Fallout 76 Legendary Perk Cards: Complete List and Details

Legendary Perk Cards - Featured
Approx Reading Time: 10 minutes

Legendary Perks are coming with Update 20. They will further increase the power of high-level characters as well as the alts of high-level characters.

The Legendary Perks system in Fallout 76 grants your characters one legendary perk slot up to a total of six. Every fifty levels, you can choose a legendary perk from sixteen new perk cards. These perks can then be ranked up using Perk Coins attained through scrapping unused perk cards.

I’ve taken the time to detail all of the Legendary Perks in the game. You’ll find all the stats for each rank. I’ve also included my thoughts on how you can use them effectively in your builds

Blood Sacrifice!

Blood Sacrifice - Legendary Perk Card
Blood Sacrifice – Legendary Perk Card

The Blood Sacrifice legendary perk card is very much a team-focused perk. When your character dies, it grants the rest of your team damage resistance and heals their hit points over time.

  • Rank 1: When you die, teammates gain +25 DR and heal 50 HP over 8 seconds.
  • Rank 2: When you die, teammates gain +30 DR and heal 60 HP over 10 seconds.
  • Rank 3: When you die, teammates gain +35 DR and heal 70 HP over 12 seconds.
  • Rank 4: When you die, teammates gain +40 DR and heal 80 HP over 14 seconds.

I feel like this is a very situational perk and probably not worth taking unless you’ve got a particular build that could. I would think the goal would be to live through a fight, but maybe there could be some synergy with the Power Armor Full Reboot perk.

Botany Buddy

Botany Buddy - Legendary Perk Card
Botany Buddy – Legendary Perk Card

Botany Buddy is an interesting one. If I’m reading this right, it grants the entire team a few hit points of regen as well as some damage resistance. All this for the bargain price of picking flowers during a fight.

  • Rank 1: 10% chance harvesting flora grants 2 HP a second and +25 DR to the team.
  • Rank 2: 15% chance harvesting flora grants 3 HP a second and +30 DR to the team.
  • Rank 3: 20% chance harvesting flora grants 4 HP a second and +35 DR to the team.
  • Rank 4: 33% chance harvesting flora grants 5 HP a second and +40 DR to the team.

I’m not sure how long we can expect the effect to last, but it seems pretty powerful on paper. Although, if it is triggered by picking flowers, its use might be severely limited in some locations.

Brawling Chemist

Brawling Chemist - Legendary Perk Card
Brawling Chemist – Legendary Perk Card

Brawling Chemist grants your character special chems at regular intervals dependant on the rank you have in this perk. Depending on how potent the chem is, this could make for some interesting builds.

  • Rank 1: Generate 1 combat enhancing chem every hour. Up to a max of 3.
  • Rank 2: Generate 1 combat enhancing chem every 50 minutes. Up to a max of 4.
  • Rank 3: Generate 1 combat enhancing chem every 40 minutes. Up to a max of 5.
  • Rank 4: Generate 2 combat enhancing chem every 40 minutes. Up to a max of 5.

I can see some synergies with Chem Fiend. Maybe it’s possible to have the buff these chems provide indefinitely. I feel like the Chem Resistant perk is a must if using this build.

Collateral Damage

Collateral Damage - Legendary Perk Card
Collateral Damage – Legendary Perk Card

Collateral Damage is a no-brainer for melee characters. This perk grants a chance for enemies killed by a melee weapon to explode.

  • Rank 1: Enemies killed with a melee weapon have a 10% chance to explode.
  • Rank 2: Enemies killed with a melee weapon have a 13% chance to explode.
  • Rank 3: Enemies killed with a melee weapon have a 16% chance to explode.
  • Rank 4: Enemies killed with a melee weapon have a 20% chance to explode.

I assume there is some sort of area effect damage associated with the explosion. We’ll have to do more testing to see how this perk works precisely. 

Detonation Contagion

Detonation Contagion - Legendary Perk Card
Detonation Contagion – Legendary Perk Card

Detonation Contagion is the thrown explosive version of Collateral Damage. When you down an enemy with a thrown explosive like a Molotov or a grenade, there is a chance it will explode.

