All PerksTaking One For The Team
Taking One For The Team
Fallout 76 Perk
Taking One For The Team
Enemies take 40% more damage when they attack you, if you're on a team.
lvl
50
Legendary
Taking One For The Team is a legendary perk in Fallout 76 with 4 ranks, unlocked at level 50. Legendary perks go in their own slots, which open at levels 50, 75, 100, 150, 200 and 300; ranks past the first are bought with perk coins from scrapped perk cards. It falls under the Team category.
It's me you want! Come on!
Taking One For The Team Builds
Level 300+
s15
p11
e3
c4
i15
a8
l10
S26 VATS HEAVY
Fallout 76 build
Level 300+
s10
p11
e6
c9
i4
a10
l6
Splinterer Test Build Ghoul
Fallout 76 build
Level 100+
s13
p15
e4
c6
i3
a10
l5
Generic no vats shotgun
Fallout 76 build
Level 300+
s12
p10
e10
c3
i5
a10
l6
Bleed
Fallout 76 build
Level 300+
s13
p4
e8
c10
i10
a8
l2
Burn
Fallout 76 build
Level 300+
s13
p6
e9
c3
i9
a10
l6
Asuna
Cryo shotgun build
Level 300+
s10
p5
e10
c10
i6
a10
l5
Feral Bruiser
Unarmed Feral Ghoul build
Level 300+
s10
p7
e4
c5
i10
a10
l10
ShotGhoul
Fallout 76 build
Level 300+
s10
p10
e5
c3
i8
a10
l10
Ghoul VATS
Ghoul/Salt of the Earth VATS build
Show all 381
builds
Ranks
| Rank | Effect | Perk coins |
|---|---|---|
| Enemies take 10% more damage when they attack you, if you're on a team. | 0 coins | |
| Enemies take 20% more damage when they attack you, if you're on a team. | 50 coins | |
| Enemies take 30% more damage when they attack you, if you're on a team. | 100 coins | |
| Enemies take 40% more damage when they attack you, if you're on a team. | 150 coins |
More Perks
c.
Bodyguards
Gain Damage & Energy Resistance based on your CHA and number of teammates.
c.
Magnetic Personality
Gain 2 Charisma for each teammate, excluding yourself.
Action Diet
On kills, heal 8 HP and reduce how feral you are by 5%.
Ammo Factory
Produce 150% more rounds when crafting ammunition.
Blood Sacrifice!
Using AP in VATS now consumes HP instead at 50% more cost.
Brawling Chemist
Generate 2 combat enhancing chems every 40 minutes. Up to a max of 5.
Collateral Damage
Enemies killed with a melee weapon have a 20% chance to explode.
Detonation Contagion
Enemies killed with a thrown explosive have a 50% chance to explode.
Electric Absorption
20% chance energy damage will recharge your power armor's fusion core and restore health.
Exploding Palm
20% chance for Fists Weapons to trigger an explosion on attack hits.
Far-Flung Fireworks
Enemies killed with a ranged weapon have a 20% chance to explode.
Feral Rage
When feral, all Glow perk abilities cost 50% less Glow.