Cyberpunk 2077 Detailed Technical Ability Attribute Guide
Cyberpunk 2077 Detailed Technical Ability Attribute Guide

The Technical Ability attribute is the most multi-functional attribute in Cyberpunk 2077, being used often in dialogue, during exploration, and also useful for almost any build imaginable. This guide will give you a detailed overview of every single use of the Technical Ability attribute, as well as provide you with some tips regarding it.

Quick tips before I go over the attribute in detail:

  • Used during exploration and dialogue. Technical Ability is used both during dialogue (to have your character explain technical details about machines/cars) and during exploration (to unlock locked doors, windows, or ventilation shafts).
  • Pairs well with Reflex/Body builds. Thanks to Technical Ability’s boosts to cyberware capacity and throwables, it combines excellently with builds that rely on perks from the Reflexes and/or Body trees.
  • Does not synergize well with stealth builds. Many of the perks found under this attribute are not very useful with stealth builds, though stealth players will still appreciate the ability to unlock new passageways.
  • Prerequisite perks. Keep in mind that in order to get a perk, you need to have every prerequisite perk in the tree. To view pre-requisite perks, simply select the perk you want to get, and all of the required perks will be highlighted.

Throwables and Healing Items

As is to be expected, this branch is all about improving your abilities while using throwables, but also healing items, including not just the MaxDoc or the Bounce Back, but also the Blood Pump implant.

Technical Ability Score: 4

Perks available at this branch at Technical Ability 4 | Cyberpunk 2077
Perks available at this branch at Technical Ability 4

At Technical Ability 4, you have access to the following 3 perks:

  • Glutton For War: Gives you a 5% chance to restore your throwable or healing item after you kill an enemy. Doesn’t work on the Projectile Launch System.
  • First Aid: 15% faster recharge rate for your healing item as long as you are only missing 1 charge.
  • Transfusion: 30% more health from the final charge of your health item.

Overall, Glutton For War is a requirement for progressing further down the tree, but the other two perks are lackluster, as the perks you can acquire later on are better and more universal. You can still pick them up early on in the game as placeholders, but that’s the extent of their usefulness.

Technical Ability Score: 9

Perks available at this branch at Technical Ability 9 | Cyberpunk 2077
Perks available at this branch at Technical Ability 9

At Technical Ability 9, you have access to the following 5 perks:

  • Health Freak:
    • Rank 1: +8% recharge rate for healing items and throwables. Does not affect the Projectile Launch System.
    • Rank 2: +1 health item charge. 150% faster use of health items outside of combat. The latter benefit has no effect on the Blood Pump, as its usage is instant.  
  • Coming In Hot: +50% recharge speed for grenades when you have none available. Does not affect the Projectile Launch System.
  • Borrowed Time: Restores 1 health item charge if you eliminate an enemy while below 25% HP.
  • Demolitions Surplus: +1 grenade charge. +250% recharge rate of grenades outside of combat. Does not affect the Projectile Launch System.
  • Field Medic: 15% faster use of health items while in combat. Does not affect the Blood Pump, as its usage is instant.

This is where this branch gets a lot more interesting. Borrowed Time and Coming In Hot are both lifesavers, especially early on in the game when your healing items are far weaker. 

Health Freak is a no-brainer. If you can pick it up, you absolutely should.

Technical Ability Score: 15

Perks available at this branch at Technical Ability 15 | Cyberpunk 2077
Perks available at this branch at Technical Ability 15

At technical ability 15, you have access to the following 5 perks:

  • Pyromania:
    • Rank 1: +8% recharge rate for healing items and throwables. Does not affect the Projectile Launch System.
    • Rank 2: +10% explosion radius for all grenades and the Projectile Launch System.
    • Rank 3: Hitting an enemy gives you a stack of Pyromania. Hitting yourself and an enemy with an explosion gives you 2 stacks of Pyromania. Each stack of Pyromania gives you +10% explosive damage and +5% movement speed. Stacks up to 5 times. Each stack lasts 12 seconds. 
  • Burn This City: Getting 5 stacks of Burn This City will consume all of the stacks and replenish a grenade charge while keeping the full benefits of having 5 stacks of Pyromania for 6 seconds. Does not recharge the Projectile Launch System.
  • Heat Shield: Gives 10% mitigation change for every stack of Pyromania.
  • Flash Sale: Doubles the number of grenade charges and the recharge rate of Flash, Recon, and Smoke grenades.
  • Friendlier Fire: You take 50% less damage from your own grenades.

