
Builds & perks
A build is three choices: how you deal damage, how you stay alive, and what you wear. This page explains each choice with the perk cards as they work in Season 26, then lists the build types players run and how much evidence each one has.
How perks work now
Between March and September 2025 Bethesda rebuilt the weapon perks in three passes. The old weapon-class cards are gone. Rifleman, Commando, Shotgunner, Heavy Gunner, Gladiator and Slugger were renamed or rewritten, so today's cards reward a way of dealing damage, such as shooting from far away, hitting the torso, hitting weak spots, fighting up close, or hitting crippled or bleeding targets. One weapon can fit several styles, and one style can use several weapons.
Many utility cards were cut to one rank that scales with a SPECIAL stat. Strong Back scales with STR, Rad Resistant with END, Inspirational and Spiritual Healer with CHA, and the Scrounger/Pharma Farma/Can Do! searching cards with LCK.
Two stacking systems sit on top of the damage cards: Onslaught stacks for the Gunslinger and Guerrilla lines, and Bullet Storm stacks, built by spending ammo, for sustained fire.
Damage styles and their cards
Effects at max rank, from Bethesda's notes
| Style | Core cards | What they do |
|---|---|---|
| Far & scoped | Down Ranger, Scoped-up, Smart Shot, Sniper, Longshot | +20% ranged damage to far enemies; +50% range with scopes; +25% weak-spot damage while aiming a scope; steadier aim |
| Torso & AP | Center Masochist, Fast Fighter, Number Cruncher | +75% ranged damage to the torso; your movement speed bonus also speeds reloads; damage scales with a weapon's AP cost |
| Weak spots | Gunslinger, Gunslinger Expert, Gunslinger Master | Flat weak-spot damage; +1% weak-spot damage per Onslaught stack; build Onslaught over time and spend it on attacks |
| Close range | Guerrilla, Guerrilla Expert, Guerrilla Master | Ranged damage to close enemies; reload speed per Onslaught stack; +5% close-range damage per Onslaught stack |
| Crippled & spread | Easy Target, Love the Spread, Shotgun Champ, Scattershot | +75% ranged damage to crippled targets; +30% range for weapons firing 3+ projectiles; +10% vs crippled per projectile; limb damage spreads to all limbs |
| Sustained fire | Bullet Storm, Bringing the Big Guns, Tightly Wound, Lock & Load, Stabilized | A stack per 30 rounds fired (+9% damage each, 10 stacks, or 20 with Big Guns), faster spin-up, half your stacks kept on reload, +30% big-gun accuracy (doubled in Power Armor) |
| Melee | Slugger, Knee Capper, Heavy Hitter, Wound Salter, Blood Luster, Natural Stance, Iron Fist | +30% vs crippled; +50% limb damage; +25% power-attack damage; +30% vs bleeding; stronger, shorter bleeds; less stagger; fist damage from your DR |
| Bows & thrown | Bow Before Me, Hat Trick, Deal Sealer, Archer Master, Strong Arm | Armor penetration and stagger; hits bounce to up to 3 more targets; +10% per impairment on the target; arrows pierce; longer throws |
| Energy, fire, cryo | Science!, Pyro-Technical, Cryologist | More energy, fire or cryo damage, scaling with INT |
| Stealth | Ninja, Covert Operative and other sneak cards | Ninja: +100% sneak attack damage with melee and bows |
| Any weapon | Tenderizer, Adrenaline, Tank Killer, Bloody Mess | Hits add a shared damage-taken debuff (0.1% per hit, up to +100%, not in PvP); +10% damage for 30 s per kill; ranged hits ignore 40% armor; bleeding kills can explode |
"Impairments" for Deal Sealer are crippled, bleeding, burning, poisoned and, since October 2025, cryo slow. Card placement by SPECIAL and exact rank values are in the planners.
Health style
Full health builds stack armor, resistances and healing, and shrug off mistakes. They suit new players, team support and most solo play.
Low health ("bloodied") builds sit at 20% HP or less for bigger bonuses: the Bloodied weapon mod, Unyielding armor (full effect at 20% HP or less since September 2026) and Nerd Rage!. They hit much harder but die fast, and they rely on radiation or other tricks to hold their health low.
