Cyberware

Cyberpunk 2077 Circulatory System Cyberware

The Circulatory System in Cyberpunk 2077 is the slot most players fill last and fill badly. Nothing in it adds armor. Nothing in it adds crit chance. Open the Ripperdoc menu and it looks like the boring shelf, which is exactly why people stuff it with whatever’s cheap and move on.

It’s also the shelf that decides whether you walk out of a Dogtown airdrop or reload a save. Everything here is health, stamina and the panic buttons that fire when your health bar is already gone.

Twelve implants sit in this category as of Update 2.0 and Phantom Liberty. Two are iconic and expansion-only. Alongside the Operating System, Circulatory System is one of the main important Cyberware sections in the game.

Cyberpunk 2077 Circulatory System Cyberware Quick Guide

CyberwareImplant CapacityRequired BonusTierEffect
Threatevac5IntelligenceTier 1 → Tier 5+5% → +25% movement speed at low health (cap increases from +15% → +35%)
Heal-on-Kill10IntelligenceTier 1 → Tier 5Restore +3% → +7% health per kill
Clutch Padding12BodyTier 1 → Tier 5Reduce shooting stamina cost by 7% → 18%
Microrotors12ReflexesTier 1 → Tier 5Increase melee attack speed by 10% → 23%
Adrenaline Booster14ReflexesTier 1 → Tier 5Restore 10% → 23% stamina after a melee kill
Biomonitor14Technical AbilityTier 1 → Tier 5Automatically heals below 35% HP; increases health item effectiveness by 2% → 14%
Feedback Circuit14Technical AbilityTier 3+Restore 1.5% → 3% health when a charged Tech weapon hits
Blood Pump15Technical AbilityTier 2+Instantly restores 45 → 85 HP, then heals 9 → 17 HP/sec for 6 seconds (180-second cooldown)
Black Mamba16ReflexesTier 3+Reduce poison damage by 90%; deal 10% → 18% more damage to poisoned enemies
Second Heart30BodyTier 4+Revives you at 0 HP; cooldown reduced from approximately 5 minutes → 4 minutes
Electromag Recycler40Technical AbilityTier 3+ (Iconic)Restore 2.5% → 4% health and stamina when a charged Tech weapon hits
Isometric Stabilizer40ReflexesTier 3+ (Iconic)Reduce stamina cost of all attacks by 13% → 20%

How the slot works

You get three Circulatory slots, and unlike Face or Skeleton, there’s no perk or quest that unlocks a fourth. Three is what you get for the whole playthrough. Every implant costs Cyberware Capacity. That’s the real constraint. Threatevac costs 5. The Electromag Recycler costs 40. Eight times the budget for a niche Tech-weapon effect, in a category where you only have three slots to begin with.

Tier availability runs off your character level, not your attributes: Tier 1 from level 1, Tier 2 at 10, Tier 3 at 20, Tier 4 at 30, Tier 5 at 40.

Ripperdocs stock what your level allows, and you can pay to upgrade an implant you already own using crafting components. Some implants have a higher base tier, so Blood Pump doesn’t exist below Tier 2, Black Mamba starts at Tier 3, and Second Heart doesn’t show up until Tier 4.2.

Each piece also carries a secondary bonus tied to one attribute and those bonuses are rolled at the shop rather than fixed. If you’re picky about them, the Chipware Connoisseur perk in Technical Ability lets you reroll.

One last thing worth knowing: filling all 11 cyberware slot types with at least one implant unlocks the Full Body Conversion achievement. Circulatory is one of the eleven, so even a 5-capacity Threatevac earns its keep on a completionist run.

List of all Circulatory System Cyberware Implants

Here is the list of all Cyberpunk 2077 Circulatory System Cyberware implants based on four category:

Staying alive

For players who focus on their health bar.

Second Heart

Second Heart revives you at full health the moment you hit zero. It’s the single most valuable implant in the category and it costs accordingly: 30 capacity, Tier 4 minimum, so nothing before level 30. The cooldown is around four to five minutes depending on tier, which sounds terrible until the first time it saves a two-hour Dogtown run. Scales off Body.

Blood Pump

Blood Pump works as a health item that hits harder than anything you can buy. At Tier 5 it dumps 85 health instantly, then regenerates another 17 per second for six seconds, on a three-minute cooldown. There’s no drinking animation, which matters more than the raw numbers. The health-item perks in the Technical Ability tree apply to it. 15 capacity.

Biomonitor

Biomonitor automatically uses your equipped health item when you drop below 35% health, and boosts health item effectiveness by up to 14%. On its own it’s mediocre. Paired with Blood Pump it’s a second automatic Second Heart, which is why those two get slotted together so often. 14 capacity, Technical scaling.

