Key Takeaways
Melee and throwable weapon
Knife supports both close-range attacks and thrown attacks, making it more flexible than a purely melee weapon.
Throwing has a recovery window
A thrown knife returns after a cooldown rather than functioning like unlimited ammunition; throwing-weapon perks can affect how reliably this option is available.
Tier affects the weapon instance
Knife stats are tier-dependent in Cyberpunk 2077, so damage and related values should be read together with the weapon’s current tier.
Fast, short-range pressure
Its main advantage is quick close-range or short-range damage without committing to a firearm, while its limited reach makes spacing more demanding than with longer melee weapons.
Availability varies by instance
Knives can be encountered through ordinary weapon acquisition routes, but the exact tier, modifier, and availability depend on the specific item instance and game progression.
Iconic knives are separate variants
An Iconic knife can add a weapon-specific effect or progression path, but those properties should not be assumed for the standard Knife weapon.
Overview
Knife is a standard blade and throwable weapon in , built for close-range attacks, stealth-oriented play, and deliberate ranged throws rather than sustained gunfire.
Knife occupies the basic knife category rather than the Iconic-weapon category. Its primary identity is that of a compact blade that can also be used as a thrown weapon, giving it a different combat role from swords and other dedicated melee weapons. It is an inventory weapon governed by the post-2.0 weapon framework, so its displayed combat values belong to the weapon’s tier and current state rather than to one universal profile.
In close quarters, Knife supports quick attacks with relatively low visual commitment compared with heavier melee classes. Its practical value is tied to access and positioning: it can serve as a quiet alternative to firearms, a backup for a character who normally fights at range, or part of a build that invests in and blade-related abilities. The overview does not treat any single attribute or perk setup as mandatory.
Throwing changes how Knife differs from an ordinary short-range sidearm. A throw can extend the weapon’s usefulness beyond immediate melee distance, but the resulting handling depends on the current throwing-weapon rules, the weapon’s state, and any relevant character investment. Recovery or return behaviour should therefore be checked against the specific version and equipped perks rather than assumed for every Knife.
Knife is most relevant early and throughout progression as a flexible standard weapon, while specialized and Iconic knives may offer stronger identity through unique effects or different progression options. It should be compared with other throwable weapons when ranged blade use is the priority, and with ordinary melee blades when the player mainly wants reliable close-range attacks. Its defining distinction is versatility, not a universal damage advantage.
Statistics
| Field | Value |
|---|---|
| Class | Melee |
| Subtype | Knife / Throwable |
| Technology | Blade / Throwable |
| Stat Scaling | Tier-dependent |
| Field | Value |
|---|---|
| Content Scope | Base game / free update |
Figures verified against Consolidated Game Weapons Database.
Compared to similar melees
| Attribute | Knife | ||||
|---|---|---|---|---|---|
| Class | Melee | Melee | Melee | Melee | Melee |
| Technology | Blade / Throwable | Blunt | Blunt | Blunt | Blunt |
How to Obtain
- No known quest, boss, DLC, or NG+ prerequisite is required for the generic Knife.
- A vendor purchase requires sufficient currency and a vendor inventory that currently lists the weapon; the purchase itself is guaranteed once listed.
- The weapon is not known to be missable or limited to one per playthrough.
- 01Buy Knife from a weapon vendor when it appears in the vendor’s melee inventory. Vendor stock and the weapon’s tier are progression-dependent, so no single shop is guaranteed to display this generic weapon at all times; check another weapon vendor or return after progression if it is absent.
- 02Knife can also appear as ordinary loot from eligible enemies and containers throughout Night City. These loot sources are not guaranteed, and the resulting tier can vary with the character’s progression; no specific quest, boss, or fixed pickup is required.
Availability
Story mode — base game and Phantom Liberty
No separate Online, NG+, or difficulty-specific availability applies. Vendor stock, loot context, and price are progression- and tier-dependent rather than universal.
- Requires
- No Phantom Liberty requirement for the base Knife; Phantom Liberty content may add additional loot and vendor contexts.
Mechanics and Handling
Knife is a close-range, throwable melee weapon. Its normal attacks use short, quick slashes with limited reach, so spacing matters more than it does for longer melee classes. It is most effective when V can stay close enough to maintain pressure, then switch to a throw when an enemy moves away or exposes a vulnerable target.
Close-range attacks and spacing
The standard attack sequence is built around rapid knife strikes rather than broad crowd-control swings. The short reach makes missed attacks costly against enemies with long weapons or strong mobility, while the compact moveset suits stealth takedowns and engagements where V can remain beside or behind a target. The heavy-attack input provides a more committed melee option, but the Knife is not a dedicated blocking or stagger-control weapon. Use its attacks to finish an opening rather than trade repeatedly into a stronger melee opponent.
Throwing the Knife
Knife’s defining handling option is its throwable attack. When the weapon is aimed at a target, the attack input can throw it instead of performing a slash. This gives the weapon a way to punish enemies outside melee reach and makes head-level or weak-point targeting more valuable than simply throwing at the largest available target. Throwing is still a resource-management decision during a fight: the weapon is temporarily unavailable after being thrown, so a missed throw can leave V without the expected follow-up until the weapon returns under the post-2.0 throwing-weapon rules.
Blocking, recovery and resource behaviour
Knife does not use firearm ammunition, a magazine, or a reload animation. A thrown Knife is not permanently consumed; its recovery is handled by the throwing-weapon system rather than by collecting a new item after every use. The weapon can also participate in the standard melee guard behaviour, but blocking does not remove its central limitation: short reach and limited control over several enemies at once. Cool perks that improve throwing weapons can therefore change its practical rhythm, while the basic weapon remains a close-range slash-and-throw tool rather than a sustained ranged weapon.
Strengths, Weaknesses and Best Uses
Strengths
- Serves as both a close-range blade and a throwable weapon, letting one inventory slot cover silent melee attacks and short-range ranged pressure.
- A thrown knife can be used for deliberate single-target damage without the noise and sustained fire associated with conventional firearms, supporting stealth-oriented play.
- Its compact handling suits aggressive close-quarters combat, where quick melee attacks can follow a missed throw or finish an enemy who survives the opening hit.
Weaknesses
- Throwing it makes the weapon temporarily unavailable until it is recovered or its return mechanic becomes available, so repeated throws are less forgiving than firearm follow-up shots.
- Its usefulness depends on accurate aim and target selection; missed throws waste an attack opportunity and do not provide the area coverage of grenades or automatic weapons.
- The knife is a poor fit for sustained ranged engagements because it lacks firearm-style ammunition capacity and reliable long-distance pressure.
Best uses
- Stealth approaches and isolated-target takedowns where a quiet, precise attack is more valuable than sustained fire.
- Close-to-mid-range skirmishes for players who want to alternate between thrown attacks and blade combat rather than commit to one range.
- Throwing-weapon or blade-focused builds that can accept deliberate single-target attacks and manage the gap between successive throws.
Compared With Similar Weapons
| Attribute | Knife | Tanto | Punknife | |
|---|---|---|---|---|
| Role and handling | Straightforward thrown-blade option with no weapon-specific Iconic effect | Conventional knife variant without a defining Iconic modifier | Another conventional thrown-knife option; its value depends on tier and available modifiers | Adds a weapon-specific effect that rewards accurate thrown attacks and follow-up hits |
| Distinctive mechanic | Players wanting a flexible entry point for throwing-weapon gameplay | A comparable non-Iconic alternative for knife-focused builds | Players comparing ordinary throwable knives rather than unique effects | Throwing builds that want a more specialized alternative to the standard Knife |
| Best fit | — | — | — | — |









