A larger Armor number will not fix every way a build dies. Since Update 2.0, defensive cyberware works in layers: some implants reduce incoming damage, some spend a Health Item charge after V is hurt, some restore Health only when a combat trigger succeeds, and one exists chiefly to undo a fatal mistake. Those jobs happen at different moments, so comparing them as interchangeable “regen mods” hides the decision that matters.
If you want a quick shortlist, jump to the decision matrix in “Choose a defensive package by level, playstyle, and capacity.” Otherwise, the guide first separates those defensive jobs, then shows how level, tier gates, slots, and Cyberware Capacity shape each purchase.
Defense is a stack of prevention, recovery, sustain, and failure insurance
Put those layers on a combat timeline and their differences become clearer. Armor is already working when an applicable hit lands, reducing the harm before Health is lost. Update 2.0 moved most of that Armor contribution from clothing to cyberware, though some tactical clothing still carries small bonuses. More Armor means more damage reduction, but it is not useful to force the number through a single universal percentage formula, and damage-over-time is an important exception.
Mitigation is separate again. Mitigation Chance determines whether the effect applies, while Mitigation Strength determines how much damage it removes. At the default 50% Mitigation Strength, even 100% Mitigation Chance means every qualifying hit is reduced by half—not that V becomes immune. That distinction matters because an implant offering Armor and one offering a Mitigation trigger may both prevent damage, but they do so under different rules.
The body-system label does not settle the implant's job either. V has three Integumentary slots and three Circulatory slots by default. Integumentary cyberware is defense-oriented, yet its implants can provide flat Armor, conditional protection, or other forms of damage control. Circulatory cyberware includes healing and fail-safes, but the category also contains chrome built around stamina, offense, poison, or escape. The Skeleton is another major Armor source, but it sits outside this guide's Integumentary-and-Circulatory focus. The useful comparison is therefore implant by implant, not slot against slot.
Consider one bad exchange. An always-on Armor implant is contributing before the first shot connects. A Biomonitor-triggered Health Item answers only after Health falls. Heal-On-Kill waits until you neutralize an enemy, so it cannot help before that success. Second Heart waits later still, until Health reaches zero. Blood Pump's timed recovery and passive Health Regen Rate are also different mechanics, even though both can restore Health over time. Calling all of these interchangeable “regen mods” erases when they activate and what kind of failure they can actually correct.
Use that timeline to identify the missing job before comparing implants: prevention, recovery automation, repeatable sustain, or failure insurance. Player level and Cyberware Capacity then determine which answer can actually fit.
Shop the post-2.0 ripperdoc system by level and capacity
Shop under the post-Update 2.0 system; this guide is current through Patch 2.31. Update 2.1 adjusted individual implant values, Patch 2.11 made Cogito Lattice require a cyberdeck, and later updates did not rebalance the core defensive implants compared here. A pre-2.0 route can therefore send you looking for the wrong rarity, requirement, or vendor.

Update 2.0 replaced the old cyberware economy with level-based tiers and Cyberware Capacity.
In the current system, player level opens the tier ladder:
| Player level | Widely available tier | Defensive example entering the ladder |
|---|---|---|
| 1 | Tier 1 | Subdermal Armor |
| 10 | Tier 2 | Blood Pump |
| 20 | Tier 3 | Feedback Circuit |
| 30 | Tier 4 | Second Heart |
| 40 | Tier 5 | Higher-tier cyberware broadly enters vendor stock |
A “+” version does not require another player-level threshold, and crossing a threshold does not guarantee that every item you encounter will immediately match it. The important correction for a returning player is that Common, Uncommon, Rare, Epic, and Legendary labels are obsolete here. So are old instructions to raise Street Cred or visit one district-specific ripperdoc for a particular “Legendary” implant. Street Cred still matters elsewhere in Night City, but it is not the gate for this cyberware tier ladder.
Ripperdocs are where you buy and install current base implants and upgrade owned cyberware with components. Some Iconic cyberware also has reward or airdrop routes, but that exception does not restore the old vendor map. Do not plan this purchase around an exact price table or assume every clinic must display identical stock; shop at your current level and judge what the ripperdoc screen actually offers.
