Solo Sniper/One Hand Melee, NO power armor

A Fallout 76 Build by RatFink65.


Author: RatFink65
Votes: +2 (100% positiv)
Created: June 9, 2019 at 3:09 am
Updated: June 9, 2019 at 3:12 am
Planner: ⚙ Open in Build Planner

Solo Sniper/One Hand Melee, no power armor

After playing through nearly forty levels of Fallout 76 I finally realized that these perk cards are actually a big deal, and that I had better figure out how these things work before I went any further. I didn’t know that there was a limit to how many points you could assign.  What I discovered was that there was no way that I was going to get where I wanted to be with the character I had been using.  I found that I had allotted too many points to areas that I didn’t really want them to be.  So after a bit of studying, especially here at Fallout Builds, I think I’ve come up with a plan that might just get the job done based I the way that I like to play the game.  I am interested in what more experienced players think about this build.

My preferred method of play is to snipe as long as I can, then switch to melee and duke it out.  But, sometimes I like to just charge in and bash some heads.  And I find power armor to be more hassle than it’s worth.  Just one more thing to maintain.  I don’t just want to run around killing stuff though, I want to play through as many quests as possible for a solo build.

This build doesn’t have a ton of available carrying weight but, I have planned for several swap cards that, if over encumbered that I can swap them in and then make my way to a vender to unload my loot.

Here is the build:

For Strength 15:

when needed, swap in:

2 Sturdy Frame – to reduce the weight of stuff when needed.

4 Strong Back – to reduce the weight of stuff when needed.

3 Ordnance Express – to reduce the weight of stuff when needed.

2 Bandolier – to reduce the weight of stuff when needed.

3 Traveling Pharmacy – to reduce the weight of stuff when needed.

For Perception 15:

when needed, swap in:

Picklock cards – all three, use when needed

1 Fortune Finder – just because I think it’s fun when exploring.

2 Night Eyes – instead of Long Shot when lurking around it the dark, like a mine shaft or some dark place where I plan to rely on melee primarily.

For Endurance 3:

  • 3 Ironclad – I’d like to have more but ran out of points.

when needed, swap in:

1 Good Doggy – I’m not sure how this card actually works. If I can carry a limited supply of dog food, swap in the card and get the benefit, then swap it out and retain the lasting effect then this card might be good to have. If the beneficial effects only last while the card is equipped then it wouldn’t be worth fooling with.

1 AquaBoy/AquaGirl – might be worth using occasionally.

3 Ghoulish – might be useful at times.

1 Radicool – might be useful too. Maybe.

For Charisma 4:

when needed, swap in:

Nothing… It’s a solo build

For Intelligence 3:

when needed, swap in:

Hacker – all three, you know… For hacking

3 First Aid – if you have time, probably won’t.

3 Pharmacist – If you remember, swap this in before you use.

3 Weapon Artisan – how can that be bad?

1 Chemist – If you need to cook up some stuff, might as well get double.

3 Fix It Good – no good reason not to use this.

3 Armorer – same as above.

1 Scrapper – more junk for your effort. Might be worth the hassle, might not.

For Agility 12:

when needed, swap in:

3 Thru-Hiker – to reduce the weight of stuff when needed while trying to get back to camp or a vendor.

2 Ammosmith – Might need to make some bullets.

For Luck 3:

when needed, swap in:

3 Super Duper – when at the house makin’ stuff.


In the build, I added some mutation that might be compatible.  I don’t have a lot of experience with them.  The list could change.

June 9, 2019 at 3:09 am


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