Commander Lazer's Guide On How to LARP as Kenshiro In Underrail
1) Pick your stats. Pump up your Dex until it's 10 and then, main Agility.
2) Focus on Melee and Psychokinesis as well as Dodge and Evasion for your skills.
3) For your first feats, pick Sprint (Ability that gives you 30 movement points for 2 turns) and Recklessness (7% extra critical chance for your fists of fury.)
4) You must focus on getting the two most important psionic spells in your build: Force Emission and TK Proxy. This essentially doubles the damage of your fists and with TK Proxy, triples it, as long as you level up Psychokinesis.
5) Get these following feats as you level up.
- Nimble (Lowers Armor Penalty by 15% and provides bonuses to dodge and evasion if your Armor Penalty is at 0)
- Opportunist (25% more damage when stunned or 15% more damage when slowed, incapacitated or dazed)
- Cheap Shots (50% more critical damage for your fists and 15% chance to incapacitate a target.)
- Combo (If you successfully land a third punch, that punch will deal 100% more damage (essentially 2x) and have 20% chance to stun the target.)
- Improved Unarmed Combat (Your fists deal 20% more damage and have a 5% chance to daze target)
- Lightning Punches (The action point cost of your fist is reduced by 2 if your armor penalty is below 20%)
- Fancy Footwork (You gain 8 movements points whenever you hit someone successfully with a melee attack. The maximum amount cannot be higher than double of your total.)
- Critical Power (Increases the damage of your weapon and unarmed critical hits by a further 50%)
- Expose Weakness (Special attack that reduces mechanical resistance and damage threshold by 50%. Devastating on armored enemies)
- Expertise (Increases the damage of your punches by 1 every time you level up. This maxes out to 20 extra damage)
- Force User (The psi cost of Force Emission is reduced down to 4 psi points per use and Force Field and TK Punch become amazing side options.)
- Blitz (Convert all your movement points into action points for a maximum of 20 extra AP)
Essentially, at endgame, your unarmed fists are the most powerful weapon.
- You can attack at least 12 times in a single turn, more, if you have adrenaline.
- At least, 250% critical bonus or more for your fists of power.
- TK Proxy + Force Emission + Damage + High Crit Chance from High Dexterity + Absurd Critical Damage = 100 damage in a single punch.
- Expose Weakness chops down robots or enemies that have absurd armor levels.
- With Fancy Footwork, Sprint and Nimble, you can basically fucking juke around your enemies all day every day.
- Pair this with grenades for AOE damage and you can kill 6 enemies in a single round using only your fists of fury.
If you want to get even more absurd, add in 75 Temporal Manipulation points and suddenly, you gain two important spells: limited temporal increment and psycho-temporal contraction. The former lowers the cooldown of grenades and throwables and your abilities whilst the latter gives you 30 extra points of AP and 20 points of MP.
This means that with Adrenaline, good Tabi boots and luck; you can potentially get up to more than 30 punches a round.
Your worst enemies are: enemies with hit-scan psi spells, super tanky enemies, large amounts of tanky enemies and enemies with high dodge or evasion.
TL;DR: Psi-monks are fucking overpowered as shit.