Appalachia is stuffed with tales and legends, largely ones involving monsters that lurk within the bushes: The Grafton monster, Mothman, and the Snallygaster. Fallout 76 contains these alongside the usual fare of Super Mutants and Deathclaws to make for a moderately terrifying roster of monsters. Don’t even get me began on why the Scorchbeast often is the most troublesome enemy to take down. In this information, we’ll go over the numerous enemies, in addition to the variants try to be nervous about.
Fallout 76 enemies information
Featuring an expanded roster of the usual enemies one would anticipate to see within the common Fallout games, there’s some surprises and even some legendary beasts that may take lots of work to take down. Those on the lookout for a newbie’s information to get began with Fallout 76 ought to take a look at our Fallout 76 guide.
Enemy variants
There are a bunch of variants on high of the usual enemies within the game. By far the most typical are Diseased enemies which have an opportunity to move on nasty infections ought to they hit you. This appears to be considerably dependant on the kind of enemy you face, so Feral Ghouls most of the time will move Radworms. These needs to be prioritised over different enemies as they’re at all times unfavourable results, as talked about in our Fallout 76 diseases information.
The different two enemy variants that you just’ll see are Elite and Legendary. Elite are those with crowns on their degree within the HUD and usually simply give out higher loot. Legendary ones have a distinct icon and might heal themselves after taking a bit of injury. They additionally outclass the opposite enemies within the space by a major margin and reward gamers with respectable loot, even Legendary objects in uncommon events.
Base monster stats
Now you recognize the caveats that have an effect on enemy ranges, it’s time for the total record of enemies, together with their base stats. Note that they’ll and possibly are simpler than the bottom stats. The record is stuffed with enemies, so it’s greatest to make use of the search performance to restrict the outcomes all the way down to household sorts. So for instance, search for “Super Mutant” for the stats for all ten variants of the Super Mutant. This can be used to see all of the humanoid enemies and even the legendary creatures.
Enemy Name | Enemy Species | Enemy Stats | Things to know |
---|---|---|---|
Angler (Lv15) | Angler | HP: 350 Damage Res: 150 Energy Res: 125 Rad Res: 350 |
Capable of ranged assaults, however primarily concentrate on melee swipes. |
Glowing Angler (Lv25) | Angler | HP: 525 Damage Res: 150 Energy Res: 125 Rad Res: 350 |
Capable of ranged assaults, however primarily concentrate on melee swipes. |
Albino Angler (Lv37) | Angler | HP: 650 Damage Res: 150 Energy Res: 125 Rad Res: 350 |
Capable of ranged assaults, however primarily concentrate on melee swipes. |
Venomous Angler (Lv51) | Angler | HP: 900 Damage Res: 150 Energy Res: 125 Rad Res: 350 |
Capable of ranged assaults, however primarily concentrate on melee swipes. |
Assaultron (Lv10) | Assaultron | HP: 230 Damage Res: 60 Energy Res: 30 Rad Res: 60 |
Highly aggressive and might assault with hearth laser photographs rapidly or a charged one to deal lots of injury. Capable of cloaking themselves as effectively to make hitting them tougher. |
Assaultron (Lv24) | Assaultron | HP: 660 Damage Res: 130 Energy Res: 75 Rad Res: 130 |
Highly aggressive and might assault with hearth laser photographs rapidly or a charged one to deal lots of injury. Capable of cloaking themselves as effectively to make hitting them tougher. |
Assaultron Invader (Lv36) | Assaultron | HP: 1100 Damage Res: 130 Energy Res: 75 Rad Res: 130 |
Highly aggressive and might assault with hearth laser photographs rapidly or a charged one to deal lots of injury. Capable of cloaking themselves as effectively to make hitting them tougher. |
Assaultron Dominator (Lv46) | Assaultron | HP: 1550 Damage Res: 130 Energy Res: 75 Rad Res: 130 |
Highly aggressive and might assault with hearth laser photographs rapidly or a charged one to deal lots of injury. Capable of cloaking themselves as effectively to make hitting them tougher. |
Bee Swarm (Lv6) | Bee Swarm | HP: 20 Damage Res: 5 Energy Res: 5 Rad Res: 5 |
These bees are available swarms, both from beehives or the much more harmful Honey Beasts. Use melee weapons to make fast work of them. |
Bee Swarm (Lv16) | Bee Swarm | HP: 50 Damage Res: 5 Energy Res: 5 Rad Res: 5 |
These bees are available swarms, both from beehives or the much more harmful Honey Beasts. Use melee weapons to make fast work of them. |
Bee Swarm (Lv26) | Bee Swarm | HP: 80 Damage Res: 5 Energy Res: 5 Rad Res: 5 |
These bees are available swarms, both from beehives or the much more harmful Honey Beasts. Use melee weapons to make fast work of them. |
Bee Swarm (Lv36) | Bee Swarm | HP: 100 Damage Res: 5 Energy Res: 5 Rad Res: 5 |
These bees are available swarms, both from beehives or the much more harmful Honey Beasts. Use melee weapons to make fast work of them. |
Bee Swarm (Lv46) | Bee Swarm | HP: 130 Damage Res: 5 Energy Res: 5 Rad Res: 5 |
These bees are available swarms, both from beehives or the much more harmful Honey Beasts. Use melee weapons to make fast work of them. |
Bee Swarm (Lv56) | Bee Swarm | HP: 150 Damage Res: 5 Energy Res: 5 Rad Res: 5 |
These bees are available swarms, both from beehives or the much more harmful Honey Beasts. Use melee weapons to make fast work of them. |
Behemoth (Lv50) | Behemoth | HP: 3700 Damage Res: 150 Energy Res: 100 Rad Res: 150 |
Can both throw projectiles or pummel something that dares come shut or stomping something attempting to flank it. These issues are hulking tanks which have all bases coated, so attempt to take it on with associates if you happen to should. |
Glowing Behemoth (Lv65) | Behemoth | HP: 3850 Damage Res: 250 Energy Res: 200 Rad Res: 250 |
Can both throw projectiles or pummel something that dares come shut or stomping something attempting to flank it. These issues are hulking tanks which have all bases coated, so attempt to take it on with associates if you happen to should. |
Epic Behemoth (Lv80) | Behemoth | HP: 4025 Damage Res: 250 Energy Res: 200 Rad Res: 250 |
Can both throw projectiles or pummel something that dares come shut or stomping something attempting to flank it. These issues are hulking tanks which have all bases coated, so attempt to take it on with associates if you happen to should. |
Ancient Behemoth (Lv95) | Behemoth | HP: 4175 Damage Res: 250 Energy Res: 200 Rad Res: 250 |
Can both throw projectiles or pummel something that dares come shut or stomping something attempting to flank it. These issues are hulking tanks which have all bases coated, so attempt to take it on with associates if you happen to should. |
Bloatfly (Lv1) | Bloatfly | HP: 20 Damage Res: 15 Energy Res: 15 Rad Res: 15 |
Nimble critters that may dart round, however very weak in any other case. They assault by spitting. |
Black Bloatfly (Lv9) | Bloatfly | HP: 20 Damage Res: 15 Energy Res: 15 Rad Res: 15 |
Nimble critters that may dart round, however very weak in any other case. They assault by spitting. |
Festering Bloatfly (Lv17) | Bloatfly | HP: 75 Damage Res: 15 Energy Res: 15 Rad Res: 15 |
Nimble critters that may dart round, however very weak in any other case. They assault by spitting. |
Glowing Bloatfly (Lv27) | Bloatfly | HP: 75 Damage Res: 15 Energy Res: 15 Rad Res: 15 |
Nimble critters that may dart round, however very weak in any other case. They assault by spitting. |
Bloodbug Hatchling (Lv2) | Bloodbug | HP: 30 Damage Res: 1 Energy Res: 1 Rad Res: 1 |
Have you ever puzzled why you’re taking injury and might hear a buzzing sound? If so, take a melee weapon and swing it round a bit. You ought to care for the stinging drawback moderately rapidly. |
Bloodbug (Lv10) | Bloodbug | HP: 40 Damage Res: 15 Energy Res: 15 Rad Res: 15 |
Have you ever puzzled why you’re taking injury and might hear a buzzing sound? If so, take a melee weapon and swing it round a bit. You ought to care for the stinging drawback moderately rapidly. |
Red Widow Bloodbug (Lv18) | Bloodbug | HP: 140 Damage Res: 15 Energy Res: 15 Rad Res: 15 |
Have you ever puzzled why you’re taking injury and might hear a buzzing sound? If so, take a melee weapon and swing it round a bit. You ought to care for the stinging drawback moderately rapidly. |
Infected Bloodbug (Lv26) | Bloodbug | HP: 170 Damage Res: 25 Energy Res: 25 Rad Res: 25 |
Have you ever puzzled why you’re taking injury and might hear a buzzing sound? If so, take a melee weapon and swing it round a bit. You ought to care for the stinging drawback moderately rapidly. |
Glowing Bloodbug (Lv34) | Bloodbug | HP: 180 Damage Res: 25 Energy Res: 25 Rad Res: 25 |
Have you ever puzzled why you’re taking injury and might hear a buzzing sound? If so, take a melee weapon and swing it round a bit. You ought to care for the stinging drawback moderately rapidly. |
Vampiric Bloodbug (Lv42) | Bloodbug | HP: 250 Damage Res: 25 Energy Res: 25 Rad Res: 25 |
Have you ever puzzled why you’re taking injury and might hear a buzzing sound? If so, take a melee weapon and swing it round a bit. You ought to care for the stinging drawback moderately rapidly. |
Cargobot (Lv15) | Cargobot | HP: 1450 Damage Res: 135 Energy Res: 135 Rad Res: 135 |