If you have the Ambidextrous perk from the Cyberware tree, you also gain access to the following perk:

  • Doomlauncher: The Projectile Launch System gains the following benefits: An extra charge, +20% recharge speed, +25% bonus recharge speed while you have no charges available, +200% additional recharge speed outside of combat, +5% chance to instantly recharge after killing an enemy. It also makes the Projectile Launch System compatible with the Burn This City perk.

Here, basically, every perk has its use in the correct build. Flash Sale is useful for players who primarily use their grenades for utility purposes/panic buttons, while Heat Shield and Friendlier Fire allow you to be very aggressive while using grenades.

The Projectile Launch System becomes incredibly useful after you get Pyromania, because, if you have the Jailbreak perk from the Relic perk tree (Phantom Liberty DLC required), you can instantly generate 5 stacks of Pyromania. 

With the Doomlauncher perk, the Projectile Launch System finally becomes a usable option for builds that utilize grenades, unless you have the Jailbreak perk from the Relic tree from the Phantom Liberty DLC, don’t even bother with it.  

Technical Ability Score: 20

Perks available at this branch at Technical Ability 20 | Cyberpunk 2077
Perks available at this branch at Technical Ability 20

At Technical Ability 20, you have access to the following perk:

  • Ticking Time Bomb: Whenever you activate the Berserk, the Sandevistan, or you activate Overclock (a perk from the Intelligence perk tree), you begin to charge up an EMP blast, which releases after 3 seconds. You take 50% less damage while charging the blast. Damage and stun chance increase as the tier of the cyberware that activated it increases.

* Note that you need the License To Chrome perk from the Cyberware branch to take this perk.

This perk is useful, though somewhat underwhelming for the final perk. The damage it deals is really high, the stun chance is really high (as by the time you get this perk, you’ll probably have Tier 4 or Tier 5 cyberware) and the blast is released in a 360° radius, but it only activates once per combat, and you have to be very close to your enemies for it to activate. Not to mention that it has a high likelihood of killing civilians (especially noticeable while clearing NCPD scanner missions).

Pick up this perk if you can, but don’t stress about it too much if you can’t get it.

Cyberware

Technical Ability Score: 9

Perks available at this branch at Technical Ability 9 | Cyberpunk 2077
Perks available at this branch at Technical Ability 9

At Technical Ability 9, you have access to the following 6 perks:

  • All Things Cyber:
    • Rank 1: +10% to all cyberware stat modifiers. Multiplicative, not additive.
    • Rank 2: -20% to cyberware capacity cost of Integumentary System and Skeleton cyberware.
  • Renaissance Punk: +4 cyberware capacity for each attribute with a score of 9 or more.
  • Chrome Constitution: -5% damage taken if all slots in the Integumentary System and Skeleton slots are filled.
  • Lucky Day: +25% item components found in containers/on corpses.
  • Driver Update: All Cyberware gets an extra stat modifier. 
  • Chipware Connoisseur: When upgrading cyberware, you get to pick one of 2 (3 at Tier 3 cyberware or higher) sets of stat modifiers.

Here, you should only really pay attention to All Things Cyber and Renaissance Punk. Lucky Day is also useful in the early game but becomes far less useful as the game goes on. 

The Driver Update and Chipware Connoisseur are both almost entirely pointless, as the stat bonuses given from cyberware don’t scale with anything and are so tiny they are almost completely irrelevant.

Overall, the first set of Cyberware-branch perks is useful, but not exactly noteworthy. 

Technical Ability Score: 15

Perks available at this branch at Technical Ability 15 | Cyberpunk 2077
Perks available at this branch at Technical Ability 15

At Technical Ability 15, you have access to the following 5 perks:

  • License To Chrome:
    • Rank 1: +10% to cyberware stat modifiers.
    • Rank 2: +40 armor.
    • Rank 3: Boosts Skeleton cyberware effects and gives you an extra Skeleton cyberware slot.
  • Cyborg: -15% to all cyberware cooldowns if all slots are filled. 
  • Ambidextrous: Extra cyberware slot for your hands.
  • Built Different: Unlocks the Cellular Adapter to be equipped.
  • Extended Warranty: +15% cyberware duration.

Here, you can safely pick up any of the perks other than Cyborg. You don’t have anywhere near enough cyberware capacity to fill all of your slots with useful cyberware, and you’d find yourself picking less useful cyberware just to have enough cyberware capacity to make use of this perk. The rest of the perks are generally useful.

The Cellular Adapter is a very powerful piece of cyberware. It provides the user with an incredible amount of armor, in addition to several bonus effects that all scale with the user’s Technical Ability score. It’s worth trying if you have a spare perk point for the Built Different perk. 

Technical Ability Score: 20

Perks available at this branch at Technical Ability 20 | Cyberpunk 2077
Perks available at this branch at Technical Ability 20

At Technical Ability 20, you have access to the following perk:

  • Edgerunner: Allows you to equip more cyberware than what’s usually possible at the cost of HP. 

