Cyberpunk 2077 Weapons — Iconic Weapons Guide & Tier List
Every weapon type explained: Power, Tech, Smart and Melee. All notable iconic weapons with acquisition methods, missable warnings and build synergy recommendations. Covers base game + Phantom Liberty. See builds for which iconic fits each playstyle.
Published September 1, 2026 · Last updated September 4, 2026

Quick Answer: Weapon Types & Best Iconic Weapons
Weapons in Cyberpunk 2077 are divided into three main projectile categories plus melee. Power weapons are traditional ballistic firearms with ricocheting bullets. Tech weapons fire electromagnetic projectiles that pierce cover. Smart weapons fire homing projectiles that require Smart Link cyberware. Melee weapons include katanas, knives, blunt weapons and Mantis Blades — they pair especially well with Sandevistan builds. Iconic Weapons are unique one-of-a-kind weapons with special modifiers — many are missable if you skip specific quests. There are dozens of iconic weapons across the base game and Phantom Liberty.
| Type | Description | Strengths | Best For |
|---|---|---|---|
| Power Weapons | Traditional ballistic firearms | High fire rate, bullets ricochet off surfaces | General combat, any build |
| Tech Weapons | Electromagnetic / railgun projectiles | High armor penetration, charge shots pierce cover | Armored targets, shields |
| Smart Weapons | Homing / guided projectiles (gyrojets) | Track moving targets, shoot around cover | Requires Smart Link cyberware |
| Melee Weapons | Katanas, knives, blunt, axes, Mantis Blades | High burst damage, pairs with Sandevistan | Reflexes (blades) or Body (blunt) builds |
Iconic Weapons: What They Are & How to Get Them
Iconic Weapons are unique, one-of-a-kind weapons with special modifiers that cannot be found on regular versions. They have unique visual appearances and effects. Many are permanently missable if you skip specific quests, dialogue choices, or loot opportunities. Some can be crafted from specs found in the world or dropped by bosses. A significant number were added or reworked with Update 2.0 and Phantom Liberty. They can be displayed on weapon racks in V's apartments.
| Method | How to Obtain | Examples |
|---|---|---|
| Quest Rewards / Drops | Main jobs, side jobs, and gigs (most common) | Satori, Byakko, Johnny's Malorian 3516 |
| Fixed World Locations | Hidden in specific rooms, containers, or NPC bodies | Skippy (Vista del Rey alley) |
| NCPD Scanner Hustles | Skull icon activities often drop crafting specs | Various specs for powerful iconics |
| Vendors | Some can be purchased from melee or weapon vendors | Select iconic melee weapons |
| Crafting | Find the crafting specification first, then craft higher tiers | Some base-game and PL iconics |
| Phantom Liberty / Dogtown | Gigs, main jobs, airdrops, Increased Criminal Activity zones | Ambition, Cheetah, Hawk, Dezerter, Ogou |
Legendary vs Iconic Weapons: What Is the Difference?
If you searched for "legendary weapons" and landed on iconic lists — that is not a mistake. Update 2.0 replaced the old rarity colors (common through legendary) with the Tier 1–5 system, and the weapons the community called "legendary" before 2.0 map onto today's Iconics: unique, one-of-a-kind guns and blades with special effects that regular weapons never roll. Older guides and pre-2.0 saves still say "legendary", Google serves iconic results for legendary searches, and both words mean the same target: the free iconic weapons checklist has every location.
- Every "best legendary" pick from the old rarity era has an iconic counterpart today — the category winners table below is the current answer to "best legendary pistol/rifle/blade".
- "Legendary crafting" in 2.x means iconic upgrading: components of the tier you are moving into, with Tier 5→5+ at 75 and 5+→5++ at 200 Tier 5 components.
