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Level 50
s.
p.
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c.
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Dog, Boomstick & V.A.T.S
Fallout 4
Shotgun V.A.T.S
build
Published · Updated

Ever wonder why you should get more than a double-barreled shotgun to blast down your foes with the most faithful friend that ever was? This endgame "glass cannon" build might just answer that rhetorical question and even do it in style by reaching the hard limit of 16 queued V.A.T.S commands by stacking Cunning legendary effects and using a V.A.T.S Enhanced Double-barrel shotgun.

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More: Challenge builds, Close Range builds, Endgame builds, Glass Cannon builds, Survival builds

lvl
50

Preface

  1. Since the latest perk points unlock at level 50, this build comes fully online once level 50 is reached.

  2. This is a build designed to be played in survival difficulty.

  3. This is an endgame build. It relies on specific legendary items to work as intended.

What is this build?

We aim to reach the hard limit of 16 queued V.A.T.S commands with a Double-barrel shotgun. Is it stupid? Maybe. Does it sound amazing? To me it does! Below you'll find several entries where I explain my choices of perks, weapon & armor mods.

This build does not support Power Armor, we will need the AP coming out of our legendary armor pieces and their mods.

What makes you SPECIAL?

Starting SPECIAL stats

STR - 5

PER - 1

END - 3

CHR - 3

INT - 1

AGI - 8

LCK - 7


Why start like this?


This stat distribution gives the build a strong AP pool early on as well as a fast critical build-up but sacrifices survivability with a low Endurance. Be warned that sprinting will be extremely costly on our AP because of our low END! Use cover between sprint if possible and allow your AP to come back or you'll have to manually fire the shotgun and suffer the lengthy reload animation without the damage reduction that comes with V.A.T.S.

Eventually, with Dogmeat as our companion of choice, we will have a decent damage reduction via the Attack Dog perk. In addition to the Lone Wanderer powerful damage reduction and the absurd one from V.A.T.S itself, we will be able to survive crazy amount of punishment while giving a severe case of lead poisoning to any and all baddies in our vicinity.


The Core Perks


  1. Rifleman - Our only weapon is a double-barrel shotgun, which is falling under this perk.
  2. Better Criticals & Critical Banker - It is a V.A.T.S build, these are mandatory.
  3. Quick Hands - Getting rid of the reload AP cost in V.A.T.S is a huge boon for this build, shooting a shotgun through V.A.T.S is taxing and we only ever have 2 shotgun shells to cycle through. Every AP counts!
  4. Lone Wanderer - A staple of survival difficulty, beside the already talked about damage reduction, the carry weight is actually the most wanted effect early on since our ammunition are very heavy.
  5. Mysterious Stranger - Shotguns have great damage when in range but fall off very quickly even with a long barrel, this perk is our primary way to circumvent the range problem.

The Other Perks


STR

  • Armorer - Needed to get the most of our armor as soon as possible, also Railroad's ballistic weave is great for any build but especially for those not using a Power Armor in order to leverage their legendary armor pieces.

  • Strong Back - A great QoL perk to have when 12g ammo weighs 0.1 per unit and possibly engage in base building here and there by hauling various junk on foot since we don't have the benefit of supply lines.

END

  • Lifegiver - As a low END build, bonus flat HP is great! The passive health regen is another great QoL perk to eventually have as well.

CHR

  • Attack Dog - Given our range disadvantage, a more powerful companion is a great thing to have. The last point gives us more damage reduction, it works extremely well alongside the Lone Wanderer own damage reduction.

AGI

  • Action Boy/Girl - The quicker our AP come back, the sooner we can defend ourselves.

  • Moving Target - Great endgame perk to have when we need to charge into the fray and get in range of our targets, the last point halving sprint AP cost being the best.

LCK

  • Scrounger - Given our weapon of choice, this build makes the most of the last point of this perk since we will be reloading a bunch. Great perk to have for bartering as well, ammo is a great commodity to accumulate over time and having access to Strong Back means a higher ammo stock for better trade power.

  • Bloody Mess - More damage = Less problem. It's simple like that.

Why no Idiot Savant?

Yes, we have a low INT. But this is a build designed for survival difficulty and I believe that Idiot Savant isn't really needed as every vanquished enemy gives twice as much XP as on regular difficulty. Of course, while an Idiot Savant proc on a quest completion sounds pretty cool (especially early on), we can't really save-scum every chance we get to trigger it and leverage the perk to its full potential. So I prefer to embrace the dumb, have a slower XP progression and put the two points in a QoL perk such as Strong Back that would benefit me more in the long run.

