Cyberware List: Every Implant by Body System in Cyberpunk 2077, With Makers and Lore
The short version
Cyberpunk 2077 sorts cyberware by body system. This page lists 90+ implants in those groups, with what each does, the maker when canon names one, and the lore behind the famous ones: Mantis Blades, Gorilla Arms, Kerenzikov, Sandevistan, Kiroshi optics.
On this page
Body map, as text
- Frontal cortex: 12 entries
- Ocular: 8 entries
- Operating system: 19 entries
- Circulatory: 12 entries
- Arms: 5 entries
- Hands: 5 entries
- Nervous system: 9 entries
- Integumentary (skin): 15 entries
- Skeleton: 9 entries
- Legs: 5 entries
How cyberware is organized#
Every 2077 implant belongs to a body system and sits in a limited number of slots. Ripperdocs sell them, and higher quality tiers open up as you level. Some dedicated variants only turn up in Dogtown clinics or airdrops. Mind the slot count: it is the real budget, not eddies.
Everything from the 2070s runs on a neuroport, the foundational implant invented by Rocklin Augmentics. Without one, none of the lists below would work. Stack too much and you meet cyberpsychosis.
Effects below are described, not given as percentages, because patch 2.x moved numbers around. Maker names are given only where canon names them. Most entries carry a one-line verdict on who should buy it.
Frontal cortex#
Brain implants that mostly feed a cyberdeck. They raise RAM, speed up quickhacks or trim cooldowns on your other chrome. Not a netrunner? Pick the cooldown trimmers and ignore the rest.
- Axolotl: Cuts cooldowns on all your cyberware each time you take an enemy down. The Dogtown clinics sell it. Good if your build ends fights fast.
- Bioconductor: Lets quickhacks land critical hits and raises the crit chance, at the cost of some maximum RAM.
- COX-2 Cybersomatic Optimizer: A Bioconductor variant with the same crit-quickhack effect.
- Camillo RAM Manager: Refills a share of your RAM automatically when it drops low, and raises the RAM cap.
- Ex-Disk: Speeds up how fast quickhacks upload and adds RAM.
- Kerenzikov Boost System: Stretches the Kerenzikov effect: shooting costs no stamina and time slows more while it is active.
- Mechatronic Core: Adds damage against drones, robots, mechs and turrets, plus some RAM.
- Memory Boost: Restores RAM when you neutralize an enemy. Useful for chain-hacking.
- Newton Module: Cuts cooldowns on all your cyberware after you down an enemy.
- Quantum Tuner: Made by Rostović. Trims another implant's cooldown when you fully use it.
- RAM Reallocator: Automatically restores RAM when you run low, a sibling of the Camillo manager.
- Self-ICE: Automatically negates one incoming enemy quickhack, then has to cool down. Opinion: one free pass against a hack, and the best defensive slot for runners.
Ocular (face)#
Optics are Kiroshi's turf. The Nagano company is widely seen as the leading expert in cybereyes, and every 2077 optics model is a Kiroshi. Eyes are the cheapest way to look like a pro.
- Kiroshi Optics (Basic): The starter eye. Makes cameras notice you more slowly and adds zoom while scanning. V gets this one early on. Fine until you can afford better.
- Kiroshi Clairvoyant: While you scan, it highlights enemies in a radius around you for about a minute.
- Kiroshi Cockatrice: Raises your crit chance. Sold in Dogtown and found in airdrops.
- Kiroshi Doomsayer: Highlights explosive devices and traps near your crosshair after you scan them.
- Kiroshi Sentry: Highlights cameras and turrets in range once scanned.
- Kiroshi Stalker: Shows enemies behind cover while you aim with a Tech weapon.
- Kiroshi The Oracle: Combines the highlight abilities of the Clairvoyant, Sentry and Doomsayer in one eye. One eye, three jobs. Splurge here.
- Virtuality: A cyberoptics add-on that overlays holographic Net imagery over your vision, like Virtuality goggles. Needs a pair of matched cybereyes. It is how a local NET Architecture is seen. Great for looking at the Net. Not a combat upgrade.
Operating system#
The OS slot holds one defining system: a cyberdeck, a Sandevistan or a Berserk. Pick one, because it shapes the build. See netrunner and Sandevistan for how each plays.
- Sandevistan (class): A time-dilation OS. Time slows for everyone except you while it runs. The game designs it mainly around bladed melee weapons. Edgerunners made it famous. The star. It earned the attention.
- Dynalar Sandevistan: Dynalar's version slows time by about half, for everyone except the user.
- Zetatech Sandevistan: The Zetatech unit. A lighter slowdown than Dynalar's.
- Militech Falcon: A Militech Sandevistan with a stronger slowdown and a damage bonus.
- Militech Apogee: The heavy Militech Sandevistan with the deepest slowdown, 85 percent. It can be activated at any charge level.
- QianT Warp Dancer: The mildest slowdown of the group, with a mitigation bonus. QianT is the maker.
- Berserk (class): A brute-force OS. Damage reduction goes up and your health will not drop below a floor while it runs. Each maker tunes the downside.
