Three rules for every build
- You earn one neural point per level. By level 60 that is about 59 points, so finish one tree before you start another.
- Tiers unlock by points spent in the same tree. Tier 2 needs 3 points, tier 3 needs 7, tier 4 needs 12, tier 5 needs 18 and the tier 6 capstones need 25. Committing to a tree is the only way to reach its best talents.
- Respec is available. It costs more the higher your level, so decide early and test cheaply.
Each build below lists the order to take talents in. Names link to the full tree on the talent overview.
Build 1: The Iron Wall (Juggernaut + Survivalist)
Plays like: a front-line tank that takes hits and shrugs them off. Best for new players and for any run with allies.
- Juggernaut: Iron Pump (rank 5), Thick Skull (rank 5), Mule Back, Callused Hide.
- Bulwark to 5, then Stoneskin. Bulwark gives Damage Reduction, which scales with everything else.
- Natural Regeneration and Second Wind for sustain, Titan's Heart for Max HP.
- Finish the tree with Retribution and Unbreakable, then take the capstone Immovable Object (+10% Damage Reduction, +100 HP).
- Use your leftover points on Survivalist (Hardy, Thick Blood) for extra HP and damage reduction.
Gear: heavy chest and legs, a shield in the off-hand, a melee weapon with the axe style for bonus Armor.
Build 2: The Long Shot (Reaper + Gunner)
Plays like: a ranged specialist who kills bosses from the far zone.
- Reaper: Sharpened Senses, Steady Hands, Trigger Discipline, Armor Piercing.
- Deadeye, Boss Hunter, Executioner for burst damage against tough targets.
- Long Shot and Adrenaline Gland (free fleeing) for safety.
- Capstone: Reaper's Tempo, an extra Action Point and +5% critical chance. This is the most powerful capstone for this build.
- Spend leftover points in Gunner: Conserve Ammo, Heavy Hitter, Hollow Points.
Gear: the highest-tier firearm you can find, light armor, a Guardian ally to keep you in cover.
Build 3: The Bloodletter (Berserker + Mutagen)
Plays like: a melee brawler who heals by hurting. High risk, very high reward, and a good fit for Mutated Anomaly.
- Berserker: Bloodlust, Rage, Brutal Strikes.
- Frenzy, Pain Tolerance, Cleave and Bloody Mess.
- Overkill and Last Stand for finishing power and survival at low HP.
- Capstone: Unstoppable (+25% damage when low, +15% last-stand reduction, +5% lifesteal, +100 HP).
- Add Mutagen: Toxic Blood and Bloodtap give you passive poison and more lifesteal.
Gear: a heavy-style melee weapon (bonus HP) like the Sledgehammer or Rail-Spike Maul. Remember you can only hit at close range, so charge early.
Build 4: The Ghost (Ghost + Netrunner)
Plays like: an evasive assassin with high critical damage who ends fights quickly.
- Ghost: Nimble, Quick Hands, Backstab.
- Evasion Training, Predator, Blur: Dodge climbs fast to the 60% cap.
- Assassin's Edge for critical damage, Shadow Cloak for damage reduction.
- Capstone: Phantom (+10% Dodge, +10% critical chance).
- Take six or more points in Netrunner to unlock the clean solution to the Zmora Protocol (see the bestiary), plus Kill Switch for extra damage to wounded enemies.
Gear: light armor with high-tier boots and trinkets that boost Stealth. Do not fight the Unknown Threat with this build: its pulse ignores dodge.
Build 5: The Base Commander (Warden + Engineer + Broker)
Plays like: a builder whose base does the fighting. Perfect if you like economy and defence more than combat.
- Warden: Foreman, Trapper, Drill Sergeant, Overseer, Turret Tech.
- Logistics and Fortress Mind to boost production and defences together.
- Capstone: Lord of the Gates (+15% survivor production, +20% traps, turrets and garrison, less raid loss).
- Pick up Engineer for Salvager and Prospector (more Scrap) and Broker for Fence and Shrewd (more Scrip from loot).
Gear: anything with a big backpack to carry loot home and solid armor for the few fights you do take.
More guides
Beginner's Guide
Your first week decides the rest of the run. Here is what to do, in order.
OPEN →Combat Guide
Fights are turn-based and every Action Point counts. This guide explains the rules underneath.
OPEN →Squad Strategy Guide
Who you place where before the first shot matters as much as what they carry.
OPEN →