✧ Best Builds: Science | Stealth | Gunslinger
✦ Best Background | Best Traits | Best Skills
✧ Missables and Points of No Return
✦ Best Weapons | Best Armor
✧ Unique Weapons | Unique Armor
✦ Best Flaws | Best Perks

The Science build lets you use your gadgets for a long time, while also getting buffed when Crashing in Outer Worlds 2. Learn more about what skills and perks to get for the Science build, as well as what weapons and armor to equip, here!
| Science Build | |
|---|---|
| Background | |
| Traits |
Innovative You are inventive and crafty, always able to find unique solutiions to complex problems. You've found numerous ways to be more efficient when crafting.
Brilliant You're intelligent, able to easily solve problems and pick up new skills.
Dumb You weren't recruited for your ability to plan or solve problems. You just can't learn some things.
|
| Skills |
Guns The Guns skill increases damage dealt with all types of guns, including ballistic, shock, plasma and bio guns. Investing in the Guns skill allows you to select perks that further improve your ability to use guns of various types.
Hack The Hack skill allows unauthorized access to various mechanical systems such as terminals, automechanicals and vending machines. Investing in the Hack skill allows you to select perks that let you disable automechs directly, hack into bounty terminals, and access the restricted inventory of vending machines.
Leadership The Leadership skill increases the damage and survivability of your companons. Investing in Leadership allows you to select perks that let you use companion abilities more and improve the overall effectiveness of your companions.
Lockpick The Lockpick skills allows you to unlock locked containers and doors. Investing in the Lockpick skill allows you to select perks that grant the ability to pickpocket humans and preview the contents of locked containers.
Medical The Medical skill increases maximum Toxicity, allowing more uses of the Medical Inhaler at a time and increased resistance to Zyranium poisoning. Investing in the Medical skill allows you to select perks that further improve your inhaler, temporarily tame creatures, and make better use of corrosive weapons.
Science! The Science skill increases your maximum Gadget Energy, allowing you to use gadgets like Tactical Time Dilation. Investing in the Science! skill allows you to select perks that further improve your gadgets and potency with shock weapons.
Speech The speech skill allows you to better influence others in conversations. Investing in the Speech skill allows you to select perks that let you get discounts a vendors, intimidate others, and gain more reputation with factions.
|
| Weapons |
Plasma Pistol
|
| Armor | |
| Pros and Cons | |
|
|
|
Click the links above to see the detailed explanations for the build!
The Science Build allows you to continuously use your gadgets and apply various debuffs and DoTs, all while getting buffed while Crashing.
The Professor Background fits the Science build perfectly from both a roleplay and lore perspective. It helps you get numerous exclusive dialogue options, some of which can help bypass dangerous situations.
| ・Crafting recipes for ammo, throwables, and resources create up to twice as many of those items for the same amount of crafting materials. | |
| ・During skill selection, Specialize in 1 additional skill. Specialized skills start with 2 points. |
For Positive Traits, we highly recommend Innovative and Brilliant. Innovative allows you to craft more items with the same amount of materials. This is important, as the build will be consuming a significant amount of ammunition and Medical Inhaler charges.
Brilliant, on the other hand, will allow you to pick another Specialized skill, giving you an advantage in the early game.
| Trait | Effect |
|---|---|
| ・During skill selection, lock 5 of the 12 available skills. Those skills can never have points added to them. |
As you will be picking two Positive Traits, you will also need to pick a Negative Trait. We highly recommend Dumb as it allows you to lock out five skills, preventing you from putting skill points into them.
Once you select Dumb, lock out Melee, Explosives, Observation, Engineering, and Sneak.
| Flaw | Positive Effect | Negative Effect |
|---|---|---|
| Overprepared | +50% Magazine Size | -40% Damage for 8s after a weapon's magazine hits empty. |
| Teetotaler | +25% Health restored by the Medical Inhaler | +25% Toxicity received from the Medical Inhaler |
| Foot-in-Mouth Syndrome | +15% Experience Earned | Conversation options are now randomly chosen for you if you take too long to decide. |
| Energy Hog | +50 Gadget Energy Meter Max | -25% Energy Recharge Rate |
| Dangerously Curious | +100% Experience from Hacking | +1 Bypass Shunts Required to Hack |
These are the Best Flaws to get for the Science Build. These skills provide effects that strengthen your ammo capacity, your Medical Inhaler efficacy, and Gadget Energy Meter Max. Their negative effects are either manageable or easy to play around.
| Specialized Skills | ||
|---|---|---|
As a Science Build, you will want skills that improve your weapons, survivability, and Medical Inhaler efficacy. Medical improves your Toxicity Crash Threshold, allowing you to use your Inhaler more often. Science!, on the other hand, increases your Gadget Energy Meter Max and the stacking of debuffs.
Finally, Hack will help you bypass certain sections of the game, as well as provide special dialogue options.
| Useful Skills | |
|---|---|