- BioDyne Berserk: BioDyne's version, with a damage reduction bonus and a floor on your health.
- Militech Berserk: Militech's version makes you invulnerable to all damage for the duration, in exchange for melee only. Invulnerable and unarmed. Dare you.
- Moore Tech Berserk: Moore Tech's unit, with the same effects as BioDyne's.
- Zetatech Berserk: Zetatech's take on the same system.
- Arasaka Shadow: A cyberdeck from Arasaka, the Mk.1-5 line. Gives quickhack slots, RAM and buffer size. Cyberdeck for people who like the company name.
- Biotech Sigma: A cyberdeck from Biotech Σ, the company known for chipware that acts on bodily functions.
- Militech Canto: A Militech Mk.6 cyberdeck with ten RAM units and four quickhack slots at base.
- Militech Paraline: A Mk.1-5 Militech deck with quickhack damage bonuses at higher quality.
- NetWatch Netdriver: A deck from NetWatch itself. Lowers quickhack traceability, which suits a runner who does not want to be found.
- Raven Microcyber: A Raven Microcybernetics deck line, Mk.1-3.
- Tetratronic Rippler: A high-end Tetratronic deck. At higher quality it makes all your weapons hit harder.
- Chrome Compressor: Raises your cyberware capacity so you can fit more implants. Sold in Dogtown.
Arms#
Arm cyberware is the loud stuff: blades, hammers and rockets. Each type exists in electrifying, thermal and toxic variants for different damage types. If you want to be remembered, this is the section.
- Mantis Blades: Arasaka's Daikon NT blades. Extend from the forearms for melee damage with a bleed chance, and let you leap to enemies in range. The entrance every merc remembers.
- Gorilla Arms: An Arasaka arm upgrade that adds punching power and a bleed chance, and boosts Body checks. Available in Electrifying, Thermal and Toxic variants. Subtle as a door off its hinges.
- Monowire: A thin cyber-whip hidden in the hand. Hits in melee and at short range. With the Jailbreak perk from the Relic tree it can take a control quickhack. Variants include Electrifying, Thermal and Toxic. Our read: the most stylish way to ruin someone's day.
- Projectile Launch System: Arasaka's arm-mounted launcher for explosive projectiles. You can charge the shot for a bigger blast. Variants add electric, thermal and toxic damage. For when a rifle feels polite.
- MaxTac Mantis Blades: A Mantis Blades model tied to Max-Tac, the NCPD unit that hunts cyberpsychos.
Hands#
Hand implants tune guns. They are quiet upgrades that change how your weapons behave. Cheap, forgiving, and the first place a gunslinger should spend slots.
- Ballistic Coprocessor: Makes Power weapon shots ricochet far more often, which opens up bounce-shot tricks.
- Immovable Force: Cuts recoil and bullet spread, and applies cover bonuses to ranged weapons even in the open.
- Microgenerator: The shot after reloading an empty gun releases an electroshock on nearby enemies.
- Shock Absorber: A straight recoil reduction. The affordable pick. Boring, cheap, effective.
- Smart Link: Required to use smart weapons' homing. Better quality extends target lock duration and adds crit damage. No link, no homing. Buy it first if you carry smart guns.
Nervous system#
Reflex and reaction implants. They slow time, boost movement or turn adrenaline into an edge. Our read: the best value per slot in the game.
- Kerenzikov: Slows time while you slide, dodge or dash and shoot, so you can pick off targets mid-move. Cheap time slow that fits almost any build.
- Adrenaline Converter: Gives a short burst of movement speed when you enter combat.
- Atomic Sensors: Boosts movement speed when enemies have not noticed you, which suits stealth.
- Deep-field Visual Interface: A Visual Cortex Support variant. Crit chance rises with distance from the target.
- NeoFiber: Improves your mitigation chance and strength, so you shrug off more damage.
- Reflex Tuner: When your health falls under a quarter it slows time automatically. Panic button, built in.
- Synaptic Accelerator: Slows time when enemies are about to spot you.
- Tyrosine Injector: After a takedown, adds headshot damage and movement speed for fifteen seconds.
- Visual Cortex Support: Raises crit chance the farther you are from enemies, a sniper's friend.
Circulatory system#
Heart and blood implants. Mostly healing and stamina, plus a few tricks for Tech weapon users. Skip the clever ones and buy something that keeps you alive.
- Adrenaline Booster: Restores stamina after a melee takedown.
- Biomonitor: Uses your equipped health item for you when your health drops below half, and boosts how well those items work.
- Black Mamba: More damage against poisoned enemies, less poison damage dealt.
- Blood Pump: Works as a strong health item: instant healing, then regeneration for six seconds. A healing item you cannot drop.
- Clutch Padding: Reduces the stamina cost of shooting ranged weapons.
- Electromag Recycler: A Feedback Circuit variant that restores health and stamina on a fully charged Tech weapon hit.
- Feedback Circuit: Restores health when you land a fully charged Tech weapon shot.