These are passive, however are value capturing down for additional goodies. |
Cargobot (Lv25) | Cargobot | HP: 2225 Damage Res: 135 Energy Res: 135 Rad Res: 135 |
These are passive, however are value capturing down for additional goodies. |
Cargobot (Lv35) | Cargobot | HP: 2750 Damage Res: 135 Energy Res: 135 Rad Res: 135 |
These are passive, however are value capturing down for additional goodies. |
Cave Cricket (Lv30) | Cave Cricket | HP: 350 Damage Res: 115 Energy Res: 250 Rad Res: 250 |
These are vicious little blighters that may take a little bit of a beating. They’re solely able to biting so attempt circle strafing to keep away from injury the place potential. |
Cave Cricket Hunter (Lv38) | Cave Cricket | HP: 425 Damage Res: 115 Energy Res: 250 Rad Res: 250 |
These are vicious little blighters that may take a little bit of a beating. They’re solely able to biting so attempt circle strafing to keep away from injury the place potential. |
Cave Cricket Piercer (Lv46) | Cave Cricket | HP: 600 Damage Res: 115 Energy Res: 250 Rad Res: 250 |
These are vicious little blighters that may take a little bit of a beating. They’re solely able to biting so attempt circle strafing to keep away from injury the place potential. |
Glowing Cave Cricket (Lv60) | Cave Cricket | HP: 800 Damage Res: 115 Energy Res: 250 Rad Res: 250 |
These are vicious little blighters that may take a little bit of a beating. They’re solely able to biting so attempt circle strafing to keep away from injury the place potential. |
Deathclaw (Lv21) | Deathclaw | HP: 625 Damage Res: 150 Energy Res: 150 Rad Res: 150 |
The unique vicious beast of Fallout. Avoid except you’re actively in search of to kill it. Otherwise, attempt to discover one thing to maintain it away from you and assault from a distance. |
Alpha Deathclaw (Lv31) | Deathclaw | HP: 850 Damage Res: 150 Energy Res: 150 Rad Res: 150 |
The unique vicious beast of Fallout. Avoid except you’re actively in search of to kill it. Otherwise, attempt to discover one thing to maintain it away from you and assault from a distance. |
Glowing Deathclaw (Lv41) | Deathclaw | HP: 1050 Damage Res: 150 Energy Res: 150 Rad Res: 150 |
The unique vicious beast of Fallout. Avoid except you’re actively in search of to kill it. Otherwise, attempt to discover one thing to maintain it away from you and assault from a distance. |
Deathclaw Matriarch (Lv51) | Deathclaw | HP: 1150 Damage Res: 300 Energy Res: 300 Rad Res: 300 |
The unique vicious beast of Fallout. Avoid except you’re actively in search of to kill it. Otherwise, attempt to discover one thing to maintain it away from you and assault from a distance. |
Savage Deathclaw (Lv61) | Deathclaw | HP: 1300 Damage Res: 300 Energy Res: 300 Rad Res: 300 |
The unique vicious beast of Fallout. Avoid except you’re actively in search of to kill it. Otherwise, attempt to discover one thing to maintain it away from you and assault from a distance. |
Albino Deathclaw (Lv71) | Deathclaw | HP: 1450 Damage Res: 300 Energy Res: 300 Rad Res: 300 |
The unique vicious beast of Fallout. Avoid except you’re actively in search of to kill it. Otherwise, attempt to discover one thing to maintain it away from you and assault from a distance. |
Chameleon Deathclaw (Lv81) | Deathclaw | HP: 1575 Damage Res: 300 Energy Res: 300 Rad Res: 300 |
The unique vicious beast of Fallout. Avoid except you’re actively in search of to kill it. Otherwise, attempt to discover one thing to maintain it away from you and assault from a distance. |
Mythic Deathclaw (Lv91) | Deathclaw | HP: 1725 Damage Res: 300 Energy Res: 300 Rad Res: 300 |
The unique vicious beast of Fallout. Avoid except you’re actively in search of to kill it. Otherwise, attempt to discover one thing to maintain it away from you and assault from a distance. |
Eyebot (Lv1) | Eyebot | HP: 20 Damage Res: 10 Energy Res: 10 Rad Res: 10 |
Not sometimes hostile and can reveal areas do you have to let it stick round. Will be killed in a short time in any other case. |
Feral Ghoul (Lv3) | Feral Ghoul | HP: 35 Damage Res: 10 Energy Res: 20 Rad Res: 1000 |
Immune to radiation injury and savage beasts that run at you claws bared. They often assault in teams and might trigger ailments in a short time. Try to place a barrier between you and them, or unload a hail of bullets their method. |
Feral Ghoul Roamer (Lv9) | Feral Ghoul | HP: 40 Damage Res: 10 Energy Res: 20 Rad Res: 1000 |
Immune to radiation injury and savage beasts that run at you claws bared. They often assault in teams and might trigger ailments in a short time. Try to place a barrier between you and them, or unload a hail of bullets their method. |
Feral Ghoul Stalker (Lv15) | Feral Ghoul | HP: 80 Damage Res: 85 Energy Res: 140 Rad Res: 1000 |
Immune to radiation injury and savage beasts that run at you claws bared. They often assault in teams and might trigger ailments in a short time. Try to place a barrier between you and them, or unload a hail of bullets their method. |
Feral Ghoul Reaver (Lv22) | Feral Ghoul | HP: 90 Damage Res: 85 Energy Res: 140 Rad Res: 1000 |
Immune to radiation injury and savage beasts that run at you claws bared. They often assault in teams and might trigger ailments in a short time. Try to place a barrier between you and them, or unload a hail of bullets their method. |
Withered Feral Ghoul (Lv32) | Feral Ghoul | HP: 125 Damage Res: 85 Energy Res: 140 Rad Res: 1000 |
Immune to radiation injury and savage beasts that run at you claws bared. They often assault in teams and might trigger ailments in a short time. Try to place a barrier between you and them, or unload a hail of bullets their method. |
Gangrenous Feral Ghoul (Lv42) | Feral Ghoul | HP: 150 Damage Res: 85 Energy Res: 140 Rad Res: 1000 |
Immune to radiation injury and savage beasts that run at you claws bared. They often assault in teams and might trigger ailments in a short time. Try to place a barrier between you and them, or unload a hail of bullets their method. |
Rotting Feral Ghoul (Lv52) | Feral Ghoul | HP: 200 Damage Res: 85 Energy Res: 140 Rad Res: 1000 |
Immune to radiation injury and savage beasts that run at you claws bared. They often assault in teams and might trigger ailments in a short time. Try to place a barrier between you and them, or unload a hail of bullets their method. |
Charred Feral Ghoul (Lv62) | Feral Ghoul | HP: 300 Damage Res: 85 Energy Res: 140 Rad Res: 1000 |
Immune to radiation injury and savage beasts that run at you claws bared. They often assault in teams and might trigger ailments in a short time. Try to place a barrier between you and them, or unload a hail of bullets their method. |
Glowing One (Lv22) | Glowing One | HP: 690 Damage Res: 115 Energy Res: 230 Rad Res: 1000 |
These inexperienced savages assault a lot in the identical solution to the Feral Ghouls, however have the added ache of inflicting Radiation injury. This means your most HP will go down and also you’re extra open to mutations because of this. Keep your distance or have a barrier blocking their assault. |
Putrid Glowing One (Lv40) | Glowing One | HP: 1150 Damage Res: 115 Energy Res: 230 Rad Res: 1000 |
These inexperienced savages assault a lot in the identical solution to the Feral Ghouls, however have the added ache of inflicting Radiation injury. This means your most HP will go down and also you’re extra open to mutations because of this. Keep your distance or have a barrier blocking their assault. |
Bloated Glowing One (Lv58) | Glowing One | HP: 1625 Damage Res: 115 Energy Res: 230 Rad Res: 1000 |
These inexperienced savages assault a lot in the identical solution to the Feral Ghouls, however have the added ache of inflicting Radiation injury. This means your most HP will go down and also you’re extra open to mutations because of this. Keep your distance or have a barrier blocking their assault. |
Gulper Newt (Lv10) | Gulper | HP: 250 Damage Res: 30 Energy Res: 30 Rad Res: 250 |
Don’t attempt to run away from these overgrown reptiles as they may discover you and catch you. Your greatest wager is to seek out one thing to climb on high of and take them out the place they’ll’t attain you. |
Gulper (Lv22) | Gulper | HP: 750 Damage Res: 90 Energy Res: 90 Rad Res: 250 |
Don’t attempt to run away from these overgrown reptiles as they may discover you and catch you. Your greatest wager is to seek out one thing to climb on high of and take them out the place they’ll’t attain you. |
Glowing Gulper (Lv34) | Gulper | HP: 1025 Damage Res: 90 Energy Res: 90 Rad Res: 250 |
Don’t attempt to run away from these overgrown reptiles as they may discover you and catch you. Your greatest wager is to seek out one thing to climb on high of and take them out the place they’ll’t attain you. |
Gulper Devourer (Lv46) | Gulper | HP: 1800 Damage Res: 90 Energy Res: 90 Rad Res: 250 |
Don’t attempt to run away from these overgrown reptiles as they may discover you and catch you. Your greatest wager is to seek out one thing to climb on high of and take them out the place they’ll’t attain you. |
Giant Hermit Crab (Lv21) | Hermit Crab | HP: 625 Damage Res: 150 Energy Res: 100 Rad Res: 150 |
These big crustaceans use automobiles as a shell, so are solely weak within the gentle inside that’s uncovered. They are surprisingly persistent and might hit exhausting with radiation tipped claws, so your greatest wager is to discover a home or confined area to cover in and take pot photographs. |
