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Level 300+
s12
p1
e14
c14
i4
a10
l1

Ash
Fallout 76
build
Published

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lvl
300+
S
12
+3
1
Barbarian
lvl
14

Gain Damage Resistance based on your STR. Doubled when not wearing armor.

2
Brick Wall
lvl
100

When your Glow is high, makes you immune to staggering attacks.

3
Bone shatterer
lvl
90

Your melee weapon attacks have +75% limb damage.

3
Incisor
lvl
34

Your Melee and Fists weapons ignore 75% of your target's armor.

3
Radioactive Strength
lvl
80

Expend a Moderate amount of Glow to deal 150% more damage with Power Attacks & Bashing.

3
Slugger
lvl
2

Your melee weapons do +30% damage to crippled targets.

P
1
1
Glowing Hunter
lvl
75

Traces of glowing blood now have a 50% chance to appear on animal corpses.

E
14
1
Adamantium Skeleton
lvl
21

Gain Limb Damage Reduction based on your END.

1
Cannibal
lvl
15

Eating human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores Health and hunger.

3
Hardy
lvl
27

Take 45% less damage from explosions.

3
Ironclad
lvl
30

Armor provides 25% more protection. Double if wearing a matching set.

2
LifeGiver
lvl
50

Gain more max HP per point in END.

3
Radiation Power
lvl
50

Expend a small amount of Glow per hit to deal 20% bonus damage to targets.

1
Starched Genes
lvl
30

You will never mutate from rads and RadAway will never cure mutations.

C
14
+1
2
E.M.T.
lvl
9

Automatically revive downed teammates once every 3 minutes and grant them increased healing for 1 minute.

2
Feral Presence
lvl
80

While Feral, Reduce your target's damage output by 30% after you attack for 5 seconds.

1
Healing Hands
lvl
28

Players you revive are fully healed.

1
Revenant
lvl
32

Players you revive have +25% damage for 2 min.

1
Strange In Numbers
lvl
42

Positive mutation effects are +25% stronger if teammates are mutated too.

3
Suppressor
lvl
40

Reduce your target's damage output by 30% for 2 seconds after you attack.

2
Tenderizer
lvl
46

Each attack makes your target take increased damage.

3
United Ordeal
lvl
60

While in a team with another ghoul, you gain +3 to all S.P.E.C.I.A.L. stats.

I
4
+5
3
Science Monster
lvl
100

While you have Glow, gain 15% bonus damage for 10 seconds upon getting hit.

2
Science!
lvl
20

Increase energy damage based on your INT.

1
First Aid
lvl
2

Stimpaks restore more HP based on your INT.

3
Mad Scientist
lvl
60

Energy Weapons expend a small amount of Glow per attack for +20% Damage.

A
10
+5
3
Action Boy
lvl
2

Action Points regenerate 45% faster.

2
Adrenaline
lvl
49

Gain +10% damage per kill while on a Kill Streak (Max 10).

2
Dodgy
lvl
45

+5% chance to Evade. Evade no longer has a cooldown. Instead it costs AP.

1
Evasive
lvl
17

Chance to Evade attacks based on AGI. (No Power Armor)

3
Hyper Reflexes
lvl
100

When your Glow is high, gain a 20% evasion chance. (No Power Armor)

1
Packin' Light
lvl
9

Your Action Points regenerate faster when not over encumbered.

3
Gunslinger Master
lvl
35

Gain Onslaught stacks over time and spend them on attacks, +10 max stacks.

L
1
+5
3
Class Freak
lvl
46

The negative effects of your mutations are reduced by 75%.

2
Faulty Spots
lvl
75

Weak point damage is increased by 15%.

1
Ricochet
lvl
38

Gain a chance to Deflect ranged attacks based on LCK.

Show leveling chart

Legendary perks

Total Perk Coins cost:
1350
(~375 level-ups)
Feral Rage
lvl
50

When feral, all Glow perk abilities cost 50% less Glow.

Legendary Intelligence
lvl
50

+5 INT and +5 INT Perk Points. Perk Points cap at 15.

Legendary Strength
lvl
50

+3 STR and +3 STR Perk Points. Perk Points cap at 15.

Legendary Charisma
lvl
50

+1 CHA and +1 CHA Perk Points. Perk Points cap at 15.

Legendary Agility
lvl
50

+5 AGI and +5 AGI Perk Points. Perk Points cap at 15.

Legendary Luck
lvl
50

+5 LCK and +5 LCK Perk Points. Perk Points cap at 15.

Effects

Effects
Add mutations and addictions to factor their effects into your stats.

Consumables

Consumables

Chems, food, drinks, magazines, and bobbleheads. Their combined buffs are counted into your stats.

Raw food, plain drinks and other consumables without build effects are not listed.

Weapons

Weapon
The first weapon is readied, extras become swap-ins. No specific weapon in mind? Add just the weapon class.
Throwables
Throwable
Grenades, mines and thrown blades. One is carried at a time; extras become swap-ins.

Armor Sets

Armor set
Armor pieces, a backpack, and an underarmor. The first set is worn, extras become swap-ins.

Power Armor Sets

Power armor
A full frame with six pieces. The first set is worn, extras become swap-ins.
Character state switchboard
Some perks and legendary effects depend on your character's state.
Set it here to see what they really contribute.
Ghoul
In Regular Armor
HP: 100% (488 / 488)
Glow: 0
Caps: 0 / 40000
Feral meter: Above 80%
+3 Strength, +3 Endurance, +30 max HP
No Team
Day
Addictions
0
Mutations
0
Standing
Not Sprinting
Normal Attacks
Hip Fire
Kill Streak
0 / 10
Onslaught
No Onslaught stacks in this build (Furious legendary mod, Gunslinger / Guerrilla perks).
Bullet Storm
No Bullet Storm stacks in this build (Bullet Storm perk).
Character stats
18
1
17
15
9
15
6
S.
P.
E.
C.
I.
A.
L.
Carry Weight
240
AP
210
HP
488
XP
+27%
Resistances
68
0
0
0
0
0
0
Evasion Chance
0.11
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