All right, chooms. Last round of GameLuster’s Cyberpunk 2077 Perk Tree guides, and it’s gonna be preem. We’re going to explore the Cool perk tree and make you so deadly, the only evidence will be the bodies of the gonks who never saw it coming.
The Cool tree is all about stealth and assassination moves, as well as weapons which place a premium on pinpoint accuracy like Precision Rifles, Handguns, Sniper Rifles, and Throwable Weapons. Each point in the Cool tree increases your Crit Damage by 1.25%, giving you a maximum bonus of 25% with 20 points in the tree. Additionally, it gives certain dialogue prompts which show off your sangfroid and street smarts. Unlike the other trees, most of the Cool perks aren’t going to be giving much in the way of flat damage buffs the same way Body or Reflexes do. But, they do go a long way towards improving your survivability with increased Mitigation Chance and situational attacks. Check your look in the mirror, choom, and let’s play it cool.
Rookie Tier (Stat Level 4)
Killer Instinct (Major Perk, 1 Perk Point) – One of the few flat damage buffs in the Cool tree, this perk increases the damage of knives, axes, and silenced weapons by 25% when you’re outside of combat. That last part is the important caveat. If the bullets are flying towards you, this buff goes away. However, it’s certainly going to improve your chances of pulling off stealth kills, particularly when you can get an idea of the amount of damage a shot will do. The target’s health bar will be highlighted when you aim down the sights, and, if it’s all lit up, you can safely flatline them in one shot.
Gag Order (Minor Perk, 1 Perk Point) – This perk has an interesting set of conditions. Landing an attack on a target right after they detect you will delay detection from other nearby enemies. You’ll probably have to gauge just how short a window you’ve got between detection and the alert going out that signals combat has started. But, once you’ve got that window firmly fixed in your mind, you should be a high-caliber ninja.
Quick Getaway (Minor Perk, 1 Perk Point) – This perk buffs your movement speed by 10% for 30 seconds after neutralizing an enemy undetected. The buff stacks twice, and new stacks reset the duration. When the duration ends, all stacks end as well. A 20% buff in movement speed that you can keep going as long as you’re dropping gonks without letting anybody else know is a major advantage. If the stars align, you might be able to clear an entire building without firing a shot!
Feline Footwork (Major Perk, 1 Perk Point) – This perk buffs your movement speed and Mitigation Chance by 15% while you’re crouched. This one can serve you well both in and out of combat. Moving faster while crouched helps you sneak up on enemies for Takedowns, so that’s just a flat bonus. But, with incoming fire from Smart weapons and the potential penetration from Tech weapons, an increased Mitigation Chance when you’re behind cover helps your survivability when the situation gets loud.
Unexposed (Minor Perk, 1 Perk Point) – This perk improves your Mitigation Chance by 20% when aiming from behind cover. If you’ve taken Feline Footwork, there’s really no good reason not to take this one. Unless, of course, you’re one of those weirdos who enjoys getting deep-muscle lead poisoning.
Small Target (Minor Perk, 1 Perk Point) – This perk increases your Mitigation Chance by 20% when crouched and not moving. That last bit’s the important part. As long as you’re not moving while hunkered down, you’ve got a better chance of surviving a hit. Definitely a boon when firing from behind cover!
Blind Spot (Minor Perk, 1 Perk Point) – This perk extends the amount of time enemies take to detect you based on your Mitigation Chance while crouched. The higher the Mitigation Chance, the more time you’ve got. You can look at your current Mitigation Chance in the Stats page under the “Armor” section. Combined with the other perks in this cluster, you should have a pretty good chance of moving around like a shadow even without other enhancements.
Road Warrior (Major Perk, 1 Perk Point) – This vehicular combat perk allows you to use Sandevistan cyberware while driving, and allows you to use Kereznikov when aiming and handbraking simultaneously. As an added bonus, it gives you a 25% weapon damage buff when your vehicle is drifting or airborne. So, yeah, you’re going to be making every vehicle fight into a John Woo film (well, without the doves) if you use it right.
Pro Tier (Stat Level 9)
Scorpion Sting (Major Perk, 2 Perk Points) – This perk, and its satellites, center around throwable weapons like knives and axes. The first point reduces the recovery time for throwable weapons by 15%. The second allows critical hits, headshots, and hits to weak spots made with throwable weapons to apply Poison for five seconds. It doesn’t detail the strength of the Poison effect, but any damage-over-time effect that helps whittle down a tough enemy is worth adding to your repertoire.
Parasite (Minor Perk, 1 Perk Point) – This perk restores 15 Health on critical hits and head shots with thrown weapons. If you’re committing to using throwable weapons as your go-to, you’re probably going to take some hits. Getting some health back can’t hurt, though getting the necessary hits does require deftness on your part.
