Slayer makes every hand-to-hand attack a guaranteed critical — and "hand-to-hand" covers both Unarmed AND Melee Weapons. Once you have it, crit chance is 100% no matter what your Luck is. So this build spends zero resources chasing crit chance before Slayer. No More Criticals perk, no Finesse, no Luck stacking.
Instead every stat point and perk slot goes into things that make each guaranteed crit land more often and hurt more: raw damage, action points, and staying alive long enough to reach level 24.
Total = 48 points. Luck deliberately low; Charisma raised to 4 to field two companions.
| Stat | Val | Why |
|---|---|---|
| ST | 6 | Bonus HtH Damage; →9 in Power Armor |
| PE | 6 | Awareness + Earlier Sequence |
| EN | 8 | Big HP pool to survive the pre-Slayer grind |
| CH | 4 | Two companions as front-line meat |
| IN | 8 | All quest dialogue; 16 skill pts/lvl |
| AG | 10 | Max AP; Slayer's AG 8 gate |
| LK | 6 | Floor for Toughness — NOT for crit chance |
Party size = Charisma ÷ 2, so CH 4 fields two companions. Great picks for a melee lead: Sulik (his own melee bruiser), Vic or Cassidy (ranged cover), or Sulik + Cassidy as the classic pair. They tank and shoot while your crit-less early character wears enemies down.
Don't tag Unarmed. Its base is already high — 30 + 2×(ST+AG) = 62% at AG 10 / ST 6 — and free trainers carry it past Slayer's 80% with zero skill points: John L. Sullivan in Klamath (+10%), the Sierra Army Depot punching bags (+10%), New Reno Prizefighter (+5%) and Lo Pan / the Dragon in San Francisco (+20%). Tagging it even wastes that free training (fixed-target trainers stop helping once it's tagged). Spend all three tags on things you can't get free:
Speech the real "talking" skill in FO2 — gates the most quest XP, and talks Cameron down for 600 XP in the Temple.
Doctor unlocks Living Anatomy (+5 dmg vs living) and Vault City training.
Lockpick pure utility you can't train for free — opens the Temple's chapel door and endless containers.
Unarmed: leave it untagged; the base + trainers do the work. Nudge it with a few level-up points only if you're impatient for the 80% Slayer gate.
| Lvl | Perk | Req | Purpose |
|---|---|---|---|
| 3 | Bonus HtH Damage I | ST 6, AG 6 | +2 melee damage |
| 6 | Bonus HtH Damage II | ST 6, AG 6 | +2 damage |
| 9 | Bonus HtH Damage III | ST 6, AG 6 | +2 damage (+6 total) |
| 12 | Living Anatomy | Doctor 60% | +5 damage vs living |
| 15 | Bonus HtH Attacks | AG 6 | −1 AP per attack |
| 18 | Action Boy I | AG 5 | +1 AP |
| 21 | Action Boy II | AG 5 | +1 AP |
| 24 | SLAYER | ST 8*, AG 8, Unarmed 80% | 100% crit on every HtH hit |
| 27+ | Toughness • Lifegiver • Better Criticals (opt.) | — | Survivability, then crit quality |
*ST 8 satisfied by Power Armor (ST 6 + 3). Notice not one pre-Slayer perk touches crit chance — exactly the plan.
Levels 1–23 you're a volume-and-brute-force fighter: no reliable crits, but +6 Bonus HtH Damage, +5 Living Anatomy, a Mega Power Fist, and up to five or six attacks per turn chew through anything, while two companions soak aggro. Then at level 24 Slayer flips the switch — every single one of those 5–6 attacks per turn becomes a critical. With EN 8 and Toughness you're also far sturdier than the glass-cannon Build 1. This is the "patient" melee build: it delays the crit fantasy but hits like a freight train the moment it arrives, and survives comfortably getting there.
Every build starts here in Arroyo. A melee character breezes through it — save often.
| Step | What to do |
|---|---|
| Don't hit Klint | Never attack Klint at the entrance (or any Arroyo tribal) — it can turn the village hostile later. |
| Chapel — fight | Kill the giant ants & radscorpions with your starting Spear (good early XP). Trick: attack once, then use leftover AP to run 3 hexes — they can't reach you. |
| Locked door out | Open it with Lockpick — any value works, just retry. |
| Passage traps | Disarm the spear/dart plates with Traps for 25 XP each (save first — a crit-fail locks that trap), or hug the right-hand wall to avoid them. |
| Sanctuary door | Only plastic explosives (in a nearby pot) open it. "Use" one, set the 10-second timer, place it, run. |
| Cameron (final test) | Talk him down (needs IN 4+ and Speech tagged) = 600 XP; steal his key (Steal) = 600 XP; or fight unarmed = 300 XP (drop then re-grab your weapon; he yields after ~20 damage but can still kill you — save). |
| Exit | Leave via the top grid: +15 Karma, and you step into Arroyo with the Pip-Boy 2000. |