- Act 1 "legendary" grabs are the same as the early iconic list: Satori, Kongou, Skippy and Fenrir — see the free checklist for exact spots.
| Term | Meaning in 2.x | Where to Find It |
|---|---|---|
| Legendary (pre-2.0) | Old name for top-rarity gear — replaced by Tier 5 in Update 2.0 | Legacy guides only; the system no longer exists in game |
| Iconic weapon | Unique weapon with a fixed special effect; upgradeable tier by tier up to Tier 5++ | Quests, gigs, bosses, world pickups, crafting specs |
| Tier 5 (non-iconic) | Highest rarity a regular weapon can reach; replaced, never upgraded | Vendor stock and loot at high level |
| Crafting spec | Blueprint that lets you craft an iconic at a chosen tier | Weapon vendors, NCPD Suspected Organized Crime Activities bosses |
Notable Iconic Weapons: Base Game Highlights
The most popular and highly rated iconic weapons from the base game, with their acquisition methods and special properties.
| Weapon | Type | Acquisition | Special Notes |
|---|---|---|---|
| Skippy | Smart Pistol | Vista del Rey alley (side encounter, free) | Talking AI pistol with unique dialogue and self-switching modes |
| Johnny's Malorian Arms 3516 | Power Pistol | Chippin' In / Johnny quests | Iconic revolver belonging to Johnny Silverhand |
| Satori | Katana | The Heist (AV landing pad) | Excellent early-to-mid game blade, high crit damage |
| Byakko | Katana | Complete all of Wakako's gigs | Strong chaining / leap attack effects |
| Errata | Katana | Furnace room, Electric Corporation building during/after Disasterpiece; also sold by the Black Market vendor in EBM Petrochem Stadium | Burn synergy — guaranteed crits against burning enemies, leap attack |
| Scalpel | Katana | Big in Japan gig | Bonus crit & bleed while Sandevistan is active |
| Kongou | Power Pistol | Yorinobu's bedroom during The Heist | Strong early burst pistol |
| Chaos | Tech Pistol | Dropped by Royce in The Pickup | Randomizes effects on reload |
| Divided We Stand | Smart Assault Rifle | Stadium Love (win shooting contest) | Can lock onto multiple targets |
| Widow Maker | Tech Precision Rifle | Dropped by Nash in Ghost Town | Chemical / poison damage |
| Ba Xing Chong | Smart Shotgun | Adam Smasher's vault (endgame) | Explosive multi-projectile |
| Amnesty | Power Revolver | Cassidy's shooting challenge (We Gotta Live Together) | Strong revolver with unique mods |
| Archangel | Power Revolver | A Like Supreme (Kerry quest) | Kerry Eurodyne's personal revolver |
| Plan B | Power Pistol | Dexter DeShawn's body (landfill) | Unique eddies-related effect |
Best Iconic Melee Weapons
Melee iconic weapons pair extremely well with Sandevistan builds. The best katanas provide crit, bleed and chain attack bonuses that stack with time-slow windows.
| Weapon | Type | Acquisition | Synergy |
|---|---|---|---|
| Satori | Katana | The Heist (AV pad) | Early game blade king, high base crit |
| Byakko | Katana | All Wakako gigs | Leap attacks + chain damage |
| Errata | Katana | Furnace room, Electric Corporation building (Disasterpiece); also Black Market vendor, EBM Petrochem Stadium | Leap attack; guaranteed crits vs burning enemies |
| Scalpel | Katana | Big in Japan gig | Crit + bleed during Sandevistan |
| Jinchu-Maru | Katana | Defeat Sandayu Oda in Play It Safe, then loot him | Fast attack speed, strong all-rounder |
| Blue Fang | Knife | Melee weapon vendor, Jackson Plains (Badlands) | Throwable; stuns on hit, poison + bleed chance |
| Headhunter | Knife | Melee weapon vendor, West Wind Estate (Pacifica) | Throwable knife built for headshot damage |
| Cocktail Stick | Katana | Automatic Love — Clouds VIP area (missable) | Evelyn Parker's blade, bleed + armor penetration |
| Cottonmouth | Blunt (Club) | The Space in Between — on Fingers' bed | Electrical + chemical damage, shock and poison chance |
| Mantis Blades | Cyberware Arms | Ripperdoc (all tiers) | Always available, no weapon slot needed |
Phantom Liberty Iconic Weapons
Phantom Liberty and Dogtown add a significant number of new Iconics, tied to gigs, main jobs with Reed/Songbird, airdrops, and Increased Criminal Activity zones. Several are designed around the Relic skill tree.
