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.
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Cyberpunk 2077 Circulatory System Cyberware Quick Guide
| Cyberware | Implant Capacity | Required Bonus | Tier | Effect |
|---|---|---|---|---|
| Threatevac | 5 | Intelligence | Tier 1 → Tier 5 | +5% → +25% movement speed at low health (cap increases from +15% → +35%) |
| Heal-on-Kill | 10 | Intelligence | Tier 1 → Tier 5 | Restore +3% → +7% health per kill |
| Clutch Padding | 12 | Body | Tier 1 → Tier 5 | Reduce shooting stamina cost by 7% → 18% |
| Microrotors | 12 | Reflexes | Tier 1 → Tier 5 | Increase melee attack speed by 10% → 23% |
| Adrenaline Booster | 14 | Reflexes | Tier 1 → Tier 5 | Restore 10% → 23% stamina after a melee kill |
| Biomonitor | 14 | Technical Ability | Tier 1 → Tier 5 | Automatically heals below 35% HP; increases health item effectiveness by 2% → 14% |
| Feedback Circuit | 14 | Technical Ability | Tier 3+ | Restore 1.5% → 3% health when a charged Tech weapon hits |
| Blood Pump | 15 | Technical Ability | Tier 2+ | Instantly restores 45 → 85 HP, then heals 9 → 17 HP/sec for 6 seconds (180-second cooldown) |
| Black Mamba | 16 | Reflexes | Tier 3+ | Reduce poison damage by 90%; deal 10% → 18% more damage to poisoned enemies |
| Second Heart | 30 | Body | Tier 4+ | Revives you at 0 HP; cooldown reduced from approximately 5 minutes → 4 minutes |
| Electromag Recycler | 40 | Technical Ability | Tier 3+ (Iconic) | Restore 2.5% → 4% health and stamina when a charged Tech weapon hits |
| Isometric Stabilizer | 40 | Reflexes | Tier 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.

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.

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.



