
DIE! DIE! DIE!
In Cyberpunk 2077: Phantom Liberty, this Body perk has no prerequisite and is Pro tier (9). Level 1 reduces recoil by 15% at low Stamina; Level 2 increases fire rate as Stamina falls, up to 25% at 0 Stamina.
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439 source-linked references · 262 with game artwork
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In Cyberpunk 2077: Phantom Liberty, this Body perk has no prerequisite and is Pro tier (9). Level 1 reduces recoil by 15% at low Stamina; Level 2 increases fire rate as Stamina falls, up to 25% at 0 Stamina.

This Pro tier (9) Body perk requires DIE! DIE! DIE! In Cyberpunk 2077: Phantom Liberty, it removes the movement speed penalty when using Shotguns, Light Machine Guns, or Heavy Machine Guns.

This Pro tier (9) Body perk requires DIE! DIE! DIE! In Cyberpunk 2077: Phantom Liberty, it grants 15% Mitigation Chance and 5% Mitigation Strength while Stamina is below 33%.

This Pro tier (9) Body perk requires DIE! DIE! DIE! In Cyberpunk 2077: Phantom Liberty, it reduces bullet spread by 25% while moving.

This Phenom tier (15) Body perk requires DIE! DIE! DIE! In Cyberpunk 2077: Phantom Liberty, it reduces recoil by 15% at low Stamina, adds 10% damage against nearby enemies, and unlocks Obliterate at Level 3: up to a 20% chance to instantly kill and dismember low-health enemies.

This Phenom tier (15) Body perk requires Spontaneous Obliteration. In Cyberpunk 2077: Phantom Liberty, it increases Quick Melee attack damage as Stamina decreases, up to 200% at 0 Stamina.

This Phenom tier (15) Body perk requires Spontaneous Obliteration. In Cyberpunk 2077: Phantom Liberty, ranged attacks reduce enemy armor by 15%; dismemberment spreads this effect to nearby enemies.

This Legend tier (20) Body perk requires Spontaneous Obliteration. In Cyberpunk 2077: Phantom Liberty, shooting an enemy with a Shotgun grants the next Quick Melee Attack 100% damage; hitting an enemy with a Quick Melee Attack adds 100 damage to the next Shotgun shot.

This Legend tier (20) Body perk requires Spontaneous Obliteration. In Cyberpunk 2077: Phantom Liberty, neutralizing an enemy with a Light Machine Gun grants a 20% ammo refill.

This Phenom tier (15) Body perk requires Spontaneous Obliteration or Juggernaut. In Cyberpunk 2077: Phantom Liberty, while Adrenaline Rush is active, dismembering a nearby enemy grants 50 Adrenaline.

This Rookie tier (4) Body perk has no prerequisite. In Cyberpunk 2077: Phantom Liberty, it unlocks slow Health Regen in combat and removes the activation delay for Health Regen in combat.

This Rookie tier (4) Body perk requires Painkiller. In Cyberpunk 2077: Phantom Liberty, Health Regen Rate increases by 1% for each percent of missing health.

This Rookie tier (4) Body perk requires Painkiller. In Cyberpunk 2077: Phantom Liberty, using Blood Pump cyberware or a Health Item grants 100% Mitigation Chance for 2 seconds.

This Rookie tier (4) Body perk requires Painkiller. In Cyberpunk 2077: Phantom Liberty, it increases Health Regen Rate by 60% while sprinting.

This Rookie tier (4) Body perk requires Painkiller. In Cyberpunk 2077: Phantom Liberty, each nearby enemy increases Health Regen Rate by 10%.

This Phenom tier (15) Body perk requires Painkiller. In Cyberpunk 2077: Phantom Liberty, Level 1 adds 35 Max Health, Level 2 adds a 20% Health Regen bonus to effects from all sources, and Level 3 unlocks Adrenaline Rush mode.

This Legend tier (20) Body perk requires Adrenaline Rush. In Cyberpunk 2077: Phantom Liberty, while Adrenaline Rush is active, neutralizing an enemy increases Health Item recharge by 20%.

This Phenom tier (15) Body perk requires Adrenaline Rush. In Cyberpunk 2077: Phantom Liberty, while Adrenaline Rush is active, it grants immunity to movement penalties and non-damaging status effects, including Knockdown and Blinding.