- Heal-On-Kill: Restores health when you neutralize an enemy.
- Isometric Stabilizer: A Clutch Padding variant that cuts stamina cost on all weapon attacks. Sold in Dogtown.
- Microrotors: Increases melee attack speed.
- Second Heart: Brings you back to full health when it would reach zero, with a long cooldown. Everyone's favorite second chance.
- ThreatEvac: Raises movement speed as your health drops toward a quarter. The lower you go, the faster you run.
Integumentary system#
Skin and armor. Most of these add armor on top of their listed effect. Boring, effective, and what survivors wear.
- Carapace: Armor is more effective when hit from the side or rear.
- Cellular Adapter: No special effect itself. It relies on you having the Built Different perk.
- Chitin: A Subdermal Armor variant with more armor. Found in Dogtown.
- Cogito Lattice: More armor while your RAM is low. Needs a cyberdeck. Added in patch 2.1.
- Countershell: When you lose a chunk of health fast, grants mitigation for four seconds.
- Defenzikov: Gives mitigation chance for a short time after Kerenzikov ends.
- Nano-plating: A chance to block incoming projectiles, which becomes certain right after a dodge or dash.
- Optical Camo: Makes you far harder to see for a few seconds, then cools down. The sneak's dream. Short fuse.
- Pain Editor: Cuts all damage you take. Sold at ripperdocs from level 30. Tough as it gets. Wait for level 30.
- Painducer: Turns part of the damage you take into damage over time.
- Peripheral Inverse: A ProxiShield variant. Reduces damage when enemies attack you at close range.
- ProxiShield: Reduces damage when at least one enemy attacks from within six meters.
- RangeGuard: Adds armor while no enemies are within six meters.
- Shock-n-Awe: A chance to release an electroshock on nearby enemies whenever you take damage.
- Subdermal Armor: The basic armor plate under the skin. The first thing a new V is fitted with. Everyone's first implant, and for good reason.
Skeleton#
Bone and joint upgrades. Armor, melee damage and carry weight. The dull section that wins fights.
- Bionic Joints: Adds armor.
- Dense Marrow: More melee damage, with a higher stamina cost per swing.
- Epimorphic Skeleton: Raises maximum health and adds armor. Available from level 30.
- Kinetic Frame: Raises mitigation chance while your stamina is above 85 percent.
- Para Bellum: Raises your armor. The name is from the Latin adage about preparing for war.
- Rara Avis: Raises armor. Latin for 'rare bird'. Dogtown clinics sell it.
- Scarab: More armor, but slower while crouched.
- Titanium Bones: Raises carrying capacity. The pack mule's friend.
- Universal Booster: Makes health items more effective and cuts the stamina cost of using them.
Legs#
Leg upgrades are about movement. Most also add armor. Nobody writes songs about legs, which is why this list is short.
- Fortified Ankles: Lets you do charged jumps.
- Jenkins' Tendons: A sprint speed boost that tapers off after five seconds.
- Leeroy Ligament System: Raises movement speed. Sold in Dogtown.
- Lynx Paws: Cuts movement noise by half, cuts fall damage and speeds up crouch movement. Quiet feet for loud people.
- Reinforced Tendons: Gives you a double jump. Double jump. Bring a plan for the landing.
The lore behind the chrome#
Cyberware began as medical prosthetics and turned into a lifestyle choice, as common as tattoos and jewelry. Neuralware ties implants to the nervous system: the neural processor of the 2020s, the neural link of the 2040s, the neuroport of the 2070s. Each generation made the plug a little less optional.
Rocklin Augmentics started in 2004 as Rocklin Prosthetics, making limbs for the Veterans Administration. Chipware, also called wetware, is the circuit layer under most implants. Bioware does the opposite: it improves biological functions instead of replacing parts.
In the tabletop each install costs Humanity, and running out of it leads to cyberpsychosis.
Fixer's notes#
Opinion: the Sandevistan gets the attention, but Kerenzikov fits any build because it uses a nervous system slot, not the OS slot.
If you are building around Edgerunners, the Sandevistan is David Martinez's signature. It lives in the OS slot, so a deck and a Sandevistan compete for the same space. Choose before you shop. Watch Edgerunners first if you need convincing.
For tabletop players: the Cyberpunk RED rulebook has its own cyberware tables and costs, so do not port 2077 numbers across. See Cyberpunk RED, and for who builds this stuff, the megacorporation guide.
For how implants work and what they cost your humanity, start with cyberware 101.
Explore#
- Official
Sources#
- Cyberpunk Wiki (Fandom): Cyberpunk 2077 Cyberware
- Cyberpunk Wiki (Fandom): Cyberware
- Cyberpunk Wiki (Fandom): Neuroport
- Cyberpunk Wiki (Fandom): Kiroshi
- Cyberpunk Wiki (Fandom): Sandevistan
- Cyberpunk Wiki (Fandom): Mantis Blades
- Cyberpunk Wiki (Fandom): Gorilla Arms
- Wikipedia: Cyberpunk 2077
- Wikipedia: Cyberpunk (role-playing game)