You can exceed your cyberware capacity by up to 50, costing you 0.5% of your HP per point of cyberware capacity.

For each point of cyberware capacity you exceed your regular maximum, you gain a 0.1% chance to enter a Fury state after you kill an enemy.

When you enter a Fury state, your damage is increased by 10%, your critical damage by 50%, and your critical chance by 30%. Fury lasts for 12 seconds.

Edgerunner is one of the most fun, and also the most powerful, perks in the entire game. No matter your build, if you find yourself engaging in active combat, rather than stealth, this perk can not only save you in dire situations, but it can also allow you to completely wipe the floor with an entire group of enemies at once. 

Pick it up as soon as you can.

Tech Weapons

Technical Ability Score: 4

Perks available at this branch at Technical Ability 4 | Cyberpunk 2077
Perks available at this branch at Technical Ability 4

At Technical Ability 4, you have access to the following perk:

  • Gearhead: Vehicles receive the following benefits: +33% HP, +25% damage -0.7 seconds lock-on time with mounted weapons.

Outside of very few specific instances, this is a waste of a perk, don’t even bother looking at it in the perk screen.

Technical Ability Score: 15

Perks available at this branch at Technical Ability 15 | Cyberpunk 2077
Perks available at this branch at Technical Ability 15

At Technical Ability 15, you have access to the following 5 perks:

  • Bolt:
    • Rank 1: +20% charge speed for Tech Weapons.
    • Rank 2: +15% damage from charged Tech Weapon shots.
    • Rank 3: Unlocks the ability to fire Bolt shots (Further referred to as “Bolts”). Bolts deal 30% extra damage and lose 50% less damage from penetrating cover.

To fire a bolt shot, charge a shot and release the button just before the weapon becomes fully charged. You’ll always see a notification somewhere on the weapon’s model telling you to fire, usually in the form of the word “RELEASE” or the abbreviation “RLS” on the weapon model or inside of an attached scope/sight. 

The time window to fire a bolt shot depends on the charge time of the weapon. The longer the charge time, the longer the window.

You’ll know that you successfully fired a Bolt if you hear a high-pitched beep when you fire, and you’ll see sparks around the place where the shot landed.

  • Lightning Storm: Firing a Bolt reduces Tech Weapon charge time by 10%. Stacks up to 3 times. Firing a non-Bolt or swapping weapons ends the effect.
  • Internal Clock: The time window to fire a Bolt is significantly larger.
  • Shock Value: Bolts now ignore enemy armor.
  • In Charge: Tech Weapons no longer automatically fire when fully charged. Bolt Shots still need to be fired within their time window.

If you are planning on using Tech Weapons, I highly recommend you pick up Bolt, Internal Clock, and Shock Value. They all make Tech Weapons far more powerful without many downsides.

Lightning Storm is very much a gamble, and you should only really pick it up if you are planning on using a weapon with a long charge time, like the M-179 Achilles precision rifle or the Nekomata sniper rifle. 

Technical Ability Score: 20

Perks available at this branch at Technical Ability 20 | Cyberpunk 2077
Perks available at this branch at Technical Ability 20

At Technical Ability 20, you have access to the following perk:

  • Chain Lightning: Bolt now deals electrical damage and chains to up to 3 nearby enemies. 

This perk is surprisingly powerful while fighting groups of enemies, being able to kill weaker enemies without any input from the player, and being killed while the player is fighting a higher-health enemy instead. I highly recommend picking up this perk if you’re planning on using any tech weapons at all. 

Build Tips

Technical Ability is an incredibly versatile attribute with an insane number of different applications in almost any build, being useful pretty much no matter how you play.

  • The Throwables and Healing Items branch is surprisingly useful for people struggling with surviving in combat, not only due to the Heat Shield perk and the healing item bonuses, but also thanks to the ability to temporarily stun/knock down enemies with explosions or with Flash Grenades, or even by taking cover behind a smoke grenade.
  • The extra health item charge granted by the Health Freak perk from the Throwables and Healing Items branch is a lifesaver on higher difficulties. Pick it up as soon as you can.
  • The Cyberware tree is generally very useful if you are planning on getting into direct combat, but it’s surprisingly not necessary for using cyberware.
    • The cyberware branch gets a lot more powerful with the final perk, Edgerunner. Before then, it’s rather weak when compared to other branches. 
  • The Tech Weapons branch is very useful when combined with the Sniper/Precision Rifles, Pistols, and Revolvers branch of the Cool tree. They synergize well thanks to the branch’s reliance on accurate shots and critical hit damage/chance bonuses.