Other than the Specialized skills, you will also need to take Guns to improve your damage. Speech will help you bypass certain conversations, while Leadership improves the stats of your companions. Finally, Lockpick will help you get inside locked doors and bypass certain situations.
| Skill | Points | Priority |
|---|---|---|
| 15 | High | |
| 10 | High | |
| 10 | High | |
| 8 | Medium | |
| 8 | Medium | |
| 8 | Low | |
| 5 | Low |
This includes the 58 Skill Points you get from leveling up to 30, as well as the 6 points you get from Brilliant
This Skill allocation will allow you to improve your damage output, gadget uptime, and Medical Inhaler effectivity. Additionally, it will help you unlock all of the Perks you need for the build.
Prioritize leveling Medical and Science before upgrading your Guns. Add points into Hack and Lockpick when needed, then put the rest into Leadership.
| Level | Perk | Effect |
|---|---|---|
| 2 |
|
・+20% more stacks of Vulnerable applied when dealing corrosion damage
・+10% Critical Chance against enemies afflicted by Dissolved |
| 4 |
|
・-25% Toxicity received from the Medical inhaler |
| 6 |
|
・+100% Sneak Attack Damage
・+30% Damage to near enemies ・-15% Damage to far enemies |
| 8 |
|
・+10% Ranged Damage
・+20% Critical Chance |
| 10 |
|
・+20% Damage
・+3 Armor Rating and 10% Evasion Chance ・+50% Movement Speed |
| 12 |
|
・100% Bio-Mass Ammo Pool Size
・+10% Corrosion Damage |
| 14 |
|
・2% health per second |
| 16 |
|
・+20% Weakspot Damage |
| 18 |
|
・-50% Inhaler Heal Effectiveness while Crashing
・-30% Crash Depletion Rate |
| 20 |
|
・Zyranium poisoning is accumulated 50% slower
・-35 Zyranium poisoning on drug crash end |
| 22 |
|
・Up to 10 energy per 1s as Zyranium poisoning increases |
| 24 |
|
・Hail of Lead: +2% Damage per Shot |
| 26 |
|
・+20% Magazine Size |
| 28 |
|
・+25% Evasion Chance while in TTD
・+1 Energy on evading damage |
| 30 |
|
・Energy Recharge Rate +500% for 5s. Cooldown: 30s |
These are the perks that you should get for the Science build. All of these perks work toward improving your weapons and damage, as well as improving your Medical Inhaler and the buffs you get from using it.
We recommend tagging these skills as your Favorite to make it easier to find them and see their Skill requirements.
| Jump to a Section! | |
|---|---|
| Weapons | Armor |
| Weapon | Mods |
|---|---|
| ・Infection ・Accelerated Bursts |
|
| Plasma Pistol | ・Biomass Converter |
The Science Build's lineup will revolve around two weapons: the Kaur's Korroder unique Bio-Mass pistol, as well as a modified Plasma Pistol. Kaur's Korroder is a powerful Corrosive weapon that can shoot bouncing projectiles, potentially hitting multiple enemies at once.
The Plasma Pistol, on the other hand, will help you quickly deal damage in a pinch, especially outdoors, where the bouncing effect of Kaur's Korroder is not as effective.
| Jump to a Section! | |
|---|---|
| Weapons | Armor |
| Armor | Mods |
|---|---|
Malpractice
|
・Misconduct ・Rejuvenation Converter |
Patient Step
|
・Corrosion Disperser ・Precog ・Energy-Woven Materials |
Malpractice is a strong helmet that provides up to +40% Damage when Crashing as you will likely be Crashing often in this build. Equip the Rejuvenation Converter on it to help clear out Toxicity so you can use your Medical Inhaler again.
Patient Step, on the other hand, allows you to move infinitely while in TTD, while also decreasing your Energy drain rate. The default Energy-Woven Materials mod also helps charge your Energy whenever you take damage.
Alternatively, you can also equip Kaur's Kuirass for higher Damage Resistance and Armor Rating, as well as its Adrenaline Shot mod that recovers Toxicity whenever you take damage.
| Companion | Perks |
|---|---|
Inez |
・Field Medicine ・Experimental Biomass Conversion ・Medical Graft Research ・Potent Biomass ・Self Betterment ・Drug Diffusion Modification |
Marisol |
・Portable Capacitor Distributor ・Recharge Paralysis ・Elemental Weapon Specialist ・N-Ray Scanner Analyzer ・Linked Charge ・Energy Relay |
When running a Science build, bring along Inez and Marisol as your Companions. Niles serves as both the Support, while Aza is your dedicated Science support. Inez should have the Raptidon Graft to improve her healing and support capabilities.
Inez will provide healing and Corrosive buffs, allowing you to stay in the fight longer and deal more damage. Marisol, on the other hand, will help charge your Gadgets faster, while also applying powerful Crowd Control on her enemies with her Companion Ability.

The best gadgets for the Science build are the Tactical Time Dilation (TTD) Gadget and the N-Ray Scanner.
The TTD Gadget allows you to enter Tactical Time Dilation, slowing down time and allowing you to move and attack in relative safety. The N-Ray Scanner, on the other hand, lets you see enemies through walls, and target enemy weaknesses.
As you can equip two Inhaler Primers, equip both the Essence of Vigor Micro and the Essence of Vigor Kilo. These will not only recover your health, but also apply Zyranium poisoning.
While this may seem like a downside, it synergizes well with the perk Zyranium Powered, which provides Energy recovery based on your Zyranium poisoning. This, in turn, charges your Gadgets, which will then allow you to use them more.
Elemental Grenades such as the Plasma Grenade, Bio-Mass Grenade, and the Zyranium Grenade are the best throwables to equip as they are affected by your Skills and Perks, allowing you to stack debuffs on enemies and take them down easily.

| Character Builds | |
|---|---|
| Stealth | Science |
| Gunslinger | Melee |
| Leadership | |
| Background Builds | |
|---|---|
| Ex-Convict | Gambler |
| Lawbringer | Professor |
| Renegade | Roustabout |
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