This Phenom tier (15) Body perk requires Adrenaline Rush. In Cyberpunk 2077: Phantom Liberty, while Adrenaline Rush is active, it grants 20% Movement Speed and 10% Damage.

This Phenom tier (15) Body perk requires Adrenaline Rush. In Cyberpunk 2077: Phantom Liberty, while Adrenaline Rush is active, it delays the start of Adrenaline decay by 3 seconds.

This Phenom tier (15) Body perk requires Calm Mind or Aftershock. In Cyberpunk 2077: Phantom Liberty, each enemy hit by Quake grants 15% Health.

This Rookie tier (4) Body perk has no prerequisite. In Cyberpunk 2077: Phantom Liberty, collisions you cause deal 50% more damage to enemy vehicles and occupants; enemy-caused collisions deal 50% less damage to your vehicle, and you take no damage as a vehicle occupant.

This Pro tier (9) Body perk has no prerequisite. In Cyberpunk 2077: Phantom Liberty, Level 1 reduces Blunt Weapon attack Stamina cost by 15%; Level 2 lets you barrel into enemies while sprinting and blocking with Blunt Weapons, dealing damage with a chance to knock them down.

This Pro tier (9) Body perk has no prerequisite. In Cyberpunk 2077: Phantom Liberty, hitting an enemy with a Strong Attack reduces their armor by 40% for 7 seconds.

This Pro tier (9) Body perk requires Wrecking Ball. In Cyberpunk 2077: Phantom Liberty, blocking an attack grants 10% Stamina and 30% Blunt Weapon damage for 5 seconds.

This Pro tier (9) Body perk requires Wrecking Ball. In Cyberpunk 2077: Phantom Liberty, it reduces incoming ranged damage by 40% while blocking with Blunt Weapons.

This Pro tier (9) Body perk requires Wrecking Ball. In Cyberpunk 2077: Phantom Liberty, Defensive attacks have 100% increased Knockdown chance with a 10-second cooldown; Counterattacks have 100% increased Stun Chance.

This Phenom tier (15) Body perk requires Wrecking Ball. In Cyberpunk 2077: Phantom Liberty, Level 1 reduces Blunt Weapon attack Stamina cost by 15%, Level 2 adds 20% attack speed with Blunt Weapons, and Level 3 unlocks a Q ground slam that damages and staggers nearby enemies with a chance of Knockdown.

Epicenter is a Body perk requiring Quake at the Phenom (15) tier. At Level 1, performing Quake from midair makes its area effect and damage scale with fall speed and fall distance.

Aftershock is a Body perk requiring Quake at the Phenom (15) tier. At Level 1, each enemy hit by Quake grants +30 Stamina.