Alpha Hermit Crab (Lv31) | Hermit Crab | HP: 850 Damage Res: 150 Energy Res: 100 Rad Res: 150 |
These big crustaceans use automobiles as a shell, so are solely weak within the gentle inside that’s uncovered. They are surprisingly persistent and might hit exhausting with radiation tipped claws, so your greatest wager is to discover a home or confined area to cover in and take pot photographs. |
Glowing Hermit Crab (Lv41) | Hermit Crab | HP: 1050 Damage Res: 150 Energy Res: 100 Rad Res: 150 |
These big crustaceans use automobiles as a shell, so are solely weak within the gentle inside that’s uncovered. They are surprisingly persistent and might hit exhausting with radiation tipped claws, so your greatest wager is to discover a home or confined area to cover in and take pot photographs. |
Savage Hermit Crab (Lv51) | Hermit Crab | HP: 1475 Damage Res: 150 Energy Res: 100 Rad Res: 150 |
These big crustaceans use automobiles as a shell, so are solely weak within the gentle inside that’s uncovered. They are surprisingly persistent and might hit exhausting with radiation tipped claws, so your greatest wager is to discover a home or confined area to cover in and take pot photographs. |
Albino Hermit Crab (Lv61) | Hermit Crab | HP: 1650 Damage Res: 150 Energy Res: 100 Rad Res: 150 |
These big crustaceans use automobiles as a shell, so are solely weak within the gentle inside that’s uncovered. They are surprisingly persistent and might hit exhausting with radiation tipped claws, so your greatest wager is to discover a home or confined area to cover in and take pot photographs. |
Liberator MK 0 (Lv5) | Liberator | HP: 25 Damage Res: 10 Energy Res: 10 Rad Res: 10 |
On their very own, they’re not all that threatening, however they’re often deployed in massive numbers. The greatest wager is to make use of VATS to whittle their numbers down as they’re a bit of quick for exact ranged weapons. Shotguns and melee weapons can even work. |
Liberator MK I (Lv10) | Liberator | HP: 30 Damage Res: 10 Energy Res: 10 Rad Res: 10 |
On their very own, they’re not all that threatening, however they’re often deployed in massive numbers. The greatest wager is to make use of VATS to whittle their numbers down as they’re a bit of quick for exact ranged weapons. Shotguns and melee weapons can even work. |
Liberator MK II (Lv18) | Liberator | HP: 100 Damage Res: 10 Energy Res: 10 Rad Res: 10 |
On their very own, they’re not all that threatening, however they’re often deployed in massive numbers. The greatest wager is to make use of VATS to whittle their numbers down as they’re a bit of quick for exact ranged weapons. Shotguns and melee weapons can even work. |
Liberator MK III (Lv30) | Liberator | HP: 150 Damage Res: 10 Energy Res: 10 Rad Res: 10 |
On their very own, they’re not all that threatening, however they’re often deployed in massive numbers. The greatest wager is to make use of VATS to whittle their numbers down as they’re a bit of quick for exact ranged weapons. Shotguns and melee weapons can even work. |
Liberator MK IV (Lv42) | Liberator | HP: 200 Damage Res: 10 Energy Res: 10 Rad Res: 10 |
On their very own, they’re not all that threatening, however they’re often deployed in massive numbers. The greatest wager is to make use of VATS to whittle their numbers down as they’re a bit of quick for exact ranged weapons. Shotguns and melee weapons can even work. |
Liberator MK V (Lv54) | Liberator | HP: 300 Damage Res: 10 Energy Res: 10 Rad Res: 10 |
On their very own, they’re not all that threatening, however they’re often deployed in massive numbers. The greatest wager is to make use of VATS to whittle their numbers down as they’re a bit of quick for exact ranged weapons. Shotguns and melee weapons can even work. |
Mega Sloth (Lv30) | Mega Sloth | HP: 775 Damage Res: 200 Energy Res: 150 Rad Res: 250 |
These hulking beasts are greatest handled from a distance. Strafe to the facet and dodge the rocks. Don’t allow them to get too shut as their swipes damage lots they usually can launch toxic spores. |
Ponderous Mega Sloth (Lv40) | Mega Sloth | HP: 975 Damage Res: 200 Energy Res: 150 Rad Res: 250 |
These hulking beasts are greatest handled from a distance. Strafe to the facet and dodge the rocks. Don’t allow them to get too shut as their swipes damage lots they usually can launch toxic spores. |
Scorched Mega Sloth (Lv50) | Mega Sloth | HP: 1500 Damage Res: 200 Energy Res: 150 Rad Res: 250 |
These hulking beasts are greatest handled from a distance. Strafe to the facet and dodge the rocks. Don’t allow them to get too shut as their swipes damage lots they usually can launch toxic spores. |
Softshell Mirelurk (Lv5) | Mirelurk | HP: 35 Damage Res: 45 Energy Res: 40 Rad Res: 200 |
Vulnerable of their gentle under-bellies, however not their powerful outer shell. Try to take them on and put one thing between them and also you. They do are likely to assault in teams although. |
Mirelurk (Lv12) | Mirelurk | HP: 50 Damage Res: 90 Energy Res: 90 Rad Res: 250 |
Vulnerable of their gentle under-bellies, however not their powerful outer shell. Try to take them on and put one thing between them and also you. They do are likely to assault in teams although. |
Mirelurk Razorclaw (Lv18) | Mirelurk | HP: 160 Damage Res: 90 Energy Res: 90 Rad Res: 250 |
Vulnerable of their gentle under-bellies, however not their powerful outer shell. Try to take them on and put one thing between them and also you. They do are likely to assault in teams although. |
Mirelurk Killclaw (Lv26) | Mirelurk | HP: 250 Damage Res: 90 Energy Res: 90 Rad Res: 250 |
Vulnerable of their gentle under-bellies, however not their powerful outer shell. Try to take them on and put one thing between them and also you. They do are likely to assault in teams although. |
Glowing Mirelurk (Lv34) | Mirelurk | HP: 275 Damage Res: 90 Energy Res: 90 Rad Res: 250 |
Vulnerable of their gentle under-bellies, however not their powerful outer shell. Try to take them on and put one thing between them and also you. They do are likely to assault in teams although. |
Bloodrage Mirelurk (Lv42) | Mirelurk | HP: 350 Damage Res: 303 Energy Res: 290 Rad Res: 250 |
Vulnerable of their gentle under-bellies, however not their powerful outer shell. Try to take them on and put one thing between them and also you. They do are likely to assault in teams although. |
Mirelurk Hunter (Lv24) | Mirelurk Hunter | HP: 275 Damage Res: 90 Energy Res: 90 Rad Res: 250 |
While they’re not as defensive because of the dearth of exhausting shell, they make up for it by utilizing projectile assaults. They’re straightforward to dodge although so maintain your distance. |
Glowing Mirelurk Hunter (Lv34) | Mirelurk Hunter | HP: 375 Damage Res: 90 Energy Res: 90 Rad Res: 250 |
While they’re not as defensive because of the dearth of exhausting shell, they make up for it by utilizing projectile assaults. They’re straightforward to dodge although so maintain your distance. |
Albino Mirelurk Hunter (Lv46) | Mirelurk Hunter | HP: 650 Damage Res: 90 Energy Res: 90 Rad Res: 250 |
While they’re not as defensive because of the dearth of exhausting shell, they make up for it by utilizing projectile assaults. They’re straightforward to dodge although so maintain your distance. |
Mirelurk King (Lv30) | Mirelurk King | HP: 1275 Damage Res: 50 Energy Res: 75 Rad Res: 250 |
This one is comparatively sluggish, so you’ll be able to circle-strafe them, however they’re able to taking lots of injury. They can shoot projectiles and switch invisible too, however its undoubtedly potential to take them down. |
Mirelurk Deep King (Lv40) | Mirelurk King | HP: 1575 Damage Res: 50 Energy Res: 75 Rad Res: 250 |
This one is comparatively sluggish, so you’ll be able to circle-strafe them, however they’re able to taking lots of injury. They can shoot projectiles and switch invisible too, however its undoubtedly potential to take them down. |
Glowing Mirelurk King (Lv50) | Mirelurk King | HP: 2200 Damage Res: 140 Energy Res: 350 Rad Res: Immune |
This one is comparatively sluggish, so you’ll be able to circle-strafe them, however they’re able to taking lots of injury. They can shoot projectiles and switch invisible too, however its undoubtedly potential to take them down. This specific variant nevertheless is totally proof against Radiation injury. |
Mirelurk Queen (Lv20) | Mirelurk Queen | HP: 2125 Damage Res: 150 Energy Res: 100 Rad Res: 150 |
These big mamas are very powerful and might simply wreck all the things in the event that they get the prospect. Keep your distance the place potential and ensure you dodge the volley of photographs. |
Mirelurk Queen (Lv35) | Mirelurk Queen | HP: 2650 Damage Res: 150 Energy Res: 100 Rad Res: 150 |
These big mamas are very powerful and might simply wreck all the things in the event that they get the prospect. Keep your distance the place potential and ensure you dodge the volley of photographs. |
Mirelurk Queen (Lv50) | Mirelurk Queen | HP: 3725 Damage Res: 150 Energy Res: 100 Rad Res: 150 |
These big mamas are very powerful and might simply wreck all the things in the event that they get the prospect. Keep your distance the place potential and ensure you dodge the volley of photographs. |
Mirelurk Spawn (Lv1) | Mirelurk Spawn | HP: 25 Damage Res: 5 Energy Res: 5 Rad Res: 5 |
