There are many tools of destruction in Cyberpunk 2077, some of which are assault rifles, SMGs, and sniper rifles. These are actually some of the best choices to go for in terms of character build, since they allow the main character and mercenary V to stay further away from enemies who tend to generally go for cover as well, rather than run straight at you.

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There are plenty of unique weapons that make the skill tree of Assault, found within the Reflex attribute, worthwhile leveling up. That being said, with so many interesting perks available, it's difficult to know what to prioritize and where to start. This perk tree is pretty forgiving, and every choice is valid, but these are some of the stronger perks recommended for a rifle build of any kind.

10 Executioner

Cyberpunk 2077 Assault Executioner Skill Tree

Executioner

Passive

Deal 25% More Damage With Rifles And Submachine Guns To Enemies Whose Health Is Above 50%

By far the best perk to get as early as possible, Executioner gives you a significant boost in damage at the beginning of combat. It only requires one perk point to be unlocked completely and it becomes available at level seven of the Assault skill.

When enemies are above 50 percent of their health, you'll do an added 25 percent more damage with rifles and SMGs against them. Usually, these passive perks involve the end of combat when enemies are already low, but to have something like this to help you at the start is incredibly useful.

9 Duck Hunter

Cyberpunk 2077 Assault Duck Hunter Skill Tree

Duck Hunter

Passive

Increases Rifle And Submachine Gun Damage To Moving Enemies By 10%

At level nine of Assault, you should pick up Duck Hunter, which comes with two unlockable levels. This is a bit more of a niche perk, but can be useful towards mid-game where more enemies will try to engage with you face-to-face and run around rather than automatically taking cover.

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Duck Hunter gives you ten percent more damage against enemies who are moving, and at level two that's bumped up to 20 percent more damage. You'll never know what kind of challenges you'll face next in Night City, and since not every enemy fights like your typical gang member who tries to take cover, you'll absolutely want this unlocked.

8 Nerves Of Steel

Cyberpunk 2077 Assault Nerves Of Steel Skill Tree

Nerves Of Steel

Passive

Increases Headshot Damage With Sniper Rifles And Precision Rifles By 10%

If you're going for more of a sniper build, you'll want to ensure that your headshot damage is through the roof. Nerves Of Steel, which becomes available at level 11 of the Assault skill, increases your headshot damage significantly in two different levels.

At level one, you'll do an additional ten percent damage with sniper rifles and precision rifles when hitting headshots. At level two, the percentage is increased to 15 percent. It's a basic damage multiplier perk, but these are your bread-and-butter perks that should always be prioritized whenever possible.

7 Feel The Flow

Cyberpunk 2077 Assault Feel The Flow Skill Tree

Feel The Flow

Passive

Reduces Reload Time For Assault Rifles And Submachine Guns By 10%

Reload times won't usually be a problem in the game, since a lot of the combat in Night City has you fighting against enemies who are taking cover - just as you should be. That being said, you want to maximize your efficiency even in cover, since the enemy will try to flank you, which is why Feel The Flow at level 11 of Assault is a great option.

The perk has two levels, and at its first tier, it reduces your reload time for assault rifles and SMGs by ten percent. At level two, this gets bumped up to 20 percent.

6 Hunter's Hands

Cyberpunk 2077 Assault Hunter's Hands Skill Tree

Hunter's Hands

Passive

Reduces Recoil With Rifles And Submachine Guns By 5% When Firing From Behind Cover

Precision is another huge aspect of gunplay in the game, and while Cyberpunk 2077 isn't a pure FPS game, having good aim will make your time in the city much easier. To help you secure those shots, make sure to grab Hunter's Hands at level 12 of Assault.

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The perk comes in two levels, and basically reduces the recoil of your rifles and SMGs. At level one, the recoil is down by five percent, and at level two it's down by ten percent, which is a huge jump. The catch? You need to be shooting from behind cover for this perk to be active, but given how that's a basic aspect of combat in the game anyway, this shouldn't be a problem for any rifle builds.

5 Trench Warfare

Cyberpunk 2077 Assault Trench Warfare Skill Tree

Trench Warfare

Passive

Increases Rifle And Submachine Gun Damage By 5% When Firing From Behind Cover

Speaking of staying in cover, another fantastic perk to have you covered is Trench Warfare, which can be unlocked at level 12 of Assault. It's just another great reason to make sure you find cover during combat and know how to move through the map to advance toward the enemy.

Trench Warfare has two levels, both of which increase your damage with rifles and SMGs while shooting from behind cover. At level one, the increase is five percent, and at level two it's at ten percent.

4 Named Bullets

Cyberpunk 2077 Assault Names Bullets Skill Tree

Named Bullets

Passive

Increases Critical Damage With Rifles And Submachine Guns By 20%

Another detail to consider with precision weapons like rifles and the like is Crit Damage. You'll want to ensure you hit those juicy Crit Shots with your weapons and actually deal some seriously devastating damage to the enemy. Named Bullets, unlocked at level 14 of Assault, bumps your Crit Damage by quite a bit.

The perk only requires unlocking it once, and you'll instantly get a 35 percent increase in Crit Damage for your rifles and SMGs. Another bread and butter perk that everyone specializing in rifles of any type should get.

3 Bunker

Cyberpunk 2077 Assault Bunker Skill Tree

Bunker

Passive

Increases Armor And Resistances By 15% While Aiming With Rifles And Submachine Guns From Behind Cover

Fighting at range usually means your armor and resistances won't be the best. However, there's one perk in particular that mends that just a bit, and that's Bunker, available at level 16 of Assault. Again, its effects require you to be in cover, so make sure to play accordingly in combat.

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This perk comes in a single level, which boosts your armor and resistances by 15 percent while you're using rifles and SMGs from behind cover. It's a decent increase, given that sniper and rifle builds tend to not be very tanky.

2 Long Shot

Cyberpunk 2077 Assault Long Shot Skill Tree

Long Shot

Passive

Rifle And Submachine Gun Damage Increases The Farther You Are Located From Enemies

If you've picked this skill tree, then chances are you prefer to take down your enemies from afar. Luckily, there's a perk that actually rewards you for being as far away as possible from your enemies (within the limits of combat, of course). At level 18 of Assault, Long Shot is a near-overpowered perk that shouldn't be overlooked.

Long Shot increases your damage depending on how far you are from your enemies - the further, the better. It's particularly good for any sniper builds that rely on staying as far back as possible.

1 Savage Stoic

Cyberpunk 2077 Assault Savage Stoic Skill Tree

Savage Stoic

Passive

Increases Damage With Rifles And Submachine Guns By 35% When Standing Still

Excellent range, combined with cover, usually means you'll be standing still in combat and fighting the enemy from a set spot before rotating to a better location. That means a lot of your time fighting is spent not moving, and as you would expect, there's a perk that rewards that.

At level 20 of Assault, pick up Savage Stoic. Your damage with rifles and SMGs will bump up by 35 percent when you're standing still. This, on top of all the previous perks involving cover, will turn you into a deadly opponent.

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