Fallout 76 enemies: all of the monsters you struggle in Appalachia

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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.

An unsuspecting Scorched that's about to be shot.

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.

Source

Bethesda Game Studios, Bethesda Softworks, Fallout 4, Fallout 76, Feature, guides

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