Slow and simple to kill, however they do additionally present up as a distraction when the Mirelurk Queen is attacking you. You can use melee weapons to make fast work of them, however be cautious of the place the Queen is. |
Famished Mole Miner (LV2) | Mole Miner | HP: 40 Damage Res: 50 Energy Res: 25 Rad Res: 250 |
These humanoid-like enemies can assault with both weapons or melee weapons. They are able to wielding rocket launchers at greater ranges too. They have excessive defences, however aren’t that nimble. |
Tired Mole Miner (LV4) | Mole Miner | HP: 45 Damage Res: 50 Energy Res: 25 Rad Res: 250 |
These humanoid-like enemies can assault with both weapons or melee weapons. They are able to wielding rocket launchers at greater ranges too. They have excessive defences, however aren’t that nimble. |
Mole Miner Laborer (LV8) | Mole Miner | HP: 50 Damage Res: 50 Energy Res: 25 Rad Res: 250 |
These humanoid-like enemies can assault with both weapons or melee weapons. They are able to wielding rocket launchers at greater ranges too. They have excessive defences, however aren’t that nimble. |
Mole Miner (LV14) | Mole Miner | HP: 225 Damage Res: 100 Energy Res: 25 Rad Res: 250 |
These humanoid-like enemies can assault with both weapons or melee weapons. They are able to wielding rocket launchers at greater ranges too. They have excessive defences, however aren’t that nimble. |
Angry Mole Miner (LV22) | Mole Miner | HP: 250 Damage Res: 100 Energy Res: 25 Rad Res: 250 |
These humanoid-like enemies can assault with both weapons or melee weapons. They are able to wielding rocket launchers at greater ranges too. They have excessive defences, however aren’t that nimble. |
Mole Miner Supervisor (LV30) | Mole Miner | HP: 325 Damage Res: 100 Energy Res: 25 Rad Res: 250 |
These humanoid-like enemies can assault with both weapons or melee weapons. They are able to wielding rocket launchers at greater ranges too. They have excessive defences, however aren’t that nimble. |
Furious Mole Miner Battler (LV40) | Mole Miner | HP: 400 Damage Res: 100 Energy Res: 25 Rad Res: 250 |
These humanoid-like enemies can assault with both weapons or melee weapons. They are able to wielding rocket launchers at greater ranges too. They have excessive defences, however aren’t that nimble. |
Mole Rat (Lv1) | Mole Rat | HP: 15 Damage Res: 5 Energy Res: 5 Rad Res: 5 |
The most annoying factor about these guys is that they emerge from underground proper beside you. VATS is actually the way in which to go as none are significantly powerful. |
Rabid Mole Rat (Lv7) | Mole Rat | HP: 45 Damage Res: 5 Energy Res: 5 Rad Res: 5 |
The most annoying factor about these guys is that they emerge from underground proper beside you. VATS is actually the way in which to go as none are significantly powerful. |
Glowing Mole Rat (Lv14) | Mole Rat | HP: 65 Damage Res: 5 Energy Res: 5 Rad Res: 5 |
The most annoying factor about these guys is that they emerge from underground proper beside you. VATS is actually the way in which to go as none are significantly powerful. |
Mole Rat Brood Mother (Lv21) | Mole Rat | HP: 175 Damage Res: 10 Energy Res: 10 Rad Res: 10 |
The most annoying factor about these guys is that they emerge from underground proper beside you. VATS is actually the way in which to go as none are significantly powerful. |
Wild Mongrel (Lv3) | Mongrel | HP: 35 Damage Res: 10 Energy Res: 10 Rad Res: 10 |
They are likely to assault in teams, however they don’t have a lot in the way in which of well being. The greatest method is simply to enter VATS or use a shotgun/melee weapon to take them out. |
Vicious Mongrel (Lv12) | Mongrel | HP: 50 Damage Res: 10 Energy Res: 10 Rad Res: 10 |
They are likely to assault in teams, however they don’t have a lot in the way in which of well being. The greatest method is simply to enter VATS or use a shotgun/melee weapon to take them out. |
Feral Mongrel (Lv20) | Mongrel | HP: 150 Damage Res: 15 Energy Res: 15 Rad Res: 15 |
They are likely to assault in teams, however they don’t have a lot in the way in which of well being. The greatest method is simply to enter VATS or use a shotgun/melee weapon to take them out. |
Albino Mongrel (Lv30) | Mongrel | HP: 200 Damage Res: 15 Energy Res: 15 Rad Res: 15 |
They are likely to assault in teams, however they don’t have a lot in the way in which of well being. The greatest method is simply to enter VATS or use a shotgun/melee weapon to take them out. |
Rabid Mongrel (Lv40) | Mongrel | HP: 250 Damage Res: 15 Energy Res: 15 Rad Res: 15 |
They are likely to assault in teams, however they don’t have a lot in the way in which of well being. The greatest method is simply to enter VATS or use a shotgun/melee weapon to take them out. |
Glowing Mongrel (Lv50) | Mongrel | HP: 350 Damage Res: 20 Energy Res: 20 Rad Res: 20 |
They are likely to assault in teams, however they don’t have a lot in the way in which of well being. The greatest method is simply to enter VATS or use a shotgun/melee weapon to take them out. |
Alpha Glowing Mongrel (Lv60) | Mongrel | HP: 750 Damage Res: 20 Energy Res: 20 Rad Res: 20 |
They are likely to assault in teams, however they don’t have a lot in the way in which of well being. The greatest method is simply to enter VATS or use a shotgun/melee weapon to take them out. |
Mr. Farmhand (Lv1) | Mr. Handy | HP: 35 Damage Res: 10 Energy Res: 5 Rad Res: 10 |
Another not significantly powerful enemy to take down, so unload on it as a lot as you’ll be able to. They do sport a spinning blade and a flamethrower, so can show a small drawback, however they need to go down earlier than this is a matter. |
Mr. Handy (Lv8) | Mr. Handy | HP: 35 Damage Res: 10 Energy Res: 5 Rad Res: 10 |
Another not significantly powerful enemy to take down, so unload on it as a lot as you’ll be able to. They do sport a spinning blade and a flamethrower, so can show a small drawback, however they need to go down earlier than this is a matter. |
Prison Marshall (Lv14) | Mr. Handy | HP: 55 Damage Res: 10 Energy Res: 5 Rad Res: 10 |
Another not significantly powerful enemy to take down, so unload on it as a lot as you’ll be able to. They do sport a spinning blade and a flamethrower, so can show a small drawback, however they need to go down earlier than this is a matter. |
Mr. Gutsy (Lv22) | Mr. Gutsy | HP: 280 Damage Res: 80 Energy Res: 70 Rad Res: 80 |
Made of a bit firmer stuff and wielding a good few extra weapons. Keep behind cowl when it’s attacking from afar and try to be tremendous. |
Lieutenant Gutsy (Lv32) | Mr. Gutsy | HP: 350 Damage Res: 110 Energy Res: 100 Rad Res: 110 |
Made of a bit firmer stuff and wielding a good few extra weapons. Keep behind cowl when it’s attacking from afar and try to be tremendous. |
Major Gutsy (Lv40) | Mr. Gutsy | HP: 425 Damage Res: 110 Energy Res: 100 Rad Res: 110 |
Made of a bit firmer stuff and wielding a good few extra weapons. Keep behind cowl when it’s attacking from afar and try to be tremendous. |
Colonel Gutsy (Lv47) | Mr. Gutsy | HP: 600 Damage Res: 110 Energy Res: 100 Rad Res: 110 |
Made of a bit firmer stuff and wielding a good few extra weapons. Keep behind cowl when it’s attacking from afar and try to be tremendous. |
Mutant Hound (Lv8) | Mutant Hound | HP: 35 Damage Res: 15 Energy Res: 10 Rad Res: 15 |
Usually attacking in tandem with Super Mutants, they’re in any other case not too dissimilar to Mongrels. Take them out first whereas placing far between you and the Super Mutants. |
Glowing Mutant Hound (Lv28) | Mutant Hound | HP: 150 Damage Res: 40 Energy Res: 30 Rad Res: 40 |
Usually attacking in tandem with Super Mutants, they’re in any other case not too dissimilar to Mongrels. Take them out first whereas placing far between you and the Super Mutants. |
Protectron (Lv5) | Protectron | Damage Res: 25 Energy Res: 15 Rad Res: 15 |
They do shoot lasers as their major technique of attacking, so maintain your head behind cowl. They’re additionally remarkably sluggish, so you need to use that to your benefit. They’re weakest within the dome-like head, so intention for that. |
Protectron Watcher (Lv14) | Protectron | Damage Res: 25 Energy Res: 15 Rad Res: 15 |
They do shoot lasers as their major technique of attacking, so maintain your head behind cowl. They’re additionally remarkably sluggish, so you need to use that to your benefit. They’re weakest within the dome-like head, so intention for that. |
Protectron Guardian (Lv26) | Protectron | Damage Res: 75 Energy Res: 50 Rad Res: 75 |
They do shoot lasers as their major technique of attacking, so maintain your head behind cowl. They’re additionally remarkably sluggish, so you need to use that to your benefit. They’re weakest within the dome-like head, so intention for that. |
Protectron Defender (Lv36) | Protectron | Damage Res: 75 Energy Res: 50 Rad Res: 75 |
They do shoot lasers as their major technique of attacking, so maintain your head behind cowl. They’re additionally remarkably sluggish, so you need to use that to your benefit. They’re weakest within the dome-like head, so intention for that. |
Protectron Sentinel (Lv46) | Protectron | Damage Res: 125 Energy Res: 100 Rad Res: 125 |
They do shoot lasers as their major technique of attacking, so maintain your head behind cowl. They’re additionally remarkably sluggish, so you need to use that to your benefit. They’re weakest within the dome-like head, so intention for that. |
