Cyberpunk 2077’s Bosses Ranked From Least To Most Powerful

Like any decent RPG, Cyberpunk 2077 has its slew of tough boss fights that will often make the players question whether they actually built their characters correctly or just fooled around with too many side quests. Since it’s set in a futuristic setting, there are many options for Cyberpunk 2077‘s bosses and they stand out in their own way.

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In that sense, they’re also not made equally. Since they’re all so different from one another, some tend to be tougher or more dangerous than others. The worst part is that Johnny Silverhand will be watching you as you fight most of them. So in order to not make a fool out of yourself, samurai, knowing which boss is which in the hierarchy can certainly help.

His name literally means peaceful or mild so don’t expect Placide to be much of a hurdle. He’s the second-in-command of the Voodoo Boys and serves as the boss if players decide to slaughter them all after meeting with Alt Cunningham for the first time.

As he is, he’s not exactly a good representative of the Voodoo Boys. The community often considers Placide as the weakest boss and the easiest to kill. His weapon is a mere shotgun and his implants are none too special. So much for that Voodoo Boy arrogance when he’s lambasting your cybernetics.

Woodman actually looks even less intimidating than Placide but the environment you fight him puts V at a disadvantage. If players decide to fight Woodman as early as the first encounter with him, then they better hope their melee skills are decent.

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All of V’s guns are not available in such a fight. In fact, the only weapon that pops up is fists. There is a katana lying around in Woodman’s office though and that makes the fight a lot easier. Players don’t need to fret too much about not packing in heat as Woodman’s a bit of a pushover.

So which boss isn’t a pushover? Let’s start with Sasquatch. She’s a mountain of meat and has enough enhancers and steroids in her body to qualify as a walking pharmacy. She’s the leader of the Animals faction, which is a gang of ‘roided up cyborgs with too many body image issues.

As players can imagine, Sasquatch mostly relies on melee combat and carries around a hammer that’s surprisingly smaller than her. She’s slow though but tough enough to be a threat up close. Anyone who uses guns should have an easier time against her.

Royce is one of the earliest bosses players face in the game and he’s tricky either because the players are not yet well-equipped or because he has tons of henchmen. He is the leader of the Maelstrom gang and a part of the main questline.

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Players can choose to defuse the situation thereby avoiding a boss fight with Royce but they’ll still face a robot afterward. Royce also uses a similar mech suit for the fight and players are pretty much sitting ducks without electric weapons.

Zaria Hughes is one of the cyberpsychos in the game and those optional bosses can very much prove that they can be more menacing than story bosses. Being the psycho that she is, Zaria prefers thermal mantis blades and closing the gap quickly so players can’t react much in ranged combat.

The burning damage alone is enough to make quick work of any unprepared player. Additionally, Zaria has a hacking trick up her sleeve that interferes with the players’ vision. One of the best-recommended ways to deal with her is by giving her a taste of her own medicine with mantis blades of your own, which isn’t exactly a highly available weapon.

Anna Nox is another prowling cyberpsycho who loves her mantis blades like Zaria Hughes. The difference is that she’s tougher than Zaria and has the homecourt advantage as the fight takes place in a warehouse full of cover for melee combatants.

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Anna Nox also uses her dash ability more often to close the distance, ensuring that the players don’t get much lead into her body. Once she gets near the players, she can easily drain their health and send them to a panic retreat. Be sure to pack in a shotgun to stun her.

Last in the most difficult line of cyberpsycho bosses would be Chase Coley. Unlike the other two mantis blade enthusiasts, Chase Coley is smarter and prefers to gun down his enemies. So, he carries around a huge piece and pilots a mech suit.

The suit makes him immune or resistant to most forms of typical attacks in Cyberpunk 2077. Players will then be lucky if they manage to have some EMP grenades or electric weapons. To make matters worse, the arena is also populated with civilians and the whole fight could easily turn into a run-in with the law.

The game already dangles Adam Smasher like a carrot to the players. They already know that he’s going to be a boss eventually. When it was time to fight him, however, most players weren’t really prepared for the cyborg beatdown that took place.

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For one, Adam Smasher disables most of the players’ cyberware. That makes Netrunner builds or other hacker builds unreliable against him. At best, players will scramble to use their guns and conventional weapons. On top of that, he has minions to help him.

Turns out there was someone more powerful or difficult than Adam Smasher as an official boss. That would Sandayu Oda who serves as Goro Takemura’s replacement as Arasaka’s Head of Security. He’s a lot more sinister than him and more brutal.

Sandayu prefers the mantis blades as his primary weapons. One would think that he’s easier to dispatch due to this but he has some sweet Arasaka tech that makes him dodge most projectile attacks.

Imposing as the story bosses might be, they still pale in comparison to the Beat on the Brat contenders. These fights require V to narrow down to a specific build, which is melee and fists only. The toughest among them are the Twins, Razor, and Rhino.

Guns and even melee weapons would have made quick work of them, but then again, that wouldn’t be fair now, would it? These fighters are practically the Dark Souls bosses in Cyberpunk 2077. Some players even had to turn down the difficulty just to win.

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