| Weapon | Type | Acquisition | Notes |
|---|---|---|---|
| Ambition | Tech Pistol | Prototype in the Scraper, spare Hasan — Go Your Own Way gift | Chance to Blind; bonus headshot damage while blinded |
| Cheetah | Power Pistol | No Easy Way Out — Angie's body if she dies | Stronger at close range; torso hits deal bonus damage |
| Hawk | Power Assault Rifle | Kress Street safehouse after Lucretia My Reflection | Myers' rifle — headshots weaken and mark enemies |
| Dezerter | Power Shotgun | Addicted to Chaos — spare Leon, open his stash case | Double-barrel, high burst damage |
| Ogou | Smart Pistol | Treating Symptoms — loot the robot | Explosive two-round burst; dismemberments stack crit chance |
| Agaou | Melee (Axe) | Increased Criminal Activity near Luxor High Wellness Spa (area boss) | Crit throws emit a shockwave that hits groups |
Weapon Tips: Collecting, Using & Matching to Build
How to efficiently build your weapon arsenal and match iconic weapons to your build archetype.
- Save often before major quests and boss fights — many Iconics are permanently missable.
- Explore thoroughly during jobs — many Iconics are off the critical path (bedrooms, side rooms, containers). Don't rush through missions.
- NCPD Scanner Hustles (skull icons) frequently contain crafting specs for powerful Iconics. Check your scanner regularly.
- Upgrade and craft — once you have a crafting spec, you can create higher-tier versions. Invest in Technical Ability for better crafting.
- Match to your build: Smart weapons favor Intelligence + Smart Link; Tech weapons shine with charged shots; Power weapons work with almost any combat style; Blades excel with Reflexes + Sandevistan.
- Display them — place collected Iconics in your apartment weapon racks for collection completion and bragging rights.
- Phantom Liberty players should systematically clear Dogtown gigs and Increased Criminal Activity markers — these are the primary source of PL-exclusive Iconics.
- Keep a secondary weapon for every build — even blade-focused Samurai builds benefit from a legendary pistol for drones and MaxTac.
- Power weapons + Ballistic Coprocessor = bullet ricochets that hit enemies behind cover. This is an underrated combo for Power weapon builds.
- Tech weapons + Technical Ability perks = charged shots that pierce through walls and shields. Essential for armored enemy encounters.
- Vehicle combat synergy — weaponized vehicles (marked ⚔️ in our cyberpunk 2077 cars tier list) let you mount mounted machine guns and missile launchers. The Herrera Outlaw Weiler and Quadra Type-66 Hoon are the top picks for drive-by combat.
Best Weapon in Every Category (Patch 2.x)
The strongest pick per class as of Update 2.x. Iconics drop at a tier tied to your level when you find them, so early grabs start weak — upgrade them rather than ditching them. Picks include Phantom Liberty additions.
