17 Str | The core stat of a hammer user. Start the game with 9, end the game with 17. |
3 Dex | This build really needs the Escape Artist feat, but in order to do that, will have to sacrifice points from Str, thus gimping melee damage and hit chance. It is a massive pain to do without Escape Artist for this build, but will have to make do. |
6 Agi | For dodge, evasion, stealth, and the Sprint feat. Would have put more points into Agi for higher effective dodge/evasion/stealth, but alas, there are no more ability points left. |
10 Con | All of my builds have 10 Con and Thick Skull. 10 con offers a good amount of health not to die in 1 hit from all the bullshit that Underrail throws at you. Thick skull explained below. |
3 Per | Dump stat. Useless for this build. |
3 Wil | Dump stat. Useless for this build. |
6 Int | For armor sloping, to achieve 2% armor penalty while in metal armor. Rational explained above. |
Throwing 125 (112) | 110 effective throwing enables throwing grenades with 90% precision. |
Melee 160 (336) | Of course, it is a melee build. |
Dodge 160 (187) | Good passive defense throughout the game, this little dodge would not drop enemy hit chance to 10%, however, 30% reduction in hit chances is still 30%. |
Evasion 160 (187) | Good passive defense throughout the game, reduces damage from explosions too. |
Stealth 100 (116) | 100+ is my personal benchmark to be able to stealth effectively in all areas. |
Mechanics 120 (140) | For crafting an end-game tichrome hammer and super steel armor. |
Electronics 120 (140) | For crafting an end-game electroshock hammer and a 1.5k capacity energy shield. |
Tailoring 120 (140) | For crafting an end-game super steel armor and tabi boots. |
Psychokinesis 45 (47) | For Telekinetic Grounding (30), Electrokinesis (30), and Electrokinetic Imprint (45) |
Temporal Manipulation 70 (66) | For Limited Temporal Increment (35), Psycho-temporal Contraction (55), and Stasis (70) |
Merchantile 77(90) | For unlocking end-game components for crafting. Wear Large Waist Pack to reach 105, the highest necessary to unlock Efreitor Hanna. |
Nimble | Used to achieve 2% total armor penalty while wearing Super Steel armor. Explained above. |
Thick Skull | All of my builds have 10 Con and Thick Skull. Getting stunned in this game is a death sentence, and I don't like using bullheads because my fights typically last longer than 3 turns, and crafting them requires fishing. |
Sure Step | A nice QoL feat that I take on my builds when I have feat points to spare. Caltrops is a very good tool that I abuse, and Sure Step saves me the headache from having to traverse my own caltrop filled corridor after winning a fight, or traversing through the caltrop corridor to chase down an enemy. Sure Feet also lets me survive Depot A, with its mutants spilling huge puddles of acid everywhere during and after a fight. |
Dirty Kick | I love this feat on melee builds. Its a very good CC move that uses up no utility slot. Lasts 2 turns on human males, which occurs more often than not, because a huge chunk of enemies in the game are human males. Also, I always use this feat to cheese the arena. The arena consists of only human males for the gladiator fights, and a 2 turn stun is a guaranteed death sentence for all of them. |
Premeditation | Pairs very well with Electrokinesis to become a 0-AP, long range stun for 1 turn. On other smaller fights where I knew I would not be using Electrokinesis or Stasis, I would use Premeditation on PTC to save some PSI points. |
Psycho-temporal Acceleration | This feat was chosen as soon as it became available, it is too good. With this feat PTC becomes a mainstay of the build, used in almost every fight. |
Sprint | A staple on melee builds. When situations call for it, I would use PTC and Sprint together. With 2% armor penalty, the movement points from tabi boots, PTC and Sprint, this character reaches well over 120+ movement points. |
Expose Weakness | Only for very armored targets such as Dreadnaughts, Industrial Bots and Naga Protectors. Moderately armored targets such as heavy armor users, plasma sentries, and handmaidens do not need Expose Weakness at all. Even against Strongmen, this feat was not needed as the electricity damage from a electroshock hammer will decimate them. As such, this feat can be taken later in the game, and even postponing its acquisition to level 20+ is possible. |
Pummel (5/5 spec in AP reduction) | A fully specced Pummel works like a free attack every 3 turns, and is great for finishing off foes with just a little health remaining. Pummel works best with electroshock hammers, as Pummel's 50% reduction in damage does not apply to the electricity damage. |
Armor Sloping (2/2 spec) | Used to achieve 2% total armor penalty while wearing Super Steel armor. Explained above. |
Quick Pockets | Lifting belt is mandatory for sledgehammer builds, but it does not provide any additional utility slots. For sledgehammer users, Quick Pockets is a good QoL feat, as the character can have 3 utility slots instead of 2. |
Conditioning | With 10 Con, condition provides 15% mechanical, cold and heat damage reduction. This damage reduction is applied after armor. Not great, but not insignificant either. Many claim this feat is useless, but personally I like this feat a lot, I won many encounters with only a sliver of health left, and would have died if not for this feat. I only take Conditioning if there are spare feat points though. |
Weaponsmith, Survival Instincts, Super Slam | There are the dump feats; this build does not rely on crits, so Weaponsmith and Survival Instincts are simply bonus damage from time to time. I took Super Slam at level 30 on my playthrough, but by then the game is already over. Should have swapped one of these feats for Fast Metabolism though. |
Increased Strength | Necessary to reach 17 Str total. |
Body Weight Training | Used to achieve 2% total armor penalty while wearing Super Steel armor. Explained above. |