Armor math changed in March 2026: armor rating now counts first, then special damage reductions, and those reductions multiply instead of adding. Armor rating matters more than it used to.
Power Armor or regular armor
- Power Armor
- Much lighter since March 2026. Doubles Stabilized's accuracy bonus, can auto-revive you with the Power Armor Reboot card, and is the safe choice in nuke zones if you wear a full set and take Rad-X. The raid drops 4-star Power Armor mods.
- Regular armor
- Allows evasion (Moving Target doesn't work in Power Armor) and stealth, and your under-armor's style slot picks its SPECIAL bonus. Named pieces like Stand Fast and Silver Lining come with unique effects. Armor guide.
V.A.T.S. or manual aim
Bethesda's combat rebalance aims to make manual aim work well while V.A.T.S. still suits specialized builds. The September 2025 update improved both, and since September 2026 V.A.T.S. can target through fences and grates.
V.A.T.S. cards: Concentrated Fire (damage per shot, up to 20 stacks; limb targeting now needs 5 PER), Awareness (accuracy from PER; weak spots shown at 10 PER), Four Leaf Clover (critical meter), Grim Reaper's Sprint (V.A.T.S. kills refill AP by LCK), Number Cruncher (damage from AP cost). Psychopath refills your critical meter from hits outside V.A.T.S.
Uniques built for V.A.T.S.
- Elder's Mark: +2% V.A.T.S. critical damage per Onslaught stack.
- The VATS Unknown: V.A.T.S. criticals deal 20% to 200% damage.
- Slug Buster: kills restore 60 AP.
- Civil Unrest: +50 Action Points.
Unique effects from The Slasher release notes. Any unique can now take a 4th mod; see unique crafting.
Ghoul or human
Since March 2025
Side-by-side comparison
Needs, Feral meter, radiation, perks, factions, switching
| Topic | Human | Ghoul |
|---|---|---|
| Needs | Hunger and thirst | No hunger or thirst. A Feral meter drains over time and is refilled with chems |
| Feral meter | – | Above 80%: +3 STR, +3 END, +30 HP. Low: END, HP and AP penalties. At 0%: +150% melee damage but big END, CHA, HP, AP and accuracy penalties |
| Radiation | Hurts, and can mutate you | Builds Glow, which raises max HP and heals you. No disease, and no mutations from radiation |
| Perks | Human cards | Human cards plus 30 ghoul cards, e.g. Science Monster and Jaguar Speed (Glow), Bone Shatterer, Moral Support. Hunger and thirst cards are locked |
| Factions | Normal | Some, like the Brotherhood, are hostile. Disguises from Jaye unlock blocked quests |
| Switching | Leap of Faith questline turns you | Revert on the character screen; becoming a Ghoul again costs 1,000 Atoms |
Mutations
Humans can gain mutations from radiation from level 5 on, and anyone can take a serum to get a specific one. Each mutation has an upside and a downside. The usual setup is to pick a few on purpose, lock them with Starched Genes (no random new ones; RadAway and decontamination showers can't remove them), and soften the downsides with Class Freak. Rad-X suppresses active mutations while it lasts. Herbivore and Carnivore can't be combined.
Common mutations: upsides and downsides
Nine popular picks
| Mutation | Upside | Downside |
|---|---|---|
| Adrenal Reaction | More weapon damage as HP drops | Lower max HP |
| Bird Bones | +AGI, slower falls | −STR |
| Eagle Eyes | +critical damage, +PER | −STR |
| Herbivore / Carnivore | Bigger benefits from plant (or meat) food | Nothing from the other kind |
| Herd Mentality | +SPECIAL while on a team | −SPECIAL while solo |
| Marsupial | More carry weight, higher jumps | −INT |
| Speed Demon | Faster movement and reloads | Hunger and thirst drop faster |
| Talons | Unarmed damage and bleed | −AGI |
| Twisted Muscles | More melee damage, limb crippling | Worse gun accuracy (Class Freak reduces it since Oct 2025) |
Common picks, summarized. Exact values are in the Pip-Boy (Stat › Effects) and change with Class Freak and Strange in Numbers.