Small Forager Ant (Lv1) | Rad Ant | HP: 35 Damage Res: 10 Energy Res: 20 Rad Res: 250 |
Only has melee assaults and aren’t very quick, probably the most threatening factor about them is their sheer numbers, so take them out at a distance. |
Small Soldier Ant (Lv4) | Rad Ant | HP: 40 Damage Res: 10 Energy Res: 20 Rad Res: 250 |
Only has melee assaults and aren’t very quick, probably the most threatening factor about them is their sheer numbers, so take them out at a distance. |
Small Glowing Ant (Lv8) | Rad Ant | HP: 50 Damage Res: 10 Energy Res: 20 Rad Res: 250 |
Only has melee assaults and aren’t very quick, probably the most threatening factor about them is their sheer numbers, so take them out at a distance. |
Forager Ant (Lv12) | Rad Ant | HP: 65 Damage Res: 10 Energy Res: 20 Rad Res: 250 |
Only has melee assaults and aren’t very quick, probably the most threatening factor about them is their sheer numbers, so take them out at a distance. |
Soldier Ant (Lv16) | Rad Ant | HP: 95 Damage Res: 40 Energy Res: 50 Rad Res: 250 |
Only has melee assaults and aren’t very quick, probably the most threatening factor about them is their sheer numbers, so take them out at a distance. |
Glowing Ant (Lv20) | Rad Ant | HP: 110 Damage Res: 40 Energy Res: 50 Rad Res: 250 |
Only has melee assaults and aren’t very quick, probably the most threatening factor about them is their sheer numbers, so take them out at a distance. |
Overgrown Forager Ant (Lv24) | Rad Ant | HP: 120 Damage Res: 50 Energy Res: 60 Rad Res: 250 |
Only has melee assaults and aren’t very quick, probably the most threatening factor about them is their sheer numbers, so take them out at a distance. |
Overgrown Soldier Ant (Lv28) | Rad Ant | HP: 130 Damage Res: 50 Energy Res: 60 Rad Res: 250 |
Only has melee assaults and aren’t very quick, probably the most threatening factor about them is their sheer numbers, so take them out at a distance. |
Overgrown Glowing Ant (Lv32) | Rad Ant | HP: 150 Damage Res: 50 Energy Res: 60 Rad Res: 250 |
Only has melee assaults and aren’t very quick, probably the most threatening factor about them is their sheer numbers, so take them out at a distance. |
Rad Roach (Lv1) | Rad Roach | HP: 20 Damage Res: 5 Energy Res: 5 Rad Res: 250 |
The most important situation you’ll have is recognizing them earlier than they assault you. They are noisy, so maintain an ear out for his or her telltale scuttle. Otherwise they’re simply overgrown bugs that may be simply squished. |
Glowing Rad Roach (Lv5) | Rad Roach | HP: 30 Damage Res: 5 Energy Res: 5 Rad Res: 250 |
The most important situation you’ll have is recognizing them earlier than they assault you. They are noisy, so maintain an ear out for his or her telltale scuttle. Otherwise they’re simply overgrown bugs that may be simply squished. |
Rad Roach (Lv10) | Rad Roach | HP: 35 Damage Res: 5 Energy Res: 5 Rad Res: 250 |
The most important situation you’ll have is recognizing them earlier than they assault you. They are noisy, so maintain an ear out for his or her telltale scuttle. Otherwise they’re simply overgrown bugs that may be simply squished. |
Radstag Yearling (Lv1) | Rad Stag | Damage Res: 10 Energy Res: 20 Rad Res: 250 |
Passive and really weak. They’ll often run away from you. |
Radstag Doe (Lv4) | Rad Stag | Damage Res: 10 Energy Res: 20 Rad Res: 250 |
Passive and really weak. They’ll often run away from you. |
Radstag (Lv10) | Rad Stag | Damage Res: 30 Energy Res: 40 Rad Res: 250 |
Passive and really weak. They’ll often run away from you. |
Erratic Radstag Doe (Lv12) | Rad Stag | Damage Res: 30 Energy Res: 40 Rad Res: 250 |
These ones are feral and can cost at you. They’re not overly powerful although. |
Albino Radstag (Lv16) | Rad Stag | Damage Res: 90 Energy Res: 50 Rad Res: 250 |
Passive and really weak. They’ll often run away from you. |
Erratic Radstag (Lv21) | Rad Stag | Damage Res: 90 Energy Res: 50 Rad Res: 250 |
These ones are feral and can cost at you. They’re not overly powerful although. |
Rabid Radstag (Lv24) | Rad Stag | Damage Res: 90 Energy Res: 50 Rad Res: 250 |
These ones are feral and can cost at you. They’re not overly powerful although. |
Devolved Radstag Doe (Lv26) | Rad Stag | Damage Res: 110 Energy Res: 60 Rad Res: 250 |
These ones are feral and can cost at you. They’re not overly powerful although. |
Glowing Radstag (Lv32) | Rad Stag | Damage Res: 110 Energy Res: 60 Rad Res: 250 |
These ones are feral and can cost at you. They’re not overly powerful although. |
Devolved Radstag (Lv40) | Rad Stag | Damage Res: 130 Energy Res: 70 Rad Res: 250 |
These ones are feral and can cost at you. They’re not overly powerful although. |
Rad Toad (Lv5) | Rad Toad | HP: 60 Damage Res: 25 Energy Res: 25 Rad Res: 250 |
Get far between you and these mutants, as they’ve three tongues they’ll lash out at you, in addition to lay egg-mines that explode. They shouldn’t be too powerful if you happen to assault at lengthy vary nevertheless. |
Parasitic Rad Toad (Lv18) | Rad Toad | HP: 150 Damage Res: 100 Energy Res: 100 Rad Res: 250 |
Get far between you and these mutants, as they’ve three tongues they’ll lash out at you, in addition to lay egg-mines that explode. They shouldn’t be too powerful if you happen to assault at lengthy vary nevertheless. |
Glowing Rad Toad (Lv28) | Rad Toad | HP: 225 Damage Res: 100 Energy Res: 100 Rad Res: 250 |
Get far between you and these mutants, as they’ve three tongues they’ll lash out at you, in addition to lay egg-mines that explode. They shouldn’t be too powerful if you happen to assault at lengthy vary nevertheless. |
Albino Rad Toad (Lv40) | Rad Toad | HP: 250 Damage Res: 150 Energy Res: 150 Rad Res: 250 |
Get far between you and these mutants, as they’ve three tongues they’ll lash out at you, in addition to lay egg-mines that explode. They shouldn’t be too powerful if you happen to assault at lengthy vary nevertheless. |
Scorched Rad Toad (Lv50) | Rad Toad | HP: 350 Damage Res: 150 Energy Res: 150 Rad Res: 250 |
Get far between you and these mutants, as they’ve three tongues they’ll lash out at you, in addition to lay egg-mines that explode. They shouldn’t be too powerful if you happen to assault at lengthy vary nevertheless. |
Rad Rat Pup (Lv1) | Rad Rat | HP: 30 Damage Res: 10 Energy Res: 20 Rad Res: 250 |
Use VATS in opposition to these nimble pests as whereas they’re not harmful on their very own, they do seem in numbers. |
Mangy Rad Rat Pup (Lv4) | Rad Rat | HP: 35 Damage Res: 10 Energy Res: 20 Rad Res: 250 |
Use VATS in opposition to these nimble pests as whereas they’re not harmful on their very own, they do seem in numbers. |
Rad Rat (Lv8) | Rad Rat | HP: 45 Damage Res: 10 Energy Res: 20 Rad Res: 250 |
Use VATS in opposition to these nimble pests as whereas they’re not harmful on their very own, they do seem in numbers. |
Infected Rad Rat Pup (Lv12) | Rad Rat | HP: 55 Damage Res: 10 Energy Res: 20 Rad Res: 250 |
Use VATS in opposition to these nimble pests as whereas they’re not harmful on their very own, they do seem in numbers. |
Mangy Rad Rat (Lv16) | Rad Rat | HP: 100 Damage Res: 40 Energy Res: 50 Rad Res: 250 |
Use VATS in opposition to these nimble pests as whereas they’re not harmful on their very own, they do seem in numbers. |
Infected Rad Rat (Lv20) | Rad Rat | HP: 120 Damage Res: 40 Energy Res: 50 Rad Res: 250 |
Use VATS in opposition to these nimble pests as whereas they’re not harmful on their very own, they do seem in numbers. |
Glowing Plagued Rad Rat (Lv25) | Rad Rat | HP: 150 Damage Res: 40 Energy Res: 50 Rad Res: 250 |
Use VATS in opposition to these nimble pests as whereas they’re not harmful on their very own, they do seem in numbers. |
Radscorpion (Lv14) | Radscorpion | HP: 150 Damage Res: 50 Energy Res: 35 Rad Res: 350 |
Nimble and able to burrowing underground, they’re to not be trifled with. The stinger could cause radiation injury as effectively. Your greatest wager is to remain as excessive up as potential and shoot from there; in any other case carry on the transfer. |
Radscorpion Hunter (Lv22) | Radscorpion | HP: 390 Damage Res: 150 Energy Res: 125 Rad Res: 350 |
Nimble and able to burrowing underground, they’re to not be trifled with. The stinger could cause radiation injury as effectively. Your greatest wager is to remain as excessive up as potential and shoot from there; in any other case carry on the transfer. |
Glowing Radscorpion (Lv30) | Radscorpion | HP: 525 Damage Res: 150 Energy Res: 125 Rad Res: 350 |
Nimble and able to burrowing underground, they’re to not be trifled with. The stinger could cause radiation injury as effectively. Your greatest wager is to remain as excessive up as potential and shoot from there; in any other case carry on the transfer. |
Albino Radscorpion (Lv38) | Radscorpion | HP: 650 Damage Res: 150 Energy Res: 125 Rad Res: 350 |
Nimble and able to burrowing underground, they’re to not be trifled with. The stinger could cause radiation injury as effectively. Your greatest wager is to remain as excessive up as potential and shoot from there; in any other case carry on the transfer. |
Radscorpion Stalker (Lv46) | Radscorpion | HP: 900 Damage Res: 150 Energy Res: 125 Rad Res: 350 |
Nimble and able to burrowing underground, they’re to not be trifled with. The stinger could cause radiation injury as effectively. Your greatest wager is to remain as excessive up as potential and shoot from there; in any other case carry on the transfer. |
