth pistols and snipers | Cool | Reflexes | Stay outside vision cones and isolate guards. |
| Shotguns, LMGs and fists | Body | Technical Ability | Close distance through a safe route. |

Gigs and eddies: make each trip pay
After the prologue, take work close to your next main-story objective. Fixer gigs build cash, experience and Street Cred on the same trip. Read the briefing first. An extraction, data theft and target elimination need different preparation.
- Advance the story until fixers and gigs are available.
- Choose a gig near the next story objective.
- Scan cameras, isolated enemies, high paths and exits.
- Loot weapons and components after the job.
- Sell gear outside your chosen build.
- Visit a ripperdoc when an implant improves your actual playstyle.
Do not automatically buy an expensive vehicle with your first large payout. More cars become available as Street Cred grows. An early implant usually changes missions more directly.

Crafting and cyberware: save parts for keepers
Check the Tier of your equipped weapon rather than the old rarity names. Loot scales with level, so replacing ordinary weapons is normal early on.
Save upgrades for Iconic weapons you actually use. Official Update 2.0 notes state that, besides cyberware, only Iconic weapons can be upgraded. Do not drain components on several temporary rifles.
Weapon mods need the same restraint. Once installed, a mod cannot be replaced. Choose a lasting weapon, inspect its slots, then solve a specific issue such as handling, fire rate or combat role.
Cyberware provides most armor after Update 2.0. Clothing is mainly cosmetic. At the ripperdoc, buy an implant that improves your play loop before expensive clothing.

Perks, mods and Attributes: mistakes to avoid
- Do not spread Attributes across every combat style.
- Do not upgrade every ordinary weapon you find.
- Do not install a mod merely to test it on temporary gear.
- Do not enter a gig without scanning cameras and exits.
- Do not overlook movement tools when choosing perks.
- Do not keep unused weapons when their sale can fund a useful implant.

Netrunner, stealth or brute force: when to switch
A netrunner can invest in Intelligence and choose an appropriate cyberdeck. Scan first and manage RAM. Overclock lets quickhacks use Health when RAM is insufficient. That is risky under sustained fire.
Cool rewards scouting and precision weapons. Body suits shotguns, LMGs and melee combat. Technical Ability remains valuable for each route because it supports cyberware.
Use the official character planner before committing points. Read the official Update 2.0 notes for system details. More coverage is available through jeu.video latest news, gaming features and jeu.video news.

Frequently Asked Questions
What is a good first build?Reflexes with Technical Ability is forgiving: it combines a dependable weapon, mobility and useful cyberware.
Raise the Attribute for your chosen weapon or quickhacks first. Add Technical Ability to support cyberware.
Do not fund several playstyles at once. Perks can be refunded outside combat, but Attributes need a clear plan.
Run fixer gigs along your route, loot enemy weapons and sell equipment that does not fit your build.
No. Save components for an Iconic weapon you intend to keep and for useful cyberware.
No. Install a mod only after choosing a lasting weapon and identifying the issue it should solve.
No. Cyberware supplies most armor after Update 2.0, while clothing is mainly cosmetic.
Read the official notes and use the official planner before moving points.
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