Biomonitor

Heal-on-Kill

Heal-on-Kill restores 3% health per kill at Tier 1, rising to 7% at Tier 5, for only 10 capacity. It does nothing in a boss fight and everything in a room full of Scavs. If you’re playing anything that kills quickly, this is the cheapest sustain in the game. Intelligence scaling.

Stamina

Want to stand to the last moment? try these implants:

Clutch Padding

Clutch Padding cuts the stamina cost of shooting by 7% at Tier 1 and 18% at Tier 5, for 12 capacity. Unglamorous, cheap and it quietly fixes the “why am I out of stamina mid-firefight” problem that plagues shotgun and LMG builds.

Isometric Stabilizer

Isometric Stabilizer is the iconic version. Same idea, except the reduction applies to every attack rather than just shooting and it scales further with Reflexes. The catch is 40 capacity, which is more than Second Heart. Buy it from a Dogtown Ripperdoc or pull it from an airdrop. Phantom Liberty only.

Adrenaline Booster

Adrenaline Booster returns stamina when you neutralize an enemy with a melee weapon, up to 23% at Tier 5. Melee-exclusive, so it’s dead weight on a gun build. 14 capacity, Reflexes.

Melee and Tech weapons

As merc, you need Melee and Tech based implants. please help yourself:

Microrotors

Microrotors adds up to 23% melee attack speed at Tier 5 for 12 capacity, with a hard ceiling of two attacks per second. That cap matters. On fast weapons like katanas you’ll bump into it, while slow blunt weapons get the full benefit. Reflexes scaling.

Feedback Circuit

Feedback Circuit restores health when you land a fully charged Tech weapon shot, 1.5% at Tier 3 up to 3% at Tier 5. Very good if you live behind a Nekomata. Useless otherwise. 14 capacity, Technical.

Electromag Recycler

Electromag Recycler is the iconic Feedback Circuit, giving back both health and stamina (up to 4% each at Tier 5) on charged Tech hits. It also costs 40 capacity and well over 100,000 eddies at Tier 5. That’s a lot to pay for an effect that only fires on one weapon archetype. Dogtown ripperdocs and airdrops, Phantom Liberty only.

Electromag Recycler

The situational two

By these two implants, beware of poison damage and improve your movement speed.

Black Mamba

Black Mamba cuts your poison damage by 90% and raises all your other damage against poisoned enemies by up to 18%. It’s a straight trade and whether it’s good depends entirely on how much of your damage is actually poison. If you’re not running Toxic arms cyberware or poison-heavy quickhacks, you’re giving up very little for a real damage bump. 16 capacity, Tier 3 minimum, Reflexes.

Threatevac

Threatevac gives you movement speed when your health falls to 25%. It scales up as you drop further and maxes at +225% at Tier 5. At 5 capacity it’s the cheapest thing in the category and that’s the honest case for it. It’s a slot filler for the achievement and for builds with capacity left over. The strong argument against is that if you’re at 25% health.

What to actually run

For most builds the answer is Second Heart, Blood Pump and Heal-on-Kill. That’s 55 capacity for a full revive, an instant heal, and passive sustain, and it works whether you’re swinging a katana or sniping from a rooftop.

Melee builds should think about swapping Heal-on-Kill for Microrotors, since you’ll be killing fast enough that the attack speed compounds. Gun builds running heavy weapons want Clutch Padding in that third slot instead.

Before level 30 you can’t touch Second Heart at all, so the early-game version is Blood Pump, Heal-on-Kill, and Clutch Padding for 37 capacity total. That’s affordable at almost any point in the game.

Cyberpunk 2077 Cover image

Cyberpunk 2077

Open World Role-Playing (RPG) Action-Adventure
Release Date
December 10, 2020
ESRB
M for Mature 17+ (Blood and Gore, Intense Violence, Nudity, Strong Language, Strong Sexual Content, and Use of Drugs and Alcohol)
Developer(s)
CD PROJEKT RED
Publisher(s)
CD PROJEKT RED

Desmond Pike

As a devoted gamer, Desmond spent his childhood playing ATARI and SEGA games. What began as a fascination with 8-bit sprites has turned into a lifelong quest to explore every corner of the gaming world and uncover hidden paths and mechanics. He doesn't just play for leisure; he plays to understand the how and why behind every level design. By blending his deep-rooted love for games with a friendly writing style, Desmond aims to bridge the gap between complex game systems and the players who need answers. He specializes in breaking down high-level strategies into accessible steps and delivering comprehensive guides for the newest releases in the shortest time possible.

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