  • Rank 1: Enemies killed with a thrown explosive have a 20% chance to explode.
  • Rank 2: Enemies killed with a thrown explosive have a 23% chance to explode.
  • Rank 3: Enemies killed with a thrown explosive have a 26% chance to explode.
  • Rank 4: Enemies killed with a thrown explosive have a 30% chance to explode.

I feel like this one is a little less useful than Bethesda intended. The original explosion will probably make the resulting explosion useless, but we’ll have to see how this one goes in testing.

Electric Absorption

Electric Absorption - Legendary Perk Card
Electric Absorption – Legendary Perk Card

Electric Absorption grants a chance that energy attacks made against you while wearing Power Armor will recharge your fusion core.

  • Rank 1: 10% chance enemy energy attacks recharge your power armor’s fusion core.
  • Rank 2: 13% chance enemy energy attacks recharge your power armor’s fusion core.
  • Rank 3: 16% chance enemy energy attacks recharge your power armor’s fusion core.
  • Rank 4: 20% chance enemy energy attacks recharge your power armor’s fusion core.

While fusion cores are easy enough to come by, I can see the value in effectively never worrying about finding fusion cores again for those that live their wasteland life in Power Armor.

Exploding Palm

Exploding Palm - Legendary Perk Card
Exploding Palm – Legendary Perk Card

Exploding Palm grants a chance that your unarmed hits will cause an explosion. This perk is an unarmed version of the other weapon type exploding perks.

  • Rank 1: While unarmed, 5% chance of triggering an explosion on attack hits.
  • Rank 2: While unarmed, 10% chance of triggering an explosion on attack hits.
  • Rank 3: While unarmed, 15% chance of triggering an explosion on attack hits.
  • Rank 4: While unarmed, 20% chance of triggering an explosion on attack hits.

One interesting thing to note about Exploding Palm is that it says hit not kill. Every time you hit something, there is a chance for an explosion—a fascinating and potentially exciting distinction for unarmed builds.

Far-Flung Fireworks

Far-Flung Fireworks - Legendary Perk Card
Far-Flung Fireworks – Legendary Perk Card

Far-Flung Fireworks gives your kills with ranged weapons to have a chance to cause that enemy to explode. I assume that this effect is similar to the other explosion perks.

  • Rank 1: Enemies killed with a ranged weapon have a 10% chance to explode.
  • Rank 2: Enemies killed with a ranged weapon have a 13% chance to explode.
  • Rank 3: Enemies killed with a ranged weapon have a 16% chance to explode.
  • Rank 4: Enemies killed with a ranged weapon have a 20% chance to explode.

It’s nice that this perk would appear to work with all ranged weapons and isn’t specific to rifles, shotguns, or pistols. I assume bows and crossbows will also fall under this category.

Follow Through

Follow Through - Legendary Perk Card
Follow Through – Legendary Perk Card

Follow Through increases the damage done to a target after it has been affected by a ranged sneak attack. There are a lot of very particular wordings in there.

  • Rank 1: Ranged sneak damage increases damage to target by 10% for 30 seconds.
  • Rank 2: Ranged sneak damage increases damage to target by 20% for 30 seconds.
  • Rank 3: Ranged sneak damage increases damage to target by 30% for 60 seconds.
  • Rank 4: Ranged sneak damage increases damage to target by 40% for 60 seconds.

It doesn’t appear to affect the sneak attack damage of the initial sneak attack. It will increase the damage done by subsequent attacks for a while. Those increases are significant in later ranks. Follow Through seems like a must-have for any ranged stealth build.

Heavy Duty

Heavy Duty - Legendary Perk Card
Heavy Duty – Legendary Perk Card

Heavy Duty grants a fifteen percent reduction in the damage your character takes when wearing a full set of heavy armor.

  • Rank 1: Take 15% less ranged damage when wearing full heavy armor.
  • Rank 2: Take 20% less ranged damage when wearing full heavy armor.
  • Rank 3: Take 25% less ranged damage when wearing full heavy armor.
  • Rank 4: Take 30% less ranged damage when wearing full heavy armor.

There is one of these perks for each armor type. This card is a no-brainer for characters that wear heavy armor.

