Underrail Forum
Underrail => Builds => Topic started by: ringring on January 12, 2026, 05:20:04 pm
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There are many Tin Can builds, but this one is mine! Without my assault rifle, I am useless, without me, my assault rifle is useless!
https://underrail.info/build/?HgoGAwoJAwXCoMKgHgDCoAAAAAAAAAAAAAAAAAAAAAAAAAABVcKwFhVbWcOfScOhYA0fY8K2w5144qeqA-K3sAXiv5oC37w (https://underrail.info/build/?HgoGAwoJAwXCoMKgHgDCoAAAAAAAAAAAAAAAAAAAAAAAAAABVcKwFhVbWcOfScOhYA0fY8K2w5144qeqA-K3sAXiv5oC37w)
This is a versatile, non-psychic tin can build, good with shotguns, assault rifles, grenade launchers and sledgehammers and LMG's / Miniguns during late game.
You can spread your stats how you like, as long as you meet the minimum requirements for the feats at the appropriate level.
Equipment
Metal Armor + Boots + Helmet, possibly with sturdy vest for increased Super Slam damage
Early Game: Short Barrel Tyranny + 9mm Huzar with Rapid Reloader + Smart Module
Late Game: Sledgehammer w/ Electroshock + LMG / Minigun
Features
With adrenaline, full auto, and commando, can burst twice, use rapid fire and point shot.
With vitality powder and full auto, can fire 5 shots + 1 to trigger 6th shot
Can stagger shotgun burst 1st turn, use adrenaline, 2 AR Bursts and 6th shot next turn
Massive Damage Boost on Super Slam with large Health Pool
Full Auto, Mag Dump, Heavy Metal, and Brute Aim for Good LMG / Minigun Damage / Rate of Fire
Plenty of Skill Points to play with for Crafting since non psychic, Maxed Out Combat Stats to meet reqs but you can do what you like.
Options
*Thick Skull, Last Stand, Super Slam & Dirty Kick come online kind of late but still early enough to be useful, can easily be substituted for something else
*Thought about concentrated fire, but as written it has to be used on the turn you trigger it, which means you have to trigger commando or snort some vitality powder to use it. (unless I'm mistaken) A 7 round burst is usually overkill, but it could still be useful against Tchort / Bosses, maybe with a muzzle break instead of a smart module so you get up to 9 stacks at a time
*Monster Slayer gives a little extra help against T'Chort but can easily be swapped for other lategame feats
*Specced into 6th shot, Commando and Mag Dump for Specialization Points, left 5 points to play with, mix and match
*Can Decrease Int by 1 and swap increased strength for increased perception to qualify for Brute Aim, might take Brute Aim a little earlier at level 24
Overall, a flexible, powerful build that stands a fair chance at surviving dominating without resorting to cheesy gimmicks.