| Category | Best Pick | How to Get | Why It Wins |
|---|---|---|---|
| Revolver | Comrade's Hammer (Tech) | Craft — spec looted from an NCPD Suspected Organized Crime Activity boss | Charged shot deletes elites through cover; Mancinella (PL, Run This Town) is the Power alternative |
| Pistol | Her Majesty (Power) | Get It Together (PL main story — Alex hands it over, unmissable) | Guaranteed crits and perfect accuracy while Optical Camo is active, built-in suppressor |
| SMG | Buzzsaw (Power) | Craft — spec from Yelena Sidorova, Northside Suspected Organized Crime Activity | Shoots through thin cover, +25% armor penetration; Fenrir (Losing My Religion) is the free early king |
| Shotgun | The Headsman (Power) | Craft — spec from the North Oak Suspected Organized Crime Activity boss | Fires one accurate slug instead of pellets, +215% headshot damage multiplier |
| Assault Rifle | Hawk (Power) | Kress Street safehouse after Lucretia My Reflection (PL) | Headshots weaken and mark enemies — crowd control on a rifle |
| LMG | Highest-tier regular LMG you can find | Weapon vendors, world loot | No iconic LMG exists — raw sustained DPS carries this class |
| Sniper | Overwatch (Power) | Panam gifts it after Riders on the Storm | Custom suppressor and faster reload; Breakthrough (Tech, craftable) and Rasetsu (PL) close behind |
| Precision Rifle | Widow Maker (Tech) | Loot Nash's body in Ghost Town | Two projectiles per shot with poison chance; Hypercritical (gig: Concrete Cage Trap) for Power builds |
| Smart (any class) | Genjiroh (Smart Pistol) | Play It Safe — locked 21st-floor room, code 2906 | Homing shots with Shock chance; Skippy and Hercules 3AX (PL) are just as strong |
| Blade | Jinchu-Maru (Katana) | Loot Sandayu Oda after defeating him in Play It Safe | Best all-round katana stats; Satori early, Errata for burn builds |
| Blunt | Sasquatch's Hammer | Dropped by Sasquatch during the PL main story | Slow, enormous two-handed damage; Cottonmouth is the free early option |
| Knife / Throwing | Blue Fang | Melee weapon vendor, Jackson Plains (Badlands) | Stuns on every hit with poison and bleed; Fang (PL) cripples on throw |
Damage Mechanics: Headshots, Ricochet, Pierce & Lock-On
Every weapon class rewards a different aim skill. Learn these systems once and any build gets twice as lethal.
| Mechanic | How It Works | How to Exploit It |
|---|---|---|
| Headshot multiplier | A per-weapon stat — most guns multiply headshot damage, and iconic bonuses commonly add roughly +50% to +215% depending on the weapon | Aim for the head on every slow, hard-hitting gun; Vendetta mods push it further |
| Crits | Crit chance and crit damage come from perks, cyberware, Kiroshi optics and weapon mods | Stack both on fast weapons — Her Majesty skips the RNG with guaranteed crits under Optical Camo |
| Power ricochet | Power rounds bounce off hard surfaces | Bank shots off floors and walls to reach enemies behind cover — the higher your ricochet chance, the wilder the angle you can play |
| Tech pierce | Hold the trigger to charge; charged rounds punch through walls, cover and some shields | Tag enemies through walls, then pre-aim a full charge on the outline — uncharged shots are faster but much weaker |
| Smart lock-on | Needs Smart Link hand cyberware; hold the reticle on a target for about a second to lock, then rounds home in | Point at a fleeing or half-covered target and forget lead and recoil — per-shot damage is lower, so lean on fire rate |
| Status effects | Bleed, burn, poison and shock build up from matching weapon damage types | Match your weapon's element to perks and cyberware that amplify that status — burn builds love Errata, poison loves Widow Maker |
Crafting & Upgrading Iconic Weapons (2.x Rules)
Update 2.0 replaced rarity colors with tiers. Only Iconic weapons can be upgraded — each upgrade raises the weapon one tier and rescales its damage; regular weapons get replaced, never upgraded.
- Components come in five tiers. An upgrade costs components of the tier you are moving into — dismantle same-tier weapons and junk to feed the loop.
- Iconics max out at Tier 5++. The last steps are brutal: Tier 5 to 5+ costs 75 Tier 5 components, and 5+ to 5++ costs another 200.
- Cheapest Tier 5 components: buy cheap high-tier clothing from vendors and dismantle it — better eddies-per-component than buying components outright.
- Iconic crafting specs are sold by weapon vendors and drop from bosses of NCPD Suspected Organized Crime Activities (the skull-icon hustles). Picking up an iconic also unlocks its spec for the next tier.
- A weapon must be in your inventory — not the stash — to show up in the Crafting > Upgrades menu.
- A find at level 10 drops at a low tier, so that Satori from The Heist is worth upgrading repeatedly instead of replacing.