Availability is only half of the decision. Cyberware Capacity limits what V can keep installed, so compare the live capacity number before buying a higher tier or adding another defensive layer. The Edgerunner perk can let V exceed that limit, but it does so by reducing Health—an explicit trade between more chrome and the survivability that chrome is meant to protect. Patch 2.3 also repaired missed Cyberware Capacity Shard drops, which means capacity progression may feel different on an affected save without changing how these implants function.
Ignore the old Street Cred checklist: locate the relevant tier by player level, inspect its current tooltip and capacity cost, then install or upgrade it at a ripperdoc. For cheap, trigger-free prevention, Subdermal Armor is the reference point.
Subdermal Armor is the cheapest always-on baseline
With the tier and capacity rules settled, Subdermal Armor gives you a clean reference point. It is Tier 1 Integumentary cyberware sold by ripperdocs, costs a nominal 5 Cyberware Capacity, and provides 17–49 Armor across its published tier range. It also scales with Technical Ability, adding 0.5 Armor per Attribute point before broader build modifiers affect the final display.
Its real advantage is predictability. The implant's intrinsic effect is flat Armor, so it is already reducing applicable incoming damage when a fight begins. A level-1+ character with little capacity to spare does not need to run low on RAM, neutralize an enemy, land a fully charged Tech-weapon hit, or cross a Health threshold before the implant contributes. A larger conditional tooltip may eventually suit a specialized build, but an effect that rarely triggers is a poor substitute for prevention that is always present.
That simplicity also marks Subdermal Armor's limit: it does not heal V or amplify itself when combat turns bad. Calling it the cheapest baseline means the lowest nominal capacity among the Armor pieces researched here, not a universal best Armor-per-capacity ranking. If ordinary hits are the problem, start with this dependable prevention layer, then decide separately whether a Circulatory slot and more capacity should go to Biomonitor automation. Flat Armor can reduce the Health you lose; it cannot restore Health after the drop.
Biomonitor and Blood Pump automate emergency recovery
Biomonitor is Tier 1 Circulatory cyberware with a nominal Capacity cost of 14. It watches V's Health and, once it falls below 50%, automatically uses the equipped Health Item while improving that item's effectiveness by 2–16% across Biomonitor's tiers. The current threshold is 50%, not the stale 35% figure found in older descriptions. Biomonitor does not provide healing by itself: without an equipped Health Item and an available charge, there is nothing for it to use.

A Tier 5 Blood Pump example shows an immediate heal followed by six seconds of recovery; values vary by tier.
Blood Pump supplies the recovery. This Tier 2 Circulatory implant becomes available from ripperdocs at level 10 and costs a nominal 15 Capacity. Across its tiers, activating it restores 45–110 Health immediately, then another 9–23 Health per second for six seconds. It functions as a Health Item rather than passive regeneration, and its Technical Ability attunement adds 0.1% Health Item efficiency per Attribute point.
For a level-10 V using both implants, the sequence is automatic but still finite. A hit pushes Health from above half to below 50%; Biomonitor consumes an available Blood Pump charge; the Pump delivers its immediate heal, then its timed recovery continues for six seconds. If that charge is still recharging, Biomonitor cannot manufacture another heal. Post-2.0 Health Items use recharging charges, so automation removes the reaction-time problem, not the resource limit.
The complete package costs 29 nominal Capacity and two of V's three Circulatory slots. Use it when manual healing is consistently late or unreliable, and judge it by charge availability as well as capacity. Blood Pump's six-second recovery should not be confused with passive Health Regen Rate, whose value in combat depends on a different set of enabling effects.
Health Regen Rate needs perks before it becomes combat sustain
Health Regen Rate does not decide when regeneration is allowed to run. By default, V's passive regeneration works outside combat and stops at 60% of maximum Health. Nourishment can speed that out-of-combat recovery, and other effects can change its rate or ceiling, but a large Regen Rate bonus alone does not create an unconditional combat-healing loop.
