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.
Unarmed the Slayer carrier (also powers Melee Weapons crits, but Unarmed is the perk requirement).
Doctor Living Anatomy (+5 flat damage vs living) — enormous on a build with no crit chance early, since it adds damage to every ordinary hit.
Speech quests & XP to reach level 24 faster.
| 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.