The image of the Gun-Fu perk in Fallout 4.

Fallout 4: Gunslinger Build Explained

The Gunslinger build, one of the Fallout franchise's timeless classics, saw his return in FO4, offering a unique—and extremely fun—playstyle, combining critical hits, randomness, and plenty of bloodbaths. This build is based on Luck and Agility perks, which allow to generate consistent critical hits, while also consuming little to no Action Points (APs). Below is a deep dive into this build, covering essential perks, recommended pistols, and overall strategies to help you get slinging faster.

Top Perks to Get Slingin'

Luck Perks: A Wastelander's Best Friends

Luck perks are the foundation of this build. The first perk we recommend taking when going for a Gunslinger build is, in fact, none other than Idiot Savant.
This perk allow for higher XP gains, thanks to multipliers that can occur more often the lower your Intelligence is. Hey, no one said it would be an Einstein-Gunslinger build. That's on you.
Other luck perks we recomend investing in along the road are

  • Critical Banker, to easily load up on critical hits to use against the terrible enemies hiding in the wasteland, such as the Red Death—which you can read about here!;
  • Four Leaf Clover, to refill your critical meter faster and get more criticals in when using V.A.T.S.;
  • Grim Reaper Sprint's, to never run out of APs while shooting up thugs... or whoever you want to shoot at. It's the wasteland, after all. No one's judging you.

Agility Perks: fly like a Bloodbug... sting like one too?

One of the Key perks of this build is Gunslinger: with every point spent on this perk, you get more damage when using your trusty Big Iron.
And to make sure to never run out of breath—or bullets—while fighting, it is recommended to pick up Action Boy/Girl and Quick Hands as well, for quicker regeneration of APs and quicker reloads—especially when using Revolvers.

The Game Plan

A shof of the city of Concord, from above.

Early-Game: A Fresh Start in the Wasteland!

In the Early-Game, your main focus should be getting Idiot Savant as quick as possible, to maximize the amount of XP got by doing the initial radiant quests. For starters, the 10mm pistol is perfectly fine—just make sure you don't run out of bullets, as you're not gonna have a lot of caps up until the end of Diamond City Blues in the Mid-Game. Start by reaching Concord and completing When Freedom Calls, while searching for a Pipe Revolver to really wreck havoc upon those low-level folks that will make the mistake of running into you, wether they be raiders or mutated creatures. Afterwards, meet up with Preston Garvey and its crew in Sanctuary, then head toward the center of the map, in the direction of the Green Jewel of the Commonwealth, Diamond City. On the way there, consider stopping at Old North Church and completing the Railroad Quests up until Tradecraft to obtain The Deliverer— a unique silenced pistol with the VATS Enhanced effect. This pistol will be a perfect companion for your journey in the wasteland up until the End-Game, when you're gonna obtain Kellog's Pistol.

The Mid-Game

The image related to the quest called

Once you finally reach Diamond City, we recommend going for the Diamond City Blues quest, to rack up a lifelong supply of caps... and drugs. Like, lots of drugs. Those caps are gonna be essential in the Late-Game to buy ammos , since you're gonna be burning through lots of them.
To start the quest, head to the right immediately after entering Diamond City, and soon enough you'll find yourself in front of the Colonial Taphouse. Don't let the bar's appearance fool you; it's just a front for the drug dealing operation run by its owner, Henry Cooke. As soon as you enter the Taphouse, you'll witness Paul Pembroke and the Cooke get in a fight. After Paul gets beaten up, wait a couple of in-game days and he'll approach you for help in ambushing a drug deal. In case this does not happen, exit the city and wait some more. Paul should contact you as soon as you re-enter the city. There are multiple ways to play out this dialog, but every sequence will get you where you'll need to be: at a meetup with the dealers. At this point, you just have to do what a Gunslinger does best: start slingin'. Don't worry though: the only important character for the quest —Trish— won't die as long as you haven't spoken to her. Once you've dealt with the dealers, you can finally get your hands on the prize: right in front of you, there are 6 crates containing 60 units of Buffout, Jet, Psycho and Mentats. Be careful: if you've chosen to bring Paul Pembroke at the meetup with you, he will ask for an equal split of the haul. Nothing a speech check can't fix... unless you have low Charisma. In that case, we recommend some good ol' slingin'. Once you took care of the dealers—and Pembroke, if necessary—you can simply start selling drugs like the good Wastelander you are and build up a life-long fortune.
To wrap things up for this portion of the game, look for pistols with the Instigating or Two-Shot effects, to really mess with anything unfortunate enough to cross your line of fire.

The Late-Game

A shot of the Fort Hagen building, from above.

At this point, you have two paths to choose from, depending on your satisfaction with your current weapon:

  • If you're happy with your gun, you can skip directly to the final part.
  • If not, consider hunting down one of the best pistols in the game: Kellogg's Pistol.
If you're ready to track down your spouse's kidnapper and claim his weapon as a prize, head over to the Valentine Detective Agency to start the main quest. After rescuing one of the best companions in the game—Nick Valentine—from Vault 114, you'll begin your pursuit of the Institute's cold-blooded mercenary. Follow the trail of blood and destruction alongside the best boy, Dogmeat, until you reach Fort Hagen, where the showdown will take place. Be prepared: Conrad Kellogg utilizes Stealth Boys and wields a powerful weapon, all while being surrounded with synths. Once you've delivered justice in the wasteland and secured Kellogg's firearm, your Gunslinger build will be complete.

Now, our DIY cowboy is ready to take down foes—be they raiders, mutants, or unsuspecting wanderers in the wasteland! Your character can now eliminate everything in sight while in V.A.T.S., thanks to the multitude of critical hits resetting your AP—along with the sheer power in your hands.\nBecause, let's be honest. Everyone has fantasized about striding into a bar and performing one of those classic western scenes, where the cowboy enforces the law in his town with his trusty firearm. Well, guess what? Now you are that cowboy, just with less moral obbligation. Just enter any enemy-infested dungeon, draw your trusty revolver, and start blasting. Results are guaranteed.