Finisher: Savage Sling is a Body perk requiring Quake at the Legend (20) tier. At Level 1, it unlocks a Blunt Weapon Finisher against low-health enemies, restoring 20% Health; holding F instead throws and kills the enemy, damaging others as they land.
DIE! DIE! DIE! is a Pro (9) Body perk with no prerequisite. Level 1 gives -15% recoil at low Stamina; Level 2 increases fire rate as Stamina falls, up to +25% at 0 Stamina.
Like a Feather requires DIE! DIE! DIE! and is a Pro (9) Body perk. At Level 1, Shotguns, Light Machine Guns, and Heavy Machine Guns impose no movement speed penalty.
Don't Stop me Now requires DIE! DIE! DIE! and is a Pro (9) Body perk. At Level 1, while below 33% Stamina, it adds +15% Mitigation Chance and +5% Mitigation Strength.
Bullet Ballet requires DIE! DIE! DIE! and is a Pro (9) Body perk. At Level 1, it reduces bullet spread by 25% while moving.
Spontaneous Obliteration requires DIE! DIE! DIE! and is a Phenom (15) Body perk. Level 1 gives -15% recoil at low Stamina; Level 2 adds +10% damage against nearby enemies. Level 3 unlocks Obliterate, which can instantly kill and dismember low-health enemies, with chance rising as their health falls to a maximum of 20%.
Decisions are limited to the supplied Fextralife table excerpts. The perks tables and Relic Perks are explicitly labeled Phantom Liberty; the weapon tables do not specify an edition or DLC scope. The tech weapon subset overlaps the iconic weapon table, and no New Game Plus variant is identified.
Counts describe the imported source tables. They do not establish complete coverage of every patch, DLC or upgrade variant. Multiple values remain labeled as listed values when the source does not identify their upgrade levels.
Use the attributes you already gain experience in as a clue to your habits, then consider a matching perk. The guide describes this as a way to choose when your preferred playstyle is unclear.
Choose an attribute around your preferred tools Painkiller opens slow health regeneration in combat Dash trades a dodge for more ground coveredBody supports shotguns and blunt weapons; Painkiller opens slow in-combat health regeneration, while Quake adds an area slam along the blunt-weapon path. Consider the stamina and close-range demands before investing further.
Painkiller opens slow health regeneration in combat Quake adds a blunt-weapon ground slam Choose an attribute around your preferred toolsIntelligence supports netrunning and quickhacks, while Cool supports stealth and throwable weapons. Choose Hack Queue for multiple uploads on one target, or Ninjutsu if crouched, silent movement is central to your approach.
Hack Queue lets you queue quickhacks on one enemy Ninjutsu unlocks crouched sprinting Choose an attribute around your preferred toolsChoose a topic to see how it works, where it helps and what to consider.
Body favors shotguns, light machine guns, and blunt weapons; Reflexes favors assault rifles, SMGs, and blades. Cool, Intelligence, and Technical Ability each support different equipment and abilities.
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Body perkPainkiller unlocks slow health regeneration in combat, with no activation delay according to the perk table. It is an entry option for Body characters who want a recovery effect during fights.
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Body perkQuake unlocks a slam that damages and staggers nearby enemies, with a chance to knock them down. Its documented path sits behind Wrecking Ball in the Body tree.
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Reflexes perkDash unlocks a movement action that covers more ground than dodging and automatically vaults over low obstacles. Its tree branches into further mobility perks.
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Reflexes perkAir Dash unlocks dashing in midair and also lists a reduction in Dash stamina cost and increased Dash speed. It follows the Dash path.
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Reflexes perkLead and Steel reduces blade attack stamina cost and, at its second level, unlocks blocking incoming projectiles with blades. Blocking consumes stamina.
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Intelligence perkHack Queue unlocks the ability to queue two quickhacks on a single enemy. Later perks extend queue size and affect upload or RAM costs.
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Intelligence perkWith a cyberdeck installed, Overclock lets you use quickhacks beyond available RAM; each excess RAM unit costs health. It is an active mode, not a passive reserve.
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Intelligence perkCarhacker unlocks quickhacks for remotely taking control of vehicles, setting off alarms, or blowing vehicles up. Availability depends on the installed cyberdeck’s tier.
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Cool perkKiller Instinct increases damage with knives, axes, and silenced guns outside combat, and previews estimated damage. It suits players who plan attacks before detection.
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Cool perkNinjutsu lets V sprint while crouched, allowing faster movement while staying silent. Crouch-sprinting consumes stamina, and the perk follows Feline Footwork.
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Cool perkFocus unlocks a mode that activates when you aim at full stamina. While active, shooting costs no stamina; when it ends, stamina is reduced.
Understand this choiceVulnerability Analytics reveals vulnerabilities in enemy armor and cyberware during combat. Hitting a vulnerability grants listed combat bonuses, and enough damage triggers an EMP blast.
Understand this choiceThe Stats source says perks can be reset for free but attributes can only be fully reset once per playthrough. Check the distinction before committing attribute points.
Carhacker unlocks vehicle quickhacks, but the guide says individual hack availability depends on the tier of the installed cyberdeck.
The Overclock description says each RAM unit used beyond maximum RAM costs health. Account for that cost when deciding whether to continue hacking.
A focused reference to selected attributes and named perks in the 2.0-era skill system, including Phantom Liberty’s Relic tree. This is not a full equipment guide, build ranking, or verification of current balance.
Explanations prepared with GPT-6 Luna and checked against the linked references. These are source-reviewed guides. They do not establish independently tested optimal builds or exact upgrade budgets. How coverage works.