Neurotoxin (Minor Perk, 1 Perk Point) – This perk takes Scorpion Sting to a new level of nasty. When the Poison effect of Scorpion Sting is applied to a target, it also applies a Blinding condition (similar to a flashbang or the Reset Optics quickhack) as well as disabling the ability to sprint for six seconds. An enemy who can’t run and can’t see you right in front of them is going to be easy meat.
Accelerated Toxin Absorption (Minor Perk, 1 Perk Point) – This perk twists the knife, so to speak, with regards to Scorpion Sting. When landing Strong Attacks or throwable weapons against a target you’ve already Poisoned, you instantly deal substantial Poison damage to the target, who then loses all active Poison effects. Essentially, you’re front-loading all the Poison damage at once rather than letting it take its course. Not quite a finishing move, but it can do in a pinch, and it should rip through burlier enemies’ hit points.
Corrosion (Minor Perk, 1 Perk Point) – This perk allows you to apply Poison effects to mechs, robots, drones, and turrets. Not a bad perk to pick up, particularly when dealing with situations where robots are prevalent. It’s especially valuable if you’re running Sandevistan or Berserk, which precludes you from using the Short Circuit quickhack.
Focus (Major Perk, 2 Perk Points) – This perk, and its satellites, centers around precision weapons and improving their use. Its effects apply only to Pistols, Revolvers, Precision Rifles, and Sniper Rifles. The first point gives a flat 10% damage bump when landing a head shot or hitting a weak spot. The second point unlocks Focus Mode. It kicks in automatically when you have full Stamina and aim down the sights with one of the above weapons. While it’s active, shooting doesn’t cost any Stamina. Once it ends, it takes a 40 point bite of your Stamina bar. The duration is only 2.5 seconds. It doesn’t sound great on the surface, but it’s certainly helpful for getting in that first crucial shot, particularly if you’re using a silenced handgun.
No Sweat (Minor Perk, 1 Perk Point) – This perk cuts the Stamina cost for Focus Mode by 50% for each enemy neutralized. You’re still short on time, but you’re in better shape when the enemy finally starts shooting back.
Rinse And Reload (Minor Perk, 1 Perk Point) – This perk bumps reload speed by 10% after neutralizing an enemy while aiming. The buff stacks twice and resets either when you reload or start aiming again. For big gnarly weapons like Overwatch which have long reload times, this perk could be not just a time saver, but a life saver!
Pull! (Minor Perk, 1 Perk Point) – This perk makes it easier to shoot grenades out of the air while Focus Mode is active, and increases the blast damage on top of that. If you’re good at that sort of precision shooting, this perk isn’t a bad one to pick up.
Head To Head (Minor Perk, 1 Perk Point) – With this perk, when Focus Mode is active, neutralizing an enemy with a ranged attack resets the duration of Focus Mode. This is an absolute must have if you’re going to be trying to maximize Focus. It will definitely require good target acquisition skills on your part, but, if you can pull it off, you’ll be doing a decent impression of John Wick.
Deep Breath (Minor Perk, 1 Perk Point) – This perk will cause time to slow down by 25% while Focus is active. Considering you have to get Head To Head first, Deep Breath should be an obvious and welcome selection, particularly since it’ll help with those target acquisition skills mentioned earlier.
Phenom Tier (Stat Level 15)
Deadeye (Major Perk, 3 Perk Points) – This perk, and its satellites, continues the chain started with the Focus cluster and is subject to the same weapons restrictions. The first point grants another 10% head shot and weak point damage buff. The second point reduces the Stamina cost of shooting the associated weapons by 25%, not a bad improvement. The third point unlocks Deadeye Mode. Deadeye Mode remains active while you’re over 85% stamina. While active, you gain an additional 20% damage bump to head shots and weak point hits, as well as not suffering any bullet spread. You’re going to want to time your shots carefully to keep Deadeye Mode active, but, combined with Focus Mode, that John Wick impression is going to get a lot more convincing.
California Reaper (Minor Perk, 1 Perk Point) – This perk returns 30% of your Stamina after dropping an enemy with a head shot or weak point attack via a ranged weapon. This will definitely help make it easier to keep Deadeye Mode going.
High Noon (Minor Perk, 1 Perk Point) – This perk bumps your reload speed by 35% after neutralizing an enemy with a head shot or weak point attack. The effect lasts for 3 seconds, and slows time by 50% while reloading. Yeah, that John Wick impression is looking more convincing by the moment.
Long Shot (Minor Perk, 1 Perk Point) – With this perk, when Deadeye Mode is active, your shots always deal full damage regardless of distance. For you, there is no “Effective Range” stat while Deadeye Mode is active.
Quick Draw (Minor Perk, 1 Perk Point) – This perk grants a 30% increase in weapon swap speed when swapping to a weapon of the associated type. Additionally, you’ll get a 30% Stamina bump when you’re swapping during combat, a good way to keep both Deadeye and Focus Mode going.