Perk Chart
S.
6
Iron Fist
Channel your chi to unleash devastating fury! Punching attacks do 20% more damage to your opponent.
9
18
31
46
Big Leagues
Swing for the fences! Do 20% more melee weapon damage.
7
15
27
42
Armorer
You gain access to Rank 4 armor mods.
13
25
39
Blacksmith
Fire up the forge and gain access to base level and Rank 1 melee weapon mods.
16
29
Heavy Gunner
Thanks to practice and conditioning, heavy guns do 20% more damage.
11
21
35
47
Strong Back
You now have +50 to carry weight.
10
20
30
40
Steady Aim
Stay on target! Hip-fire accuracy is improved when firing any gun.
28
49
Basher
Get up close and personal! Gun bashing does 25% more damage.
5
14
26
Rooted
You're part tree! While standing still, you gain +25 Damage Resistance and your melee and unarmed attacks deal 25% more damage.
22
43
Pain Train
Choo choo! All aboard! While wearing Power Armor, sprinting into enemies hurts and staggers them. (Robots and oversized enemies are immune to the stagger.)
24
50
P.
2
Pickpocket
Your quick hands and sticky fingers make picking pockets 25% easier.
6
17
30
Rifleman
Attacks with non-automatic rifles now do double damage and ignore 30% of a target's armor. They also have a slightly higher chance of crippling a limb.
9
18
31
46
Awareness
To defeat your enemies, know their weaknesses! You can view a target's specific damage resistances in V.A.T.S.
14
Locksmith
Your nimble fingers allow you to pick Advanced locks.
7
18
41
Demolition Expert
The bigger the boom, the better! Your explosives do 25% more damage, and you can craft explosives at any Chemistry Station.
10
22
34
Night Person
You are a creature of the night! Gain +2 to Intelligence and Perception between the hours of 6:00 p.m. and 6:00 a.m.
25
37
Refractor
You must be part mirror! Instantly gain +10 Energy Resistance.
11
21
35
42
Sniper
It's all about focus. You have improved control and can hold your breath longer when aiming with scopes.
13
26
Penetrator
There's no place to hide! In V.A.T.S. you can target an enemy's body parts that are blocked by cover, with a decrease in accuracy.
28
Concentrated Fire
Stay focused! In V.A.T.S. every attack on the same body part gains +10% accuracy.
26
50
E.
4
Toughness
If nothing else, you can take a beating! Instantly gain +10 Damage Resistance.
9
18
31
46
Lead Belly
Your digestive tract has adjusted to the weirdness of the Wasteland! Take less radiation from eating or drinking.
6
17
Lifegiver
You instantly gain another +20 maximum Health, and slowly regenerate lost Health.
8
20
Chem Resistant
All the rush without the hassle! You're 50% less likely to get addicted when consuming chems.
22
Aquaboy / Aquagirl
Water is your ally. You no longer take radiation damage from swimming, and can breathe underwater.
21
Rad Resistant
Exposure to the Wasteland has made you more resilient, instantly granting +10 Radiation Resistance.
13
26
35
Adamantium Skeleton
Your skeleton has been infused with indestructible metal, reducing limb damage by 30%.
13
26
Cannibal
Feast on mortal flesh to heal your wounds! Eating human corpses restores Health.
19
38
Ghoulish
Sure, you're still human - on the outside! Radiation now regenerates your lost Health.
24
48
50
Solar Powered
Catch some rays! Gain +2 to Strength and Endurance between the hours of 6:00 a.m. and 6:00 p.m.
27
50
C.
4
Cap Collector
You've mastered the art of the deal! Buying and selling prices at vendors are better.
20
41
Lady Killer / Black Widow
You're charming... and dangerous. Men/Women suffer +5% damage in combat, and are easier to persuade in dialogue.
7
22
Lone Wanderer
When adventuring without a companion, you have 25 more action points.
17
40
50
Attack Dog
When adventuring with your dog, you take 10% less damage.
9
25
31
Animal Friend
Commune with beasts! With your gun, aim at any animal below your level and gain a chance to pacify it.
12
28
Local Leader
As the ruler everyone turns to, you are able to establish supply lines between your workshop settlements.
14
Party Boy/Girl
