Build Link-
https://underrail.info/build/?HgUQAwMHAwlGPADCoAAAwqBQHgAAZGRQU2QAAADClwAAasKjASYeWcKaAlpLOinChSs_wofCsyox4qe-BeK1rgrfvwStarting stats are: 5/10/3/3/7/3/9
Do you like Energy Weapons? Do you want to deal MAXIMUM DAMAGE and wipe out hordes of devolved inbreds with a single well placed aimed shot? Do you like to suffer? If you answered yes to any of these questions, this build is for you. This build takes advantage of the dex ap reduction on light weapons combined with the versatility feat to allow you to get the most bang for your buck when using plasma and electroshock pistols. As a disclaimer, this build was tested on dominating, but this build should perform well on lower difficulties.
The Gear
Electroshock Pistol- This bad boy will be your primary weapon for most of the game. At 18 Dex it costs 21 ap to fire, which is reduced to 19 ap with super solider drug. With adrenaline, and temporal contraction, this lets you attack 4 (5 with SSD) times in a single turn with regular shots and point shot. With a high quality circle wave amplifier you can easily get over 500% critical damage, and when combined with a high quality smart module and high quality smart goggles you can get over 100% special attack damage bonus. An aimed shot from stealth usually does about 1500-2000 damage, and chains to nearby characters for 65% of previous damage, letting you easily clear most groups of enemies, in addition to often stunning the primary target if they somehow survive the initial attack. Be warned that the electricity can chain to you or nearby friendly characters, and has been the source of a fair amount of deaths in my playthrough of this build.
Plasma Pistol- This is where the big damage comes from in this build. At 18 DEX it costs 24 ap to fire the plasma pistol, which is lowered to 22 under the effects of super solider drug. With adrenaline and temporal contraction this lets you attack 4 times with regular attacks and point shot. The plasma pistol can easily reach over 600% crit damage and get the aforementioned 100% special attack damage bonus, letting you easily obliterate the tankiest of enemies. Under ideal circumstances, you can do 3500+ damage aimed shots and crits. Unfortunately, high quality plasma dischargers are extremely rare, as I have gone an entire playthrough without finding a 135+ plasma discharger, so you may have to use a weapon with sub-par components. The electroshock pistol already does plenty of damage, so the plasma pistol is mainly used to one shot bosses and deal with coil spiders.
Ti-Chrome Knife with energy edge emitter- Takes advantage of this builds high dex and melee to deal good damage without alerting enemies. You could swap out recklessness with cut-throat if you want to reduce an enemies evasion (more on that later) and have an easier time against human enemies, but its a matter of personal preference.
Armor- Smart Goggles are great for the special attack damage, Infused Rathound leather for the crit chance, and Ninja tabi boots to boost stealth. I recommend a low-low efficient energy shield, but this is more up to personal preference.
Psi-The only 2 psi abilities this build needs are temporal contraction and stasis, although you can use others if you feel like it. Temporal contraction acts like a second stackable adrenaline shot with bonus movement, while stasis effectively gives you a second turn to finish off any remaining enemies that survive your initial attacks.
The Cons of This Build
This build probably has one of the worst midgame experiences of any build out there. You will start to encounter some trouble in depot A, where on dominating you have a 65% chance to hit the mutant dogs. This build only needs 25 guns skill for feats, but I pumped it to 70 to have a decent chance to hit anything. Without full specialization points, it takes until about level 15 for high dex melee versatility to surpass 70 guns skill with 7 perception. Endgame, 18 dex with 10 specialization points in versatility equates to about maxed guns skill with 13 perception, but before then get used to seeing 49% accuracy on Ironhead bandits. Additionally, this build is a glass cannon, so 90% of the time if you miss your aimed shot your probably dead. This build also
has low movement points without high quality tabis, so don't expect to be able to outrun melee enemies. If luck is on your side, you can steamroll through tough encounters without taking damage. If you get unlucky, get ready to f5. You have been warned.