Radscorpion Predator (Lv54) | Radscorpion | HP: 900 Damage Res: 150 Energy Res: 125 Rad Res: 350 |
Nimble and able to burrowing underground, they’re to not be trifled with. The stinger could cause radiation injury as effectively. Your greatest wager is to remain as excessive up as potential and shoot from there; in any other case carry on the transfer. |
Deathskull Radscorpion (Lv64) | Radscorpion | HP: 1100 Damage Res: 150 Energy Res: 125 Rad Res: 350 |
Nimble and able to burrowing underground, they’re to not be trifled with. The stinger could cause radiation injury as effectively. Your greatest wager is to remain as excessive up as potential and shoot from there; in any other case carry on the transfer. |
Robobrain (Lv30) | Robobrain | HP: 325 Damage Res: 135 Energy Res: 70 Rad Res: 135 |
Use cowl as a lot as potential to cover and attempt to take out their mind dome. They do additionally like to make use of plenty of ranged weapons and smoke bombs to masks their place, so dart between cowl the place potential to get a vantage level. |
Robobrain Sentry (Lv35) | Robobrain | HP: 400 Damage Res: 135 Energy Res: 70 Rad Res: 135 |
Use cowl as a lot as potential to cover and attempt to take out their mind dome. They do additionally like to make use of plenty of ranged weapons and smoke bombs to masks their place, so dart between cowl the place potential to get a vantage level. |
Robobrain Tactician (Lv40) | Robobrain | HP: 425 Damage Res: 135 Energy Res: 70 Rad Res: 135 |
Use cowl as a lot as potential to cover and attempt to take out their mind dome. They do additionally like to make use of plenty of ranged weapons and smoke bombs to masks their place, so dart between cowl the place potential to get a vantage level. |
Robobrain War Mind (Lv45) | Robobrain | HP: 450 Damage Res: 135 Energy Res: 70 Rad Res: 135 |
Use cowl as a lot as potential to cover and attempt to take out their mind dome. They do additionally like to make use of plenty of ranged weapons and smoke bombs to masks their place, so dart between cowl the place potential to get a vantage level. |
Robobrain Devastator (Lv50) | Robobrain | HP: 600 Damage Res: 175 Energy Res: 100 Rad Res: 175 |
Use cowl as a lot as potential to cover and attempt to take out their mind dome. They do additionally like to make use of plenty of ranged weapons and smoke bombs to masks their place, so dart between cowl the place potential to get a vantage level. |
Scorchbeast (Lv50) | Scorchbeast | HP: 3700 Damage Res: 125 Energy Res: 125 Rad Res: 125 |
In the air, it’s virtually inconceivable to take care of them successfully. They can assault with beams of power from their mouths, in addition to unfold irradiated mud clouds. On the bottom they may shoot the beams and has some vicious melee assaults. It can even erupt into an enormous explosion after overlaying its face with wings, so run as far-off as you’ll be able to. Only take these on with a crew. |
Scorchbeast (Lv65) | Scorchbeast | HP: 3800 Damage Res: 150 Energy Res: 150 Rad Res: 150 |
In the air, it’s virtually inconceivable to take care of them successfully. They can assault with beams of power from their mouths, in addition to unfold irradiated mud clouds. On the bottom they may shoot the beams and has some vicious melee assaults. It can even erupt into an enormous explosion after overlaying its face with wings, so run as far-off as you’ll be able to. Only take these on with a crew. |
Scorchbeast (Lv80) | Scorchbeast | HP: 3900 Damage Res: 200 Energy Res: 200 Rad Res: 200 |
In the air, it’s virtually inconceivable to take care of them successfully. They can assault with beams of power from their mouths, in addition to unfold irradiated mud clouds. On the bottom they may shoot the beams and has some vicious melee assaults. It can even erupt into an enormous explosion after overlaying its face with wings, so run as far-off as you’ll be able to. Only take these on with a crew. |
Scorchbeast Queen (Lv95) | Scorchbeast Queen | HP: 32,767 Damage Res: 300 Energy Res: 300 Rad Res: 300 |
Don’t take this on alone. It has all the things that the usual Scorchbeast has, in addition to some devastating freezing assaults from the air. They even have a ton of well being, so solely coordinated groups with an enormous arsenal stand an opportunity. |
Scorched (Lv1) | Scorched | HP: 35 Damage Res: 5 Energy Res: 20 Rad Res: 150 |
These are customary humanoid enemies, so can both have melee weapons or ranged. Their weapons are usually based mostly on their degree. |
Scorched Wanderer (Lv6) | Scorched | HP: 50 Damage Res: 5 Energy Res: 20 Rad Res: 150 |
These are customary humanoid enemies, so can both have melee weapons or ranged. Their weapons are usually based mostly on their degree. |
Scorched Believer (Lv14) | Scorched | HP: 60 Damage Res: 5 Energy Res: 20 Rad Res: 150 |
These are customary humanoid enemies, so can both have melee weapons or ranged. Their weapons are usually based mostly on their degree. |
Scorched Zealot (Lv23) | Scorched | HP: 125 Damage Res: 40 Energy Res: 65 Rad Res: 150 |
These are customary humanoid enemies, so can both have melee weapons or ranged. Their weapons are usually based mostly on their degree. |
Scorched Warrior (Lv32) | Scorched | HP: 145 Damage Res: 40 Energy Res: 65 Rad Res: 150 |
These are customary humanoid enemies, so can both have melee weapons or ranged. Their weapons are usually based mostly on their degree. |
Scorched Berserker (Lv40) | Scorched | HP: 185 Damage Res: 40 Energy Res: 65 Rad Res: 150 |
These are customary humanoid enemies, so can both have melee weapons or ranged. Their weapons are usually based mostly on their degree. |
Scorched Leader (Lv47) | Scorched | HP: 200 Damage Res: 85 Energy Res: 100 Rad Res: 150 |
These are customary humanoid enemies, so can both have melee weapons or ranged. Their weapons are usually based mostly on their degree. |
Scorched Controller (Lv54) | Scorched | HP: 225 Damage Res: 85 Energy Res: 100 Rad Res: 150 |
These are customary humanoid enemies, so can both have melee weapons or ranged. Their weapons are usually based mostly on their degree. |
Scorched Champion (Lv62) | Scorched | HP: 250 Damage Res: 85 Energy Res: 100 Rad Res: 150 |
These are customary humanoid enemies, so can both have melee weapons or ranged. Their weapons are usually based mostly on their degree. |
Scorched Conquerer (Lv68) | Scorched | HP: 300 Damage Res: 85 Energy Res: 100 Rad Res: 150 |
These are customary humanoid enemies, so can both have melee weapons or ranged. Their weapons are usually based mostly on their degree. |
Sentry Bot (Lv30) | Sentry Bot | HP: 875 Damage Res: 135 Energy Res: 70 Rad Res: 135 |
Sentry Bots can show greater than a nuisance and can pursue you to the ends of the earth. It makes use of mini-gun like lasers to unfold hearth, so get away and use mines for the very best outcomes. It will even self-destruct after a minute of being killed, so loot it rapidly and run like hell. |
Siege Breaker Sentry Bot (Lv40) | Sentry Bot | HP: 1075 Damage Res: 135 Energy Res: 70 Rad Res: 135 |
Sentry Bots can show greater than a nuisance and can pursue you to the ends of the earth. It makes use of mini-gun like lasers to unfold hearth, so get away and use mines for the very best outcomes. It will even self-destruct after a minute of being killed, so loot it rapidly and run like hell. |
Annihilator Sentry Bot (Lv50) | Sentry Bot | HP: 1550 Damage Res: 135 Energy Res: 70 Rad Res: 135 |
Sentry Bots can show greater than a nuisance and can pursue you to the ends of the earth. It makes use of mini-gun like lasers to unfold hearth, so get away and use mines for the very best outcomes. It will even self-destruct after a minute of being killed, so loot it rapidly and run like hell. |
Annihilator Sentry Bot MK.II (Lv60) | Sentry Bot | HP: 1725 Damage Res: 135 Energy Res: 70 Rad Res: 135 |
Sentry Bots can show greater than a nuisance and can pursue you to the ends of the earth. It makes use of mini-gun like lasers to unfold hearth, so get away and use mines for the very best outcomes. It will even self-destruct after a minute of being killed, so loot it rapidly and run like hell. |
Stingwing (Lv10) | Stingwing | HP: 40 Damage Res: 20 Energy Res: 30 Rad Res: 1000 |
Best taken out with VATS as a result of their excessive velocity. They’re consultants at hit-and-run assaults since they sting earlier than darting out of your view. |
Stingwing Darter (Lv18) | Stingwing | HP: 125 Damage Res: 30 Energy Res: 45 Rad Res: 1000 |
Best taken out with VATS as a result of their excessive velocity. They’re consultants at hit-and-run assaults since they sting earlier than darting out of your view. |
Stingwing Skimmer (Lv30) | Stingwing | HP: 150 Damage Res: 40 Energy Res: 60 Rad Res: 1000 |
Best taken out with VATS as a result of their excessive velocity. They’re consultants at hit-and-run assaults since they sting earlier than darting out of your view. |
Glowing Stingwing (Lv42) | Stingwing | HP: 175 Damage Res: 50 Energy Res: 75 Rad Res: 1000 |
Best taken out with VATS as a result of their excessive velocity. They’re consultants at hit-and-run assaults since they sting earlier than darting out of your view. |
Stingwing Chaser (Lv54) | Stingwing | HP: 225 Damage Res: 60 Energy Res: 90 Rad Res: 1000 |
Best taken out with VATS as a result of their excessive velocity. They’re consultants at hit-and-run assaults since they sting earlier than darting out of your view. |