Painkiller is the first switch that changes the equation. Available at 4 Body, it enables slow Health regeneration during combat, giving Regen Rate bonuses something to amplify while bullets are still flying. Two builds can therefore show the same bonus and behave very differently: without Painkiller or another enabling effect, one returns to the default out-of-combat limit; with Painkiller, the other can recover during the fight.
Body investment adds more layers around that regeneration. Dorph-Head, downstream of Painkiller, grants 100% Mitigation Chance for two seconds after Blood Pump or another Health Item is used. That applies V's current Mitigation Strength—it is not two seconds of immunity—but it can soften incoming damage while recovery begins. At 15 Body, Adrenaline Rush develops across three ranks: the first adds 35 maximum Health, the second adds a 20% Health Regen bonus from all sources, and the third makes Blood Pump and other Health Items grant Adrenaline equal to 30% of maximum Health, capped at 50% of maximum Health.
In practice, a 15-Body setup can use Painkiller to keep regeneration active in combat, trigger Dorph-Head's brief mitigation window with a Health Item, and turn that same use into Adrenaline through Adrenaline Rush. Blood Pump fits this package because it is a Health Item, while Chitin's Body-scaled Regen Rate can amplify the enabled loop later; neither should be mistaken for the effect that enables combat regeneration in the first place.
Before committing capacity to a large Regen Rate tooltip, check whether the build can regenerate in the combat state where it is actually failing. If Body-enabled regeneration is not the plan, sustain must come from another trigger the build can repeat reliably.
Conditional sustain belongs to the builds that can trigger it
If sustain is going to come from a combat trigger, the trigger needs to describe how you actually fight. Heal-On-Kill is Tier 1 Circulatory cyberware that costs 10 Capacity and restores 3–7.5% Health whenever V neutralizes an enemy. In a room of finishable targets, an aggressive mob-clearer can activate it repeatedly while pressing the attack. Put the same build against one durable target, however, and the healing stalls until a neutralization occurs; it contributes nothing during travel either.
A charged Tech shooter has a more repeatable trigger in Feedback Circuit. This Tier 3 Circulatory implant becomes available at level 20, costs 14 Capacity, and restores 1.5–3.5% Health whenever a fully charged Tech-weapon shot hits. Cellular Adapter can reinforce that loop from an Integumentary slot, but it is support rather than healing: the Tier 2 implant costs a nominal 8 Capacity, provides 74–162 Armor, and adds 1% explosion resistance plus 0.5% each to Tech-weapon damage, Health Item recharge speed, and grenade recharge speed per Technical Ability point.
That pairing also has a real build gate. Cellular Adapter requires Built Different, which in turn requires 15 Technical Ability and License to Chrome. All Things Cyber at 9 Technical Ability reduces Integumentary and Skeleton Capacity costs by 20%, while cyberware stat modifiers can change the values shown on a particular build. The result is useful when fully charged hits are already your normal rhythm: Feedback Circuit supplies repeatable healing, while Cellular Adapter adds Armor and helps Health Item charges return sooner. If you rarely charge Tech shots, the Circuit is occupying a Circulatory slot for a trigger you do not earn.
The third encounter belongs to a netrunner deliberately spending RAM. Cogito Lattice costs 12 Capacity and provides 18–54 Armor across its tiers, then boosts only its own Armor by 200–240% while available RAM is below the tier-specific threshold. Since Patch 2.11, that effect requires a cyberdeck. A low-RAM netrunner can therefore keep the condition active during its normal combat loop, whereas a Sandevistan or Berserk build cannot use the effect at all. Cogito Lattice is conditional Armor, not a healing implant, just as Cellular Adapter's recharge support is not healing by itself.
Before installing any of these, picture the combat log you expect to produce: frequent neutralizations, fully charged Tech hits, or low RAM with a cyberdeck. If that event will not occur often enough to justify the slot, perk investment, and Capacity, choose a more dependable layer.
Second Heart trades 30 Capacity for a true death fail-safe
When a sustain loop fails completely, Second Heart acts at a point ordinary healing cannot reach. This Tier 4 Circulatory implant costs 30 Cyberware Capacity and, when V's Health reaches zero, restores 100% Health. That makes it revival rather than regeneration: it does not make routine damage easier to recover from, and it consumes one of V's three Circulatory slots for a single emergency trigger.