Ninjutsu (Major Perk, 3 Perk Points) – This perk, and its satellites, continues the chain started with the Feline Footwork cluster. The first point grants a 15% increase in movement speed while crouched, which is a nice improvement just by itself. The second point grants a 15% increase to Mitigation Chance while crouched, which works nicely alongside the Feline Footwork satellite perks. The third point unlocks the ability to sprint while crouched, and that right there is an incredible perk. Yes, it consumes Stamina, but if it gets you out of sight faster while still giving you all the benefits of being crouched that the chain offers.
Serpentine (Minor Perk, 1 Perk Point) – This perk adds 30% to your Mitigation Chance while crouch-sprinting. You may never stand fully upright again, if only because you’re more likely to catch a bullet and die from it.
Shinobi Sprint (Minor Perk, 1 Perk Point) – This perk reduces the Stamina cost of crouch-sprinting by 75% during combat, letting you keep your energy up to lay down fire.
Creeping Death (Minor Perk, 1 Perk Point) – This perk grants a number of benefits to neutralizing an enemy while undetected or while the Optical Camo cyberware is active. It restores 15% of your Health, 15% of your Stamina, and gives you a 10% bump to movement speed for six seconds. Just the thing for when you use Optical Camo to break contact with an enemy and need a recharge!
Vanishing Act (Minor Perk, 1 Perk Point) – With this perk, the Optical Camo cyberware (assuming you have it installed and ready in the Grenade slot) will activate automatically and consume its charge gradually while crouch-sprinting or sliding. This is a highly conditional perk, but if you’re going the stealth route, you’re likely to have Optical Camo installed, and this perk will help take it off your “to-do” list without any prompting.
Juggler (Major Perk, 3 Perk Points) – This perk, and its satellites, continues the chain begun with the Scorpion Sting cluster. The first point adds another 15% reduction in recovery time when using a throwable weapon. The second point adds 20% damage to head shots and weak spot strikes with throwable weapons. The third point unlock an instant cooldown reset for throwable weapons after neutralizing an enemy by making a head shot or Critical with a throwable weapon or using Poison. If you’re going the throwable weapon route, maxing out Juggler is going to be a necessity.
Pay It Forward (Minor Perk, 1 Perk Point) – With this perk, your first melee attack with a throwable weapon you’ve just retrieved gains a 200% damage buff. If you’re not scared of getting right up in some gonk’s grill, this is a good perk to grab.
Sleight Of Hand (Minor Perk, 1 Perk Point) – This perk bumps Crit Damage by 20% for 8 seconds each time the Juggler effect procs. The buff stacks up to five times, a new stack resets the duration, and all stacks are removed once the duration ends.
Finisher: Act Of Mercy (Minor Perk, 1 Perk Point) – This perk unlocks a finisher move if you’re using a throwable weapon. When you execute the finisher on an enemy with low health, it will activate the Juggler effect and restore 25% of your Health. If you’ve softened up a lot of targets, this could help you finish them off.
Pounce (Minor Perk, 1 Perk Point) – This perk extends the range of Act Of Mercy if you’ve hit the enemy with a throwable weapon. Each successful hit with throwable weapons makes them more susceptible to finishers. It requires Act Of Mercy to be bought first, but this perk can help put down targets faster.
Legend Tier (Stat Level 20)
Nerves Of Tungsten-Steel (Major Perk, 1 Perk Point) – This perk is one of two possible culminations of the Focus and Deadeye chain. This particular perk affects Revolvers, Precision Rifles, and Sniper Rifles (but not Pistols). When Deadeye is active, you’re guaranteed Critical Hits when landing a head shot or hitting a weak spot. Additionally, you gain bonus damage which increases as your distance from the target increases, up to a maximum of 25%. If you’re regularly sniping targets, this perk is a natural fit for you.
Run’N’Gun (Major Perk, 1 Perk Point) – This perk is the other possible culmination of the Focus and Deadeye chain. It affects only Pistols. Firing from the hip will not cost you any Stamina. And when Focus becomes active, you’ll gain a 25% movement speed bump. Genuinely surprised they didn’t call this one “Baba Yaga,” because this is the quintessential John Wick move.
Style Over Substance (Major Perk, 1 Perk Point) – This perk is the culmination of the Feline Footwork, Ninjitsu, Scorpion Sting, and Juggler trees. With this perk, you’re guaranteed Critical Hits when crouch-sprinting, sliding, dodging, or Dashing. Additionally, you don’t suffer a movement speed penalty for aiming a throwable weapon. If you want to be a knife-throwing ninja, this is your perk.
In Night City, your ability to stay calm under pressure and look good doing it is as much a part of your rep as the gigs you’ve done and the people you’ve flatlined. To move through the city streets, the dark alleys, and the brightly lit corpo corridors, all without making a ripple is what separates the legends from the also-rans. Can you make it to the top? Only if you’ve mastered the art of Cool!
Do you have zero chill? Does your image accompany the definition of “gonk” in the dictionary sites of the CitiNet? Check out our other Cyberpunk 2077 perk tree guides and see what suits you best!