Tuff
Tried this build? Add a badge for what it does best, or agree with one that's already there.
Gain Damage Resistance based on your STR. Doubled when not wearing armor.
Melee weapons deal +25% power attack damage. (No Power Tools)
Your Melee and Fists weapons ignore 75% of your target's armor.
Your melee weapons weigh 60% less, and you can swing them 30% faster.
Melee weapons deal +50% limb damage. (No Power Tools)
Your melee weapons do +30% damage to crippled targets.
You deal 20% more damage per crippled limb your target has.
Increased Max AP based on END while not diseased.
Gain more max HP per point in END.
Armor provides 25% more protection. Double if wearing a matching set.
Increased Damage and Energy Resistance based on END while not diseased.
You will never mutate from rads and RadAway will never cure mutations.
Eating human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores Health and hunger.
Bloodpacks and Cannibal now satisfy thirst, no longer irradiate, and heal twice as much.
Take 45% less damage from explosions.
Gain Limb Damage Reduction based on your END.
Eating dog food is now three times as beneficial.
Your stimpaks now also heal nearby teammates for their full strength.
Regenerate HP while on a team based on your CHA.
Each attack makes your target take increased damage.
Automatically revive downed teammates once every 3 minutes and grant them increased healing for 1 minute.
While your Health is low, gain increased damage and AP regen.
Stimpaks restore more HP based on your INT.
Action Points regenerate 45% faster.
Falling below 20% health will automatically use a Stimpak, once every 20s.
Your Action Points regenerate faster when not over encumbered.
V.A.T.S. swaps targets on kill with +90% damage up to 3 targets.
Chance to Evade attacks based on AGI. (No Power Armor)
V.A.T.S. criticals now do +100% damage.
Hits outside V.A.T.S. refill your Critical Meter at 10% contribution.
Critical Hits now only consume 55% of your critical meter.
Gain a chance to Deflect ranged attacks based on LCK.
Any kill in V.A.T.S. restores Action Points, based on your LCK.
Misses in V.A.T.S. now contribute to the Critical Meter based on your LCK.
Bleeding enemies you kill have a chance to explode based on your LCK.
While below 30% health, gain a chance to Evade based on LCK. (No Power Armor)
Legendary perks
Enemies killed with a melee weapon have a 10% chance to explode.
20% chance for Fists Weapons to trigger an explosion on attack hits.
Melee attacks deal 60% of their damage in a large area. (No Power Tools)
Enemies take 40% more damage when they attack you, if you're on a team.
+5 END and +5 END Perk Points. Perk Points cap at 15.
+5 LCK and +5 LCK Perk Points. Perk Points cap at 15.
Enemies killed with a melee weapon have a 10% chance to explode.
20% chance for Fists Weapons to trigger an explosion on attack hits.
Melee attacks deal 60% of their damage in a large area. (No Power Tools)
Enemies take 40% more damage when they attack you, if you're on a team.
+5 END and +5 END Perk Points. Perk Points cap at 15.
+5 LCK and +5 LCK Perk Points. Perk Points cap at 15.
Effects (8)
+5% DMG per kill while on a Kill Streak.
Chance to shock melee attackers. Small amount of damage done to player.
Teammates take 25% less damage. Player take 25% more damage.
Health Regeneration +300%. Chem Effects -55%.
Energy Resistance +100. Energy Damage -50%.
-2 SPECIAL solo, +2 SPECIAL grouped
Melee damage +25%, better chance to cripple limbs. Gun accuracy -50%.
Medium chance to release a radiation blast when struck in melee. Minor damage to player during the radiation blast.
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.
Stats
Set it here to see what they really contribute.
construction
Weapons
Armor Sets
Power Armor Sets
Build several and switch between them to compare stats.