Build types players run in Season 26
Checked Sep 29, 2026 · The Slasher (v1.7.26.13) · Season 26
Official card effects from Bethesda's notesCommunity what players are running (Nukes & Dragons meta list, FalloutBuilds guides)CGN our notes
None of these is "the best build", and Bethesda doesn't rank builds. Card and unique-item effects come from Bethesda's notes. Which builds are popular is a community signal that shifts with every patch. On Sep 29, the first page of the Nukes & Dragons Meta list (25 of 36 builds) had about 10 heavy-gun builds, 4 built on Elder's Mark or Salt of the Earth, 3 explicit "commando" builds, 1 flame build, 1 shotgun build, none for melee or scoped rifles, and 6 not tied to a weapon family. Each card's label says how much evidence it has: Most listed, Regularly listed, Niche or Beginner-friendly.
Starter: one style, full health
Easy to gear, forgiving, fits any weapon you find early.
Pick one damage style that suits the weapon you like (for a rifle, Down Ranger or Center Masochist) and put your remaining points into survival: armor cards, Strong Back for carry weight, and healing. Don't chase low-health setups until you have the gear.
Good at
- Hard to die
- Cheap to run
- Easy to switch later
Weak at
- Slower kills than a finished endgame build
Heavy guns in Power Armor
Sustained fire and a lot of armor; the biggest group in current community lists.
Cards Official: Bullet Storm, Bringing the Big Guns, Tightly Wound, Lock & Load, Stabilized, Power Armor Reboot.
Weapons players use Community: Gauss minigun (2mm EC), Tesla cannon (Fusion Cells) and the Red Terror, a unique light machine gun that fires 5.56 and can be converted to .308 or .45. Bethesda counts the Gauss minigun and Tesla cannon as heavy guns, so the cards above apply to them.
Good at
- Boss fights and long encounters
- Holding a raid position
Weak at
- Heavy ammo use
- Slow to move and reposition
Automatic rifle ("commando")
Fast-firing rifles with damage cards for the torso, close range or weak spots.
The old "Commando" name stuck even though the card is now Center Masochist. Today's cards work with any ranged weapon: Center Masochist (torso damage), Fast Fighter (movement speed also speeds reloads) and Number Cruncher (more damage for higher AP cost), plus Gunslinger (weak spots) and Guerrilla (close range), which both feed Onslaught stacks.
Weapons Official: in Gone Fission (June 2025) Bethesda raised damage and cut AP cost on the automatic rifles: Handmade Rifle, Assault Rifle, Combat Rifle, the Fixer and Alien Disintegrator.
Weapons players use Community: the Fixer, a modded combat rifle that is semi-automatic until you fit an automatic receiver. Many of these builds stock Ultracite .45 ammo, which the Fixer, Elder's Mark and Western Spirit share. Western Spirit is a lever-action rifle, not an automatic. Players carry it because Bethesda says it grants the Gunslinger Master perk.
Good at
- Clearing groups quickly
- Works solo and in teams
Weak at
- Low-health versions are fragile
V.A.T.S. critical build
Lets V.A.T.S. do the aiming and lands frequent critical hits.
Cards Official: Concentrated Fire, Awareness, Four Leaf Clover, Grim Reaper's Sprint, Number Cruncher. Concentrated Fire adds V.A.T.S. hit chance per shot: 4/8/12% with non-automatic weapons but only 1/2/3% with automatic ones.
Weapons players use Community: Elder's Mark, a unique automatic submachine gun; Bethesda gives it +2% V.A.T.S. critical damage per Onslaught stack. It is often paired with Western Spirit, a lever-action rifle whose Gunslinger Master perk builds those stacks. Salt of the Earth, a unique double-barrel shotgun that fires both barrels, suits shotgun versions (Bethesda lists it as a rare Daily Ops reward).
Good at
- Reliable hits on awkward targets
- Big criticals on bosses
Weak at
- Runs out of AP in long fights
- Needs specific uniques to shine
Scoped rifle / sniper
Kills from range, often from stealth. A sound solo option, though none of the top-listed builds use it.
Cards Official: Down Ranger, Scoped-up, Smart Shot, Sniper, Longshot, plus sneak cards. Smart Shot rewards weak-spot hits while aiming down a scope.
Good at
- Picking off targets before they reach you
- Exploration and solo play
Weak at
- Crowds up close
- Raid encounters that force close fighting
Melee: bleed and power attacks
Cripple, bleed and finish. Community guides aim it at solo Infestations and tanking.