Super Mutant (Lv5) | Super Mutant | HP: 80 Damage Res: 10 Energy Res: 35 Rad Res: 10 |
These are customary humanoid enemies, so can both have melee weapons or ranged. That mentioned, Super Mutants are extra sturdy than most. Their weapons are usually based mostly on their degree. |
Super Mutant (Lv10) | Super Mutant | HP: 160 Damage Res: 10 Energy Res: 35 Rad Res: 10 |
These are customary humanoid enemies, so can both have melee weapons or ranged. That mentioned, Super Mutants are extra sturdy than most. Their weapons are usually based mostly on their degree. |
Super Mutant Skirmisher (Lv16) | Super Mutant | HP: 300 Damage Res: 50 Energy Res: 25 Rad Res: 50 |
These are customary humanoid enemies, so can both have melee weapons or ranged. That mentioned, Super Mutants are extra sturdy than most. Their weapons are usually based mostly on their degree. |
Super Mutant Brute (Lv22) | Super Mutant | HP: 350 Damage Res: 50 Energy Res: 25 Rad Res: 50 |
These are customary humanoid enemies, so can both have melee weapons or ranged. That mentioned, Super Mutants are extra sturdy than most. Their weapons are usually based mostly on their degree. |
Super Mutant Enforcer (Lv28) | Super Mutant | HP: 375 Damage Res: 100 Energy Res: 50 Rad Res: 100 |
These are customary humanoid enemies, so can both have melee weapons or ranged. That mentioned, Super Mutants are extra sturdy than most. Their weapons are usually based mostly on their degree. |
Super Mutant Butcher (Lv35) | Super Mutant | HP: 475 Damage Res: 100 Energy Res: 50 Rad Res: 100 |
These are customary humanoid enemies, so can both have melee weapons or ranged. That mentioned, Super Mutants are extra sturdy than most. Their weapons are usually based mostly on their degree. |
Super Mutant Master (Lv42) | Super Mutant | HP: 500 Damage Res: 100 Energy Res: 50 Rad Res: 100 |
These are customary humanoid enemies, so can both have melee weapons or ranged. That mentioned, Super Mutants are extra sturdy than most. Their weapons are usually based mostly on their degree. |
Super Mutant Overlord (Lv48) | Super Mutant | HP: 725 Damage Res: 100 Energy Res: 50 Rad Res: 100 |
These are customary humanoid enemies, so can both have melee weapons or ranged. That mentioned, Super Mutants are extra sturdy than most. Their weapons are usually based mostly on their degree. |
Super Mutant Primus (Lv59) | Super Mutant | HP: 750 Damage Res: 135 Energy Res: 80 Rad Res: 135 |
These are customary humanoid enemies, so can both have melee weapons or ranged. That mentioned, Super Mutants are extra sturdy than most. Their weapons are usually based mostly on their degree. |
Super Mutant Warlord (Lv68) | Super Mutant | HP: 950 Damage Res: 135 Energy Res: 80 Rad Res: 135 |
These are customary humanoid enemies, so can both have melee weapons or ranged. That mentioned, Super Mutants are extra sturdy than most. Their weapons are usually based mostly on their degree. |
Tick (Lv1) | Tick | HP: 25 Damage Res: 5 Energy Res: 5 Rad Res: 250 |
Attack these guys earlier than they’ll assault you. Melee weapons and shotguns are your greatest wager as they’ll suck your blood and use them as an irradiated projectile. |
Foul Tick (Lv8) | Tick | HP: 30 Damage Res: 5 Energy Res: 5 Rad Res: 250 |
Attack these guys earlier than they’ll assault you. Melee weapons and shotguns are your greatest wager as they’ll suck your blood and use them as an irradiated projectile. |
Wretched Tick (Lv16) | Tick | HP: 100 Damage Res: 5 Energy Res: 5 Rad Res: 250 |
Attack these guys earlier than they’ll assault you. Melee weapons and shotguns are your greatest wager as they’ll suck your blood and use them as an irradiated projectile. |
Vile Tick (Lv26) | Tick | HP: 150 Damage Res: 5 Energy Res: 5 Rad Res: 250 |
Attack these guys earlier than they’ll assault you. Melee weapons and shotguns are your greatest wager as they’ll suck your blood and use them as an irradiated projectile. |
Scorched Tick (Lv35) | Tick | HP: 200 Damage Res: 5 Energy Res: 5 Rad Res: 250 |
Attack these guys earlier than they’ll assault you. Melee weapons and shotguns are your greatest wager as they’ll suck your blood and use them as an irradiated projectile. |
Vertibot (Lv20) | Vertibot | HP: 650 Damage Res: 135 Energy Res: 135 Rad Res: 135 |
Use both explosive or power weapons in opposition to these as they’re extra sturdy to regular photographs. Also, discover cowl as quickly as you’ll be able to. They’re not too exhausting to take down if in case you have adequate cowl. |
Vertibot (Lv30) | Vertibot | HP: 875 Damage Res: 135 Energy Res: 135 Rad Res: 135 |
Use both explosive or power weapons in opposition to these as they’re extra sturdy to regular photographs. Also, discover cowl as quickly as you’ll be able to. They’re not too exhausting to take down if in case you have adequate cowl. |
Vertibot (Lv40) | Vertibot | HP: 1100 Damage Res: 135 Energy Res: 135 Rad Res: 135 |
Use both explosive or power weapons in opposition to these as they’re extra sturdy to regular photographs. Also, discover cowl as quickly as you’ll be able to. They’re not too exhausting to take down if in case you have adequate cowl. |
Vertibot (Lv50) | Vertibot | HP: 1550 Damage Res: 135 Energy Res: 135 Rad Res: 135 |
Use both explosive or power weapons in opposition to these as they’re extra sturdy to regular photographs. Also, discover cowl as quickly as you’ll be able to. They’re not too exhausting to take down if in case you have adequate cowl. |
Vicious Wolf (Lv10) | Wolf | HP: 110 Damage Res: 10 Energy Res: 10 Rad Res: 10 |
Wolves work equally to Mongrels, however are a bit slower to assault since they cost up earlier than biting. Use VATS to make fast work of them. |
Feral Wolf (Lv20) | Wolf | HP: 350 Damage Res: 15 Energy Res: 15 Rad Res: 15 |
Wolves work equally to Mongrels, however are a bit slower to assault since they cost up earlier than biting. Use VATS to make fast work of them. |
Grey Wolf (Lv30) | Wolf | HP: 450 Damage Res: 15 Energy Res: 15 Rad Res: 15 |
Wolves work equally to Mongrels, however are a bit slower to assault since they cost up earlier than biting. Use VATS to make fast work of them. |
Rabid Wolf (Lv40) | Wolf | HP: 500 Damage Res: 20 Energy Res: 20 Rad Res: 20 |
Wolves work equally to Mongrels, however are a bit slower to assault since they cost up earlier than biting. Use VATS to make fast work of them. |
Glowing Wolf (Lv50) | Wolf | HP: 750 Damage Res: 20 Energy Res: 20 Rad Res: 20 |
Wolves work equally to Mongrels, however are a bit slower to assault since they cost up earlier than biting. Use VATS to make fast work of them. |
Stunted Yao Guai (Lv16) | Yao Guai | HP: 400 Damage Res: 100 Energy Res: 100 Rad Res: 250 |
Durable and relentless of their pursuit, these melee attackers could be a ache except you discover an elevated floor to take them out. |
Yao Guai (Lv26) | Yao Guai | HP: 600 Damage Res: 100 Energy Res: 100 Rad Res: 250 |
Durable and relentless of their pursuit, these melee attackers could be a ache except you discover an elevated floor to take them out. |
Yao Guai Ghoul (Lv31) | Yao Guai | HP: 625 Damage Res: 100 Energy Res: 100 Rad Res: 250 |
Durable and relentless of their pursuit, these melee attackers could be a ache except you discover an elevated floor to take them out. |
Shaggy Yao Guai (Lv36) | Yao Guai | HP: 750 Damage Res: 100 Energy Res: 100 Rad Res: 250 |
Durable and relentless of their pursuit, these melee attackers could be a ache except you discover an elevated floor to take them out. |
Irradiated Yao Guai (Lv46) | Yao Guai | HP: 775 Damage Res: 100 Energy Res: 100 Rad Res: 250 |
Durable and relentless of their pursuit, these melee attackers could be a ache except you discover an elevated floor to take them out. |
Glowing Yao Guai (Lv46) | Yao Guai | HP: 1100 Damage Res: 100 Energy Res: 100 Rad Res: 250 |
Durable and relentless of their pursuit, these melee attackers could be a ache except you discover an elevated floor to take them out. |
Albino Yao Guai (Lv56) | Yao Guai | HP: 1275 Damage Res: 100 Energy Res: 100 Rad Res: 250 |
Durable and relentless of their pursuit, these melee attackers could be a ache except you discover an elevated floor to take them out. |
Rabid Yao Guai (Lv66) | Yao Guai | HP: 1300 Damage Res: 150 Energy Res: 150 Rad Res: 250 |
Durable and relentless of their pursuit, these melee attackers could be a ache except you discover an elevated floor to take them out. |
Dusky Yao Guai (Lv76) | Yao Guai | HP: 1475 Damage Res: 150 Energy Res: 150 Rad Res: 250 |
Durable and relentless of their pursuit, these melee attackers could be a ache except you discover an elevated floor to take them out. |
Asam Turret | Asam Turret | HP: 200 Damage Res: 20 Energy Res: 10 Rad Res: 0 |
Not hostile except provoked, merely anticipate its missile barrage to finish earlier than taking pot-shots. |
Machine-Gun Turret MK I (Lv6) | Machine-Gun Turret | HP: 110 Damage Res: 5 Energy Res: 5 Rad Res: 5 |
While these are not often hostile, they can be utilized to defend areas like workshops, so will be repaired if in case you have the supplies. |
Machine-Gun Turret MK III (Lv16) | Machine-Gun Turret | HP: 300 Damage Res: 15 Energy Res: 15 Rad Res: 15 |
While these are not often hostile, they can be utilized to defend areas like workshops, so will be repaired if in case you have the supplies. |