Nobody has a good time like you! There's no chance you'll get addicted to alcohol.
15
37
Inspirational
Because you lead by example, your companion does more damage in combat, and cannot hurt you.
19
43
Wasteland Whisperer
Master the post-apocalypse! With your gun, aim at any Wasteland creature below your level and gain a chance to pacify it.
21
49
Intimidation
Time to show everyone who's boss! With your gun, aim at any human opponent below your level and gain a chance to pacify them.
23
50
I.
2
V.A.N.S.
Let Vault-Tec guide you! The path to your closest quest target is displayed in V.A.T.S.
36
Medic
Is there a doctor in the house? Stimpaks restore 40% of lost Health, and RadAway removes 40% of radiation.
18
30
49
Gun Nut
Shoot first, kill first, with access to base level and Rank 1 gun mods.
13
25
39
Hacker
Knowledge of cutting-edge computer encryption allows you to hack Advanced terminals.
9
21
33
Scrapper
Waste not, want not! You can salvage uncommon components like screws, aluminum, and copper when scrapping weapons and armor.
23
40
Science!
Take full advantage of advanced technology with access to base level and Rank 1 high-tech mods.
17
28
41
Chemist
Any chems you take last 50% longer. Far out.
16
32
45
Robotics Expert
Machines will always serve humans, if you have anything to say about it. Hack a robot, and gain a chance to power it on or off, or initiate a self-destruct.
19
44
Nuclear Physicist
You've learned to split the atom... and command it. Radiation weapons do 50% more damage and Fusion Cores last an extra 25% longer.
14
26
Nerd Rage!
Genius. Is. ANGRY! When your Health drops below 20%, time slows and you gain +20 Damage Resistance and do 20% more damage while the effect lasts.
31
50
A.
10
Gunslinger
Channel the spirit of the Old West! Non-automatic pistols do 20% more damage.
7
15
27
42
Commando
Rigorous combat training means automatic weapons do 20% more damage.
11
21
35
49
Sneak
Become whisper, become shadow. You are 20% harder to detect while sneaking.
5
12
23
38
Mister Sandman
As an agent of death itself, you can instantly kill a sleeping person. Your silenced weapons do an additional 15% sneak attack damage.
17
30
Action Boy/Girl
Your Action Points now regenerate 75% faster.
18
38
Moving Target
Sprinting costs 50% fewer Action Points.
24
44
Ninja
Trained as a shadow warrior, your ranged sneak attacks do 2.5x normal damage and your melee sneak attacks do 4x normal damage.
16
33
Quick Hands
Quick and efficient. You gain 10 additional Action Points.
28
40
Blitz
Find the gap and make the tackle! V.A.T.S. melee distance is increased significantly.
29
Gun Fu
You've learned to apply ancient martial arts to gunplay! Do 25% more damage to your second V.A.T.S. target and beyond.
26
50
L.
8
Fortune Finder
You've learned to discover the Wasteland's hidden wealth, and find more bottle caps in containers.
5
25
40
Scrounger
There is a chance to gain ammo when firing the last round in your clip.
7
24
37
Bloody Mess
You now inflict +15% damage in combat.
9
31
47
Mysterious Stranger
The Mysterious Stranger appears more often in V.A.T.S. When he kills an opponent, there is a high chance your Critical meter gets filled.
22
41
49
Idiot Savant
You're not stupid! Just... different. Randomly receive 3x XP from any action, and the lower your Intelligence, the greater the chance.
11
34
Better Criticals
Your criticals now do 2.5x as much extra damage.
15
40
Critical Banker
You can now save 4 Critical Hits, to be used in V.A.T.S. when you need them the most.
17
43
50
Grim Reaper's Sprint
Death becomes you! Any kill in V.A.T.S. has a 15% chance to restore all Action Points.
19
46
Four Leaf Clover
Feeling lucky? You should! Each hit in V.A.T.S. has a chance of filling your Critical meter.
13
32
48
Ricochet
What goes around comes around! An enemy's ranged attack will sometimes ricochet back and instantly kill them. The closer you are to death, the higher the chance.
29
50
What of Bobbleheads?
  • Strength - More carry weight and unlocks the Strong Back perk to satisfy the loot goblin that lurks within all of us.