The distinction is clearest in a bad fight. Heal-On-Kill or Feedback Circuit can restore Health repeatedly while you keep earning their triggers, but a lethal burst can land before you neutralize another enemy or connect another fully charged Tech shot. Second Heart answers that fatal moment instead. Once it fires, however, it remains unavailable for 300 seconds at Tier 4, falling to 220 seconds at the highest listed tier, so it cannot serve as a frequent sustain engine.
Spend the slot and 30 Capacity when one death reset is worth more to the build than another regularly triggered recovery option. If your actual problem is steady attrition, use that budget on recovery you can activate throughout the fight; if rare lethal mistakes end otherwise successful runs, Second Heart is the insurance designed for them. That base-game fail-safe solves death after it happens, while Phantom Liberty's premium defensive option tackles a different problem by combining prevention with Regen Rate.
Chitin is Phantom Liberty’s high-capacity armor-and-regen hybrid
Phantom Liberty’s Chitin bridges the prevention-and-regeneration split, but only for expansion owners. It is an Iconic Integumentary variant of Subdermal Armor that combines high Armor with Body attunement, adding 10% Health Regen Rate per Body point. Dogtown ripperdocs sell it, and it can also appear in Dogtown airdrops after that system unlocks. Without Phantom Liberty, Chitin and both acquisition routes are unavailable; the other defensive implants covered here remain base-game options.
That hybrid effect makes the most sense on a Body build already committed to regeneration. A base-game character can keep the nominal Capacity-5 Subdermal Armor baseline for inexpensive, always-on prevention. A Phantom Liberty Body build can instead consider Chitin for both higher Armor and a Regen Rate bonus that scales with its main Attribute—but doing so consumes a much larger share of the Integumentary budget and may leave less capacity for the recovery package around it.
The live ripperdoc screen matters because Chitin’s displayed Capacity and Armor can shift with tier, perks, and stat modifiers. All Things Cyber reduces Integumentary Capacity costs by 20%, while cyberware stat modifiers can raise displayed Armor; these build effects plausibly explain why current presentations disagree. Treat Chitin as high-capacity, high-Armor cyberware and use the numbers shown on your own build.
Consider Chitin only when you own Phantom Liberty, have meaningful Body investment, and can absorb the capacity shown on your build. Before replacing Subdermal Armor, check whether the live cost still leaves room for the recovery layers you rely on.
Choose a defensive package by level, playstyle, and capacity
At checkout, buy in this order: one prevention baseline, one recovery method, at most one sustain option whose trigger appears regularly, then failure insurance only if it earns the space it displaces.
| Character and observed problem | Package to consider | Checkout test |
|---|---|---|
| Low-level or generalist V takes too much routine damage, then misses manual heals | Start with Subdermal Armor; from level 10, add Biomonitor with Blood Pump if recovery still arrives too late | Keep the automation only if its slot and capacity commitment leaves the rest of the build intact; check the live capacity and tooltip. |
| Aggressive mob-clearer survives the opening exchange but loses Health across groups | Keep a prevention baseline and chosen recovery method, then consider Heal-On-Kill as the single sustain option | Remove it if your hardest encounters rarely provide finishable targets; check the live capacity and tooltip. |
| Charged Tech-weapon build lands its intended trigger consistently | Keep the baseline and recovery layer, then consider Feedback Circuit, with Cellular Adapter only when its prerequisite investment already fits the build | Do not pay for either piece if fully charged hits are occasional or the added chrome crowds out a more reliable layer; check the live capacity and tooltip. |
| High-Body Phantom Liberty build wants prevention and regeneration in the same Integumentary choice | Consider Chitin instead of the cheap baseline, while preserving the recovery method the build still needs | Install it only if the displayed cost leaves enough room for that recovery package; check the live capacity and tooltip. |
Second Heart is an optional branch for any of these paths, not an automatic final slot. Add it only when protecting a successful run from one fatal mistake matters more than frequent sustain; otherwise spend that slot and capacity on the layer that addresses the failure you see more often.