Weapon Mods, Scopes & Suppressors
Regular weapons get one or two mod slots depending on tier; most iconics have none — their unique effect replaces mods. Scopes and suppressors attach separately on weapons that support them. Mods come from weapon vendors and loot drops.
| Mod | Effect | Best On |
|---|---|---|
| Vendetta | +20% headshot damage | Revolvers, precision rifles, snipers |
| Crunch | Flat damage boost that scales with mod rarity | Everything — flat damage is never wasted |
| Penetrator | Increased crit chance | SMGs and fast pistols |
| Pacifier | Increased crit damage | High crit-chance builds |
| Combat Amplifier | +5% chance to apply Bleeding, Burn, Poison or Shock | Elemental damage-over-time builds |
| Countermass | Recoil control while aiming | Full-auto assault rifles and LMGs |
| Neon Arrow | Faster reloads | Shotguns and revolvers |
| Pax | Bullets become non-lethal | Pacifist runs and gigs that need the target alive |
Ammo Economy: Four Pools & Recharging Grenades
Every gun draws from one of four shared ammo pools. An empty sniper pool next to a full handgun pool is a loadout problem, not a loot problem.
- Craft a case of ammo from 10 Tier 1 components — you can craft all four types from the start, and Tier 1 components fall out of every dismantled common weapon.
- Every weapon vendor sells ammo. Grab a stack each time you sell loot.
- Enemies rarely drop ammo — the white ammo crates inside hideouts and NCPD hustles are the real resupply points.
- Grenades recharge on a cooldown instead of being consumed. Throw them freely.
- Melee weapons and quickhacks cost zero ammo — blade builds and netrunners never face the drought.
| Ammo Pool | Used By |
|---|---|
| Handgun ammo | Pistols, revolvers, SMGs |
| Heavy ammo | Assault rifles, LMGs, precision rifles |
| Shotgun shells | Shotguns and double-barrel shotguns |
| Sniper ammo | Sniper rifles |
Blunt Weapons & Throwing Knives
Blunt weapons scale with Body and hit hard enough to knock enemies off balance; blades and knives scale with Reflexes. Heavy attacks break enemy blocks, and a timed block of your own parries incoming melee swings. Knives are the stealth pick — thrown knives reward headshots and can be recovered from bodies and the ground.
| Weapon | Type | How to Get | Notes |
|---|---|---|---|
| Tinker Bell | One-handed club | The Hunt — upstairs room at Edgewood Farm (missable) | Cattle prod; buyable from the Dogtown black market later if missed |
| Sasquatch's Hammer | Hammer | Dropped by Sasquatch during the PL main story | Slow, enormous two-handed damage |
| Baby Boomer | Two-handed club | Dazed and Confused side job (PL) | +25% armor pen; each consecutive combo hit adds crit chance |
| Blue Fang | Knife | Melee weapon vendor, Jackson Plains (Badlands) | Best throwable — headshots stun, out-of-combat hits stun instantly |
| Stinger | Knife | I'll Fly Away — Mitch's gift in the Panam questline | Time-limited: gone once the Basilisk is ready in Queen of the Highway |
| Fang | Knife | Firestarter (PL) — dropped by Kurt Hansen when you side with Reed | Thrown hits cripple; Bald Eagle shots on the crippled leg return Fang to your hand |
Arm Cyberware: Mantis Blades, Monowire, Gorilla Arms & Launcher
Arm cyberware turns your arms into permanent weapons — no ammo, no inventory slots, always equipped. They occupy your arm cyberware slots, so pick one loadout and build around it.
| Arm | Playstyle | Why Take It |
|---|---|---|
| Mantis Blades | Fast melee assassin | Burst combos plus a leap attack that closes distance instantly — the classic Sandevistan pairing |
| Monowire | Mid-range melee skirmisher | Long reach and wide arcs that catch several enemies per swing |
| Gorilla Arms | Brawler and utility | Counts as Body for ripping doors open and makes Beat on the Brat fights trivial |
| Projectile Launch System | Explosive skirmisher | Forearm cannon for clustered groups — pocket artillery |