Power Armor Reboot

Power Armor Reboot - Legendary Perk Card
Power Armor Reboot – Legendary Perk Card

Power Armor Reboot grants a chance to be automatically revived and returned to full health when you die wearing power armor.

  • Rank 1: 15% chance to auto-revive with full health if you die in Power Armor.
  • Rank 2: 20% chance to auto-revive with full health if you die in Power Armor.
  • Rank 3: 25% chance to auto-revive with full health if you die in Power Armor.
  • Rank 4: 30% chance to auto-revive with full health if you die in Power Armor.

This perk falls in that category of perks that I just don’t like. My goal is always to survive a fight. While technically you are surviving the battle, I prefer to acquire perks that will help me never go down in the first place.

Retribution

Retribution - Legendary Perk Card
Retribution – Legendary Perk Card

Retribution grants a chance to heal yourself and do increased damage after blocking. Interestingly, there is no indication as to how much the damage increase is.

  • Rank 1: 20% chance to heal and deal better damage for 15 secs after blocking.
  • Rank 2: 40% chance to heal and deal better damage for 15 secs after blocking.
  • Rank 3: 60% chance to heal and deal better damage for 15 secs after blocking.
  • Rank 4: 80% chance to heal and deal better damage for 15 secs after blocking.

This perk could be very significant once we figure out what kind of damage bonus is applied. I doubt it will take long for the community to figure out the exact number.

Suited Up

Suited Up - Legendary Perk Card
Suited Up – Legendary Perk Card

Suited Up is the armor perk for sturdy armor wearing characters. It grants you a reduction in the damage you take when wearing a full set of sturdy armor.

  • Rank 1: Take 15% less ranged damage when wearing full sturdy armor.
  • Rank 2: Take 20% less ranged damage when wearing full sturdy armor.
  • Rank 3: Take 25% less ranged damage when wearing full sturdy armor.
  • Rank 4: Take 30% less ranged damage when wearing full sturdy armor.

Well worth one of your six legendary perk slots if this is the type of armor you wear.

Taking One For The Team

Taking One For The Team - Legendary Perk Card
Taking One For The Team – Legendary Perk Card

Taking One For The Team is another one of the team-based perks. When an enemy attacks you, that enemy will suffer significantly more damage, but only if you’re on a team.

  • Rank 1: Enemies take 10% more damage when they attack you, if you’re on a team.
  • Rank 2: Enemies take 20% more damage when they attack you, if you’re on a team.
  • Rank 3: Enemies take 30% more damage when they attack you, if you’re on a team.
  • Rank 4: Enemies take 40% more damage when they attack you, if you’re on a team.

Taking One For The Team is a tremendous tanking perk. I can see the big guy in Power Armor absorbing damage for the rest of the team. At the same time causing the team to do increased damage.

Thin Skinned

Thin Skinned - Legendary Perk Card - Small
Thin Skinned – Legendary Perk Card

Thin Skinned is the last of our armor perks. It causes the user to take less damage when wearing a full set of light armor. I feel like the stealth builds in Fallout 76 got a lot of love, and this perk falls in that category.

  • Rank 1: Take 15% less ranged damage when wearing full light armor.
  • Rank 2: Take 20% less ranged damage when wearing full light armor.
  • Rank 3: Take 25% less ranged damage when wearing full light armor.
  • Rank 4: Take 30% less ranged damage when wearing full light armor.

Thin Skinned will fit in perfectly for stealth builds of all types.

What Rads?

What Rads - Legendary Perk Card
What Rads – Legendary Perk Card

What Rads grants the character an increase to radiation resistance as well as restoring radiation damage every second.

  • Rank 1: +50 Rad Resist, restore 1 Rad per second.
  • Rank 2: +75 Rad Resist, restore 2 Rad per second.
  • Rank 3: +100 Rad Resist, restore 3 Rad per second.
  • Rank 4: +300 Rad Resist, restore 6 Rad per second.

The amount of radiation resistance at rank four is impressive. There are some synergies out there that could make it possible to exist a lot more easily in nuke zones without a rad suit or Chinese Stealth Armor. 

Ariden

When not writing gaming guides and managing AridenKane.com he can usually be found streaming all kind of games or hanging out with family and friends.