  • Perception - The only bobblehead really needed for this build to properly function as it unlocks the Rifleman perk.

  • Endurance - Gives us more HP, not needed to get Life Giver, our only END perk but highly advised later on because the HP gained from the +1 END is retroactive with all our level up.

  • Charisma - Midgame bobblehead, unlocks the Attack Dog perk and coveted lategame damage reduction.

  • Intelligence - Pretty useless for us.

  • Agility - Endgame bobblehead, unlocks more AP for us to reach the big 16 queued V.A.T.S commands.

  • Luck - As long as we wear a LCK headgear piece such as the advised Battered Fedora, this bobblehead is rather useless as it won't particularly help us bank critical hits faster than we already could and is not required for any LCK perks

  • Small Guns (Gunner Plaza) - Enhances critical damage of ballistic weapons, great for a ballistic V.A.T.S build.. Which we are!

What of Magazines?
  • Astoundingly Awesome Tales #8 (Vault 114) - Believe it or not, the +5 AP offered by this comic are actually needed to reach the 16 queued V.A.T.S commands!

  • Guns & Bullets - The most valuable set of magazines for us, each issue enhances the ballistic critical damage we do.

Companions

add perk

Bobbleheads

Perception

+1 Perception.

Strength

+1 Strength.

Endurance

+1 Endurance.

Charisma

+1 Charisma.

Intelligence

+1 Intelligence.

Agility

+1 Agility.

Luck

+1 Luck.

Small Guns

Plus 25% critical damage with ballistic guns.

add perk

Magazines

Astoundingly Awesome 8

Gain +5 Action Points.

Guns and Bullets

Ballistic weapons do +50% critical damage.

add perk

Quests

add perk
Character state switchboard
Some perks and legendary effects depend on your character's state.
Set it here to see what they really contribute.
On foot
HP: 100% (381 / 380.5)
Rads: 0
Day
Dogmeat
Standing
Standing
Hip fire
Outside
Survival
Hunger
Fed
None
Thirst
Hydrated
None
Sleep
Rested
None
Adrenaline
Rank 0
None
6
8
4
4
2
17
9
S.
P.
E.
C.
I.
A.
L.
Derived stats
Carry Weight
410
HP
380.5
AP
270
AP Regen
+4.5
XP
+6%
Settlement Size
14
VATS Accuracy
+32%
Crit Meter per Hit
+19%
Resistances
354
374
0
Incoming Damage
x0.63

Effects

+ effects
Add addictions and diseases to factor their penalties into your stats.

Weapons

Thy Boomstick you shall cherish

In order to get up to 16 queued V.A.T.S commands, we need either a V.A.T.S Enhanced (Improved V.A.T.S accuracy and 25% less AP usage) or a more humble Quickdraw (25% less AP usage) legendary effect on our Double-barrel shotgun.

Also, since we haven't got the Gun Nut perk, we will need to salvage the receiver on an already existing shotgun.


Receiver

Advanced Receiver - Best damage for the AP cost in V.A.T.S.

Barrel

Long Barrel - Higher AP cost but a much needed higher range.

Stock

Short Stock - Lower AP cost but comes with higher recoil, which is actually irrelevant for our V.A.T.S build and a footnote on a weapon having two shells to play with.

Sight

Reflex Sight - Greatest AP reduction in V.A.T.S. Mandatory!

Muzzle

None - Muzzles reduce the range of any gun to offer better recoil, it would only hurt us. Do not install one!


No legendary, what do?

The legendary distribution system means we would need to wait for the RNG to bless us with the perfect shotgun. In the meantime, it is possible to come close to the projected AP cost for one V.A.T.S command by either using a Light Frame Receiver or using a Short Barrel. However, it means sacrificing almost half of our damage potential and burning twice the ammo for the former or losing valuable range for the latter.

Both suck but we can kind of overcome both with the use of chems. Went for the Light Frame? Go with Psycho to counteract the damage loss. Went with a Short Barrel? Go with Buffout to boost your END & HP, you can sprint more efficiently and take a bit more damage while you get in range.

VATS Enhanced Advanced Double-Barrel Shotgun
VATS Enhanced Advanced Double-Barrel Shotgun
224
Fire Rate
182
shots per
10 sec
Semi-Auto
Ammo
2Shotgun Shell
Range
0
47
71
100%10%
AP Cost
18
Reload Time
3.1s
195
13.5
Legendary
VATS Enhanced

Improved VATS hit chance, 25% less Action Point cost.

