Raid EN06 Guardian Solo: 10 Sec Pro Guide
This article describes a build and method to defeat the EN-06 Guardian in the first stage of the raid solo. This method requires fully equipped legendary perks and also suitable 4-star mods for the best result and is therefore suitable for advanced players (approximately level 500 and above). In this guide there are 2 variants: Human and Ghoul. Both is possible.
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This article was created in collaboration with Angry Turtle [Youtube]. Fallout 76 Pro Guide - Human & Ghoul - 10s! Raid Guardian EN06 Solo Q2 2026 |
Index
Requirements
- from Level 500 (if needed legendary perks are maxed out)
- Enclave Plasma Rifle with Flamer Mod and Scope
- Assaultron Head
- Legendary Mods
- 1x Furious or [Human] 1x Bloodied
- 1x Rapid
- 1x Swift
- 1x Pin-Pointers
- 1x Quad
- 1x Crippling
- 1x Polished
- Armor: Human
- 5x Unyielding
- 5x Intelligence 2*
- 4x Rangers
- 1x Limit-Breaking
- Armor: Ghoul
- 5x Chameleon
- 5x Agility
- 5x Rangers
Perk Cards (Human)
In this example, we're using Legendary Strength 4*, Legendary Perception 4*, Legendary Intelligence 4*, Legendary Agility 4*, and Legendary Luck 4*. Other combinations are possible; you just need to adjust your SPECIAL choices accordingly.
We're also using Follow Through 4* to improve the damage of stealth attacks.
Strength [10] +5 legendary STR
| Easy Target 3* | 75% more damage against crippled enemies |
| Bulletstorm 3* | Gain 9% damage per 30 ammo spent. 10 max stacks. Thats a 90% Bonus after 300 shots. 180% when 20 stacks are reached. |
| Lock and Load 2* | You keep half of your Bullet Storm stacks when you reload. +1% reload speed per stack. This helps to reach the stack limit of 20 faster. Just a backup in this case, since we normally don't need to reload. |
| Shotgun Champ 3* | +10% damage to crippled targets per projectile your weapon fires |
| Travel Pharmacy 2* | Chems (also Stimpaks) weight 90% less. Alternatively: Thru-Hiker Mod in 3rd star armor slot. |
| Arms Keeper 2* | Your weapons weight 75% less |
Perception [10] +5 legendary PER
| Number Cruncher 3* | 2% increased damage per AP cost. Thats +28% on the Plasma Rifle, +60% on the Assaultron Head. |
| Tormentor 2* |
You deal 20% more damage per crippled limb your target has. Since the shield is crippled here, we get 20% bonus. |
| Tank Killer 2* | Your ranged weapons ignore 40% armor. |
| Smart Shot 3* |
Deal +25% weak spot damage while aiming a scoped weapon. |
| Center Masochist 3* |
+75% ranged damage when attacking the torso. |
| Deal Sealer 2* |
+10% damage for each impairment your target has. Here it's +10% by crippling of the shield. |
Endurance [3]
| Thru-Hiker 2* | Food and Drinks weight 90% less. Alternatively: Thru-Hiker Mod in 3rd star armor slot. |
| Starched Genes 1* | Grants to keep our mutations even when using Rad Away. |
Charisma [3]
| Tenderizer 2* | Each attack makes your target take increased damage. Each hit increases the damage to an enemy by 0.1%, reaching a maximum of 100% after 1000 hits. |
| Inspirational 1* | Gain more XP while on a team based on your CHA. |
Intelligence [10] +5 legendary INT
Agility [10] +5 legendary AGI
Hight agility is important, because it improves the sneak ability a lot and this is the base for this build.
| Modern Renegade 1* | Small guns gain +10% hip fire accuracy and +25% limb damage |
| Covert Operative 3* | Your ranged attacks do an additional +50% sneak attack damage. |
| Gunslinger 1* | Your ranged weapons do +6/12% weak spot damage. This affects damage shown in yellow numbers (here it's the torso). |
| Guerilla Master 3* | Gain +5% damage to close enemies per Onslaught stack with ranged weapons, +5 max stacks. |
| Guerilla Expert 2* | +1% reload speed per Onslaught stack, +3 max stacks. |
| Gunslinger Expert 2* | +1% ranged weak spot damage per Onslaught stack, +3 max stacks. |
| Enforcer 3* | Your small guns (rifles, pistols, shotguns) gain a 15% stagger chance and +75% limb damage. |
Luck [10] +5 legendary LCK
| Psychopath 2* |
Hits outside of V.A.T.S. refill your Critical Meter at 10% contribution. |
| Better Criticals 3* | V.A.T.S. criticals now do +100% damage |
| Class Freak 3* | The negative effects of your mutations are reduced by 75%. |
| Critical Savvy 3* | Critical Hits now only consume 55% of your critical meter. |
| Four Leaf Clover 1* | Misses in V.A.T.S. now contribute to the Critical Meter based on your LCK. |
| Luck of the Draw 3* | Chance your weapon will greatly repair itself when hitting an enemy |
Perk Cards (Ghoul)
Legendary Perks
In this example, we're using Legendary Strength 4*, Legendary Endurance 4*, Legendary Intelligence 4*, Legendary Agility 4*, and Legendary Luck 4*. Other combinations are possible; you just need to adjust your SPECIAL choices accordingly.