Machine-Gun Turret MK V (Lv28) | Machine-Gun Turret | HP: 375 Damage Res: 25 Energy Res: 25 Rad Res: 25 |
While these are not often hostile, they can be utilized to defend areas like workshops, so will be repaired if in case you have the supplies. |
Machine-Gun Turret MK VII (Lv40) | Machine-Gun Turret | HP: 500 Damage Res: 25 Energy Res: 25 Rad Res: 25 |
While these are not often hostile, they can be utilized to defend areas like workshops, so will be repaired if in case you have the supplies. |
Laser Turret (Lv1) | Wall-Mounted Turret | HP: 50 Damage Res: 5 Energy Res: 5 Rad Res: 5 |
Can be extra of an annoyance except there are numerous them. Best to make use of VATS to take them out since they’re stationary, however exhausting to identify. |
Machine-gun Turret (Lv7) | Wall-Mounted Turret | HP: 50 Damage Res: 5 Energy Res: 5 Rad Res: 5 |
Can be extra of an annoyance except there are numerous them. Best to make use of VATS to take them out since they’re stationary, however exhausting to identify. |
Laser Turret (Lv16) | Wall-Mounted Turret | HP: 225 Damage Res: 5 Energy Res: 5 Rad Res: 5 |
Can be extra of an annoyance except there are numerous them. Best to make use of VATS to take them out since they’re stationary, however exhausting to identify. |
Machine-gun Turret (Lv28) | Wall-Mounted Turret | HP: 250 Damage Res: 10 Energy Res: 10 Rad Res: 10 |
Can be extra of an annoyance except there are numerous them. Best to make use of VATS to take them out since they’re stationary, however exhausting to identify. |
Laser Turret (Lv40) | Wall-Mounted Turret | HP: 300 Damage Res: 10 Energy Res: 10 Rad Res: 10 |
Can be extra of an annoyance except there are numerous them. Best to make use of VATS to take them out since they’re stationary, however exhausting to identify. |
Laser Turret (Lv50) | Wall-Mounted Turret | HP: 450 Damage Res: 10 Energy Res: 10 Rad Res: 10 |
Can be extra of an annoyance except there are numerous them. Best to make use of VATS to take them out since they’re stationary, however exhausting to identify. |
Laser Turret (Lv60) | Wall-Mounted Turret | HP: 500 Damage Res: 10 Energy Res: 10 Rad Res: 10 |
Can be extra of an annoyance except there are numerous them. Best to make use of VATS to take them out since they’re stationary, however exhausting to identify. |
Grafton Monster | Grafton Monster | Damage Res: 150 Energy Res: 25 Rad Res: Immune Poison Res: 100 |
Don’t get shut to those as their punches damage lots. Keep your distance and dodge the sludge bombs they throw at you. They can also’t comply with up excessive up, so climb on high of a constructing for a good vantage level. |
Enraged Grafton Monster (Lv30) | Grafton Monster | Damage Res: 200 Energy Res: 50 Rad Res: Immune Poison Res: 100 |
Don’t get shut to those as their punches damage lots. Keep your distance and dodge the sludge bombs they throw at you. They can also’t comply with up excessive up, so climb on high of a constructing for a good vantage level. |
Parasitic Grafton Monster (Lv40) | Grafton Monster | Damage Res: 250 Energy Res: 100 Rad Res: Immune Poison Res: 100 |
Don’t get shut to those as their punches damage lots. Keep your distance and dodge the sludge bombs they throw at you. They can also’t comply with up excessive up, so climb on high of a constructing for a good vantage level. |
Scorched Grafton Monster (Lv50) | Grafton Monster | Damage Res: 435 Energy Res: 250 Rad Res: Immune Poison Res: 100 |
Don’t get shut to those as their punches damage lots. Keep your distance and dodge the sludge bombs they throw at you. They can also’t comply with up excessive up, so climb on high of a constructing for a good vantage level. |
Flatwoods Monster (Lv30) | Flatwoods Monster | HP: 850 Damage Res: 150 Energy Res: 250 Rad Res: 250 |
Encountered in Flatwoods, will be considerably elusive, however can problem you to a struggle. Will dart round and hearth lasers, so maintain observe of it. |
Fabled Flatwoods Monster (Lv40) | Flatwoods Monster | HP: 1050 Damage Res: 150 Energy Res: 250 Rad Res: 250 |
Encountered in Flatwoods, will be considerably elusive, however can problem you to a struggle. Will dart round and hearth lasers, so maintain observe of it. |
Mythical Flatwoods Monster (Lv50) | Flatwoods Monster | HP: 1475 Damage Res: 150 Energy Res: 250 Rad Res: 250 |
Encountered in Flatwoods, will be considerably elusive, however can problem you to a struggle. Will dart round and hearth lasers, so maintain observe of it. |
Mothman (Lv35) | Mothman | HP: 1050 Damage Res: 150 Energy Res: 150 Rad Res: 150 |
Incredibly stealthy and really disturbing, simply maintain your distance and sidestep its projectiles. |
Dread Mothman (Lv45) | Mothman | HP: 1100 Damage Res: 250 Energy Res: 250 Rad Res: 250 |
Incredibly stealthy and really disturbing, simply maintain your distance and sidestep its projectiles. |
Albino Mothman (Lv55) | Mothman | HP: 1550 Damage Res: 250 Energy Res: 250 Rad Res: 250 |
Incredibly stealthy and really disturbing, simply maintain your distance and sidestep its projectiles. |
Glowing Mothman (Lv65) | Mothman | HP: 1700 Damage Res: 250 Energy Res: 250 Rad Res: 250 |
Incredibly stealthy and really disturbing, simply maintain your distance and sidestep its projectiles. |
Nascent Snallygaster (Lv14) | Snallygaster | HP: 525 Damage Res: 50 Energy Res: 50 Rad Res: 50 |
Very fast and able to each melee and ranged assaults. You’ll need to try to maintain your distance although as a lot as potential because the ranged assault is much simpler to dodge. |
Snallygaster (Lv22) | Snallygaster | HP: 575 Damage Res: 50 Energy Res: 50 Rad Res: 50 |
Very fast and able to each melee and ranged assaults. You’ll need to try to maintain your distance although as a lot as potential because the ranged assault is much simpler to dodge. |
Fetid Snallygaster (Lv30) | Snallygaster | HP: 600 Damage Res: 150 Energy Res: 150 Rad Res: 150 |
Very fast and able to each melee and ranged assaults. You’ll need to try to maintain your distance although as a lot as potential because the ranged assault is much simpler to dodge. |
Bloody Snallygaster (Lv38) | Snallygaster | HP: 650 Damage Res: 150 Energy Res: 150 Rad Res: 150 |
Very fast and able to each melee and ranged assaults. You’ll need to try to maintain your distance although as a lot as potential because the ranged assault is much simpler to dodge. |
Glowing Snallygaster (Lv46) | Snallygaster | HP: 700 Damage Res: 300 Energy Res: 300 Rad Res: 300 |
Very fast and able to each melee and ranged assaults. You’ll need to try to maintain your distance although as a lot as potential because the ranged assault is much simpler to dodge. |
Ultracite Snallygaster (Lv54) | Snallygaster | HP: 700 Damage Res: 300 Energy Res: 300 Rad Res: 300 |
Very fast and able to each melee and ranged assaults. You’ll need to try to maintain your distance although as a lot as potential because the ranged assault is much simpler to dodge. |
Wendigo (Lv22) | Wendigo | HP: 390 Damage Res: 150 Energy Res: 100 Rad Res: Immune |
Fast, highly effective, and may be very scary. Run as far-off as potential, then shoot at it earlier than it will get to you. It can be averted by climbing upwards. |
Ravenous Wendigo (Lv32) | Wendigo | HP: 525 Damage Res: 200 Energy Res: 150 Rad Res: Immune |
Fast, highly effective, and may be very scary. Run as far-off as potential, then shoot at it earlier than it will get to you. It can be averted by climbing upwards. |
Glowing Wendigo (Lv42) | Wendigo | HP: 650 Damage Res: 250 Energy Res: 200 Rad Res: Immune |
Fast, highly effective, and may be very scary. Run as far-off as potential, then shoot at it earlier than it will get to you. It can be averted by climbing upwards. |
Scorched Wendigo (Lv52) | Wendigo | HP: 900 Damage Res: 300 Energy Res: 250 Rad Res: Immune |
Fast, highly effective, and may be very scary. Run as far-off as potential, then shoot at it earlier than it will get to you. It can be averted by climbing upwards. |
Alien (Lv1) | Zetan Aliens | HP: 40 Damage Res: 50 Energy Res: 100 Rad Res: 250 |
Only has the alien blaster as a weapon, however it does like to make use of it lots. Not all that sturdy nevertheless so maintain behind cowl and hearth. |
Alien Lieutenant (Lv32) | Zetan Aliens | HP: 300 Damage Res: 50 Energy Res: 100 Rad Res: 250 |
Only has the alien blaster as a weapon, however it does like to make use of it lots. Not all that sturdy nevertheless so maintain behind cowl and hearth. |
Alien Captain (Lv42) | Zetan Aliens | HP: 375 Damage Res: 50 Energy Res: 100 Rad Res: 250 |
Only has the alien blaster as a weapon, however it does like to make use of it lots. Not all that sturdy nevertheless so maintain behind cowl and hearth. |
Alien Star Admiral (Lv52) | Zetan Aliens | HP: 550 Damage Res: 50 Energy Res: 100 Rad Res: 250 |
Only has the alien blaster as a weapon, however it does like to make use of it lots. Not all that sturdy nevertheless so maintain behind cowl and hearth. |
But what can you utilize in opposition to these enemies? For the very best safety, you’ll need to hunt down the Power Armor, so all of the areas are in our Fallout 76 Power Armor locations information. Alternatively you need to use Perks Cards to spice up your skills, so try the Fallout 76 perk cards information. Finally, mutations will be buffs if used accurately, so for the entire record we have now our Fallout 76 mutations information.