Cards Official: Slugger and Knee Capper (crippled limbs), Wound Salter and Blood Luster (bleeding), Heavy Hitter (power attacks), Natural Stance. The raid's 4-star Charged mod builds charge with normal attacks and releases it with a power attack.
Common extras Community: the Twisted Muscles and Talons mutations; two-handed weapons such as the war glaive, whose Cryo Blade mod pairs with the Cryologist card (more cryo damage per INT). No melee builds were on the first page of the Nukes & Dragons Meta list on Sep 29, but FalloutBuilds has current guides (for example Aug 2026 Cryo Glaive for solo Infestations).
Good at
- No ammo to farm
- Huge single-target damage
Weak at
- Flyers and ranged enemies
- Some raid mechanics punish melee
Full-health flamer support
Tough, and buffs teammates with Holy Fire. A specialized team role.
Key unique Official: Holy Fire, a unique flamer: you and any teammate hit by your flames get +30% damage and +50 DR for 15 seconds. Pyro-Technical adds fire damage based on INT.
Other fire weapons Community: the Red Terror (a light machine gun; Bethesda lists it with fire damage) and Prototype ABX03 (an automatic energy rifle that sprays burning meadow breeze, from the Burning Springs Abraxodyne intel). Both are separate weapons, not flamers, and use their own ammo.
Good at
- Team buffs
- Very hard to kill
Weak at
- Short range
Ghoul: Glow cards
A layer you add to another build: radiation gives health and damage bonuses.
Cards Official: Glow-based ghoul cards such as Science Monster (+15% damage for 10 s when hit while glowing) and Jaguar Speed (sprint faster at high Glow); Glowing Gut adds more rads from irradiated food. Five of the 25 builds on that Meta page are Ghouls (heavy guns, a shotgun, Elder's Mark), so Ghoul is a variant of the builds above rather than a weapon plan of its own.
Good at
- Self-healing through Glow
- No hunger or thirst to manage
Weak at
- Feral meter needs chems
- Some factions are hostile
Planners
For exact card ranks, SPECIAL placement and full loadouts, use a planner that tracks the live patch:
The weapons named above
Class and ammo, so a name isn't mistaken for another kind of gun
| Weapon | Class | Ammo | Note |
|---|---|---|---|
| The Fixer | Modded combat rifle; semi-automatic, automatic with a receiver mod | .45 (.38, Ultracite .45) | Stealth bonuses built in; a Fixer plan is craftable |
| Elder's Mark | Unique submachine gun, automatic | .45 | +2% V.A.T.S. critical damage per Onslaught stack (Bethesda) |
| Western Spirit | Unique lever-action rifle, not automatic | .45 | Grants Gunslinger Master (Bethesda) |
| Salt of the Earth | Unique double-barrel shotgun | Shotgun shell | Fires both barrels at once (Bethesda); rare Daily Ops reward |
| Red Terror | Unique light machine gun (heavy gun), automatic | 5.56; receiver mods give .308 or .45 | Fire damage (Bethesda) |
| Prototype ABX03 | Unique automatic energy rifle | Plasma Cartridge | Sprays burning meadow breeze (Bethesda) |
| Holy Fire | Unique flamer (heavy gun) | Flamer fuel | +30% damage, +50 DR for you and teammates (Bethesda) |
| Gauss minigun | Heavy gun, automatic | 2mm EC | Heavy Guns workbench group since Gone Fission |
| Tesla cannon | Heavy gun, arcing beam | Fusion Cell | Heavy Guns workbench group since Gone Fission |
| War glaive | Two-handed melee weapon | None | Cryo Blade mod exists |
Effects marked Bethesda are from The Slasher and Gone Fission release notes. Bethesda doesn't publish weapon classes or ammo, so those come from the Fallout Wiki and the Nukes & Dragons weapon database, checked Sep 29, 2026. Popularity counts are from the Nukes & Dragons Meta list and FalloutBuilds guides, also Sep 29. Nothing here is copied from them.
Check the date on any build. Anything from before September 2025 predates the heavy, melee and bow perk rework; anything from before June 2025 still uses Rifleman, Commando and Shotgunner.