Modifications
Advanced Receiver
Exceptional damage. More sensitive trigger. Better rate of fire.
Gun Nut (2)
Long Barrel
Superior range. Better recoil. Narrow spread.
Short Stock
Standard.
Reflex Sight (Circle)
Better focus and sighted accuracy.
No Muzzle
Throwables
Throwable
Grenades, mines and traps. One is carried at a time; extras become swap-ins.

Armor Sets

Thy armor shall become yer second skin

Clothing


  • Headgear - The Battered Fedora can be upgraded with a Ballistic Weave mod and gives us +1 LCK.

  • Eyewear - The Operators Goggles are stylish, ever so slightly armored and bumps our PER by 1.

  • Underarmor - The Military Fatigues can also be upgraded with a Ballistic Weave mod and gives us a huge +2 AGI bonus!


Armor

Each piece of armor should have a Cunning legendary effect (+1 AGI & +1 PER), the limb armor pieces should have an Ultra-Light Build (+5 AP) mod each to push our AP into obscene territory. The torso has a better selection of mods to install for defense or utility, a Biocommmesh (extended chems duration) or an Asbestos Lining (better energy resistance + immunity to burn damage) are actually preferable there.


Reaching 16 queued V.A.T.S commands

The Numbers

A Double-barrel shotgun with our mods but no legendary effect uses 26 AP per shot, while our endgame shotgun uses 18 AP per shot and both won't cost any AP to reload thanks to the Quick Hands perk, so we need a minimum of 288 AP with a legendary shotgun reducing our AP costs to reach the hard limit of 16 V.A.T.S commands while a regular shotgun will never reach the hard limit.

When the Agility bobblehead and You're Special book have been retrieved, our AGI should sit at 10, giving us have a base 160 AP. Enough to queue up to 8 V.A.T.S commands. (6 for a regular shotgun)

Some of our perks add flat AP. Lone Wanderer adds 25 AP, Quick Hands adds 10 AP, Astoundingly Awesome Tales #8 adds 5 AP, all three perks adding 40 to our 160, totalling 200 AP or up to 11 queued V.A.T.S commands. (7 for a regular shotgun)

Our clothing and legendary armor effects give us 7 AGI, adding 70 AP to our 200 totalling 270 or up to 15 queued V.A.T.S commands. (10 for a regular shotgun)

Finally, the 4 Ultra-Light Build mods on our limb armor pieces give us 5 AP per mod or a total of 20 AP to our 270, totalling 290 AP or up to 16 queued V.A.T.S commands. (11 for a regular shotgun)

Of course we would usually burn a few AP by sprinting towards our targets, but we can technically reach this hard limit! Be on the lookout for some Jet Fuel for a sweet AP boost and regeneration maybe?

Combined
374
354
6390
41.088
A
 
+7
P
 
+6
L
 
+1
hat
Armored Battered Fedora
Ballistic Weave Mk5
110
110
L
 
+1
Ballistic Weave
106
0.5
eyewear
Operators Goggles
4
4
P
 
+1
20
3
nw
mask
clothing
Military Fatigues
Ballistic Weave Mk5
115
110
A
 
+2
Ballistic Weave
110
3
torso
Cunning Polymer Combat Armor Chest Piece
Cunning
+1 Agility and Perception.
Heavy Armor
Polymer Combat Armor
Asbestos Lining
44
59
A
 
+1
P
 
+1
1456
27.188
left arm
Cunning Polymer Combat Armor Left Arm
Cunning
+1 Agility and Perception.
Heavy Armor
Polymer Combat Armor
Ultra-Light Build
22
22
A
 
+1
P
 
+1
1026
1.75
right arm
Cunning Polymer Combat Armor Right Arm
Cunning
+1 Agility and Perception.
Heavy Armor
Polymer Combat Armor
Ultra-Light Build
22
22
A
 
+1
P
 
+1
1026
1.75
left leg
Cunning Polymer Combat Armor Left Leg
Cunning
+1 Agility and Perception.
Heavy Armor
Polymer Combat Armor
Ultra-Light Build
21
21
A
 
+1
P
 
+1
1323
1.75
right leg
Cunning Polymer Combat Armor Right Leg
Cunning
+1 Agility and Perception.
Heavy Armor
Polymer Combat Armor
Ultra-Light Build
21
21
A
 
+1
P
 
+1
1323
2.15
backpack

Power Armor Sets

Power Armor
A power armor set with mods and legendary effects.
Build several and switch between them.
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