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Cyberpunk 2077 Cyberware - All 137 Implants by Slot

Cyberpunk 2077 Cyberware

Every piece of cyberware in Cyberpunk 2077: 137 implants across 11 slots with effects, capacity cost, attunement and stats for tier 1 through 5++.

How cyberware works in Cyberpunk 2077

Cyberware in Cyberpunk 2077 is fitted by a ripperdoc into 11 slots: Frontal Cortex, Face, Operating System, Circulatory System, Immune System, Nervous System, Integumentary System, Hands, Arms, Skeleton and Legs. Each slot holds a fixed number of implants, so the 137 entries here compete for a small amount of room rather than stacking freely.

The real limit is cyberware capacity. Every implant costs capacity, the pool grows as V levels up, and the Technical Ability perk Renaissance Punk adds 4 more for each attribute at 4 or higher. Edgerunner lets a build run up to 12 points over the cap in exchange for max health, which is why capacity planning is the first step of any Cyberpunk 2077 cyberware build.

Some implants are attuned to an attribute. Attunement ties the strength of the effect to Body, Reflexes, Technical Ability, Intelligence or Cool, so the same piece of cyberware gives a different result on two different builds. Each tier on every implant page names its attunement attribute where the game files define one.

Cyberpunk 2077 Night City street where ripperdocs fit cyberware
Cyberpunk 2077 Night City street where ripperdocs fit cyberware

Operating systems, iconic cyberware and tiers

The Operating System slot is the one that defines a build. Its 18 entries are the cyberdecks, sandevistans and berserk systems, only one can be installed at a time, and the choice decides whether V plays as a netrunner, a speed build or a straight bruiser. A cyberdeck is also what makes the quickhacks list usable, since it sets the RAM pool and the size of the quickhack queue.

15 implants are iconic cyberware, unique pieces that come from a specific quest or vendor rather than the general ripperdoc stock. They are marked on every list here so they can be filtered out of the ordinary chrome.

Cyberware upgrades through eleven steps, tier 1, 1+, 2, 2+, 3, 3+, 4, 4+, 5, 5+ and 5++, and the numbers change at each one. Every implant page in this Cyberpunk 2077 cyberware database lists the effects and stat values tier by tier, so the cost of an upgrade can be weighed against what it actually adds. The perks that scale these implants are listed separately.

Frequently Asked Questions

How many cyberware implants are in Cyberpunk 2077?

This database lists 137 pieces of Cyberpunk 2077 cyberware across 11 slots, 15 of them iconic. The Operating System, Arms, Circulatory System and Frontal Cortex slots carry the most options.

What is cyberware capacity in Cyberpunk 2077?

Cyberware capacity is the budget every implant is paid for out of. It grows as V levels up and can be raised further with Technical Ability perks such as Renaissance Punk, which gives 4 capacity per attribute at 4 or higher. Edgerunner allows going up to 12 points over the cap at the cost of max health.

What is cyberware attunement in Cyberpunk 2077?

Attunement ties an implant to one attribute, Body, Reflexes, Technical Ability, Intelligence or Cool, and scales its effect with how high that attribute is. Each tier listed here names the attunement attribute where the game defines one.

What is the best operating system in Cyberpunk 2077?

It depends on the build, because the slot only holds one. Cyberdecks power quickhacks and RAM, sandevistans slow time for melee and gunplay, and berserk systems raise damage and stagger resistance. All 18 options are listed here with their effects at every tier.