We're also using Follow Through 4* to improve the damage of stealth attacks.
Strength [9] +5 legendary STR
| Easy Target 3* | 75% more damage against crippled enemies |
| Bulletstorm 3* | Gain 9% damage per 30 ammo spent. 10 max stacks. Thats a 90% Bonus after 300 shots. 180% when 20 stacks are reached. |
| Lock and Load 2* | You keep half of your Bullet Storm stacks when you reload. +1% reload speed per stack. This helps to reach the stack limit of 20 faster. Just a backup in this case, since we normally don't need to reload. |
| Shotgun Champ 3* | +10% damage to crippled targets per projectile your weapon fires |
| Arms of Steel 2* | Your sturdy arms allow you to handle ranged weapons better, increasing accuracy by 30% |
| Arms Keeper 2* | Your weapons weight 75% less |
Perception [10] +5 legendary PER
| Number Cruncher 3* | 2% increased damage per AP cost. Thats +28% on the Plasma Rifle, +60% on the Assaultron Head. |
| Tormentor 2* |
You deal 20% more damage per crippled limb your target has. Since the shield is crippled here, we get 20% bonus. |
| Tank Killer 2* | Your ranged weapons ignore 40% armor. |
| Smart Shot 3* |
Deal +25% weak spot damage while aiming a scoped weapon. |
| Center Masochist 3* |
+75% ranged damage when attacking the torso. |
| Deal Sealer 2* |
+10% damage for each impairment your target has. Here it's +10% by crippling of the shield. |
Endurance [1] +5 legendary END
| Lifegiver 2* | Gain more max HP per point in END. |
| Adamantium Skeleton 1* | Gain Limb Damage Reduction based on your END. |
| Hardy 3* | 45% less damage from explosions. Not absolutely required since we're not taking damage here. |
Charisma [3]
| Tenderizer 2* | Each attack makes your target take increased damage. Each hit increases the damage to an enemy by 0.1%, reaching a maximum of 100% after 1000 hits. |
| Stranger in Numbers 1* | Positive mutation effects are +25% stronger if teammates are mutated too. |
Intelligence [10] +5 legendary INT
| Nerd Rage 2* | While your Health is low, gain increased damage and AP regen. The damage buff and AP regen scales between 80% and 5% HP, the lower the better. 20% HP = +40% Damage + 15% AP Regen 5% HP = +80% Damage + 30 AP Regen Not used here, can be replace by another perk card. |
| Science! 2* | Increase energy damage based on our INT. No matter which weapon you use. If you just want to use ballistic weapons, you don't need this perk.![]() |
| Gun Smith 3* |
Guns break 50% slower. |
| Batteries included 2* |
Energy weapon ammo weighs 90% less. |
| Curator 1* |
The benefits of bobbleheads and magazines last twice as long. |
| Weapon Artisan 3* |
You can repair any weapon to 200% or normal maximum condition. |
| Good with Salt 2* |
Food in your inventory will spoil 90% slower. |
Agility [10] +5 legendary AGI
Hight agility is important, because it improves the sneak ability a lot and this is the base for this build.
| Modern Renegade 3* | Small guns gain +30% hip fire accuracy and +75% limb damage |
| Covert Operative 3* | Your ranged attacks do an additional +30% sneak attack damage. |
| Gunslinger 1* | Your ranged weapons do +6/12% weak spot damage. This affects damage shown in yellow numbers (here it's the torso). |
| Guerilla Master 3* | Gain +5% damage to close enemies per Onslaught stack with ranged weapons, +5 max stacks. |
| Guerilla Expert 2* | +1% reload speed per Onslaught stack, +3 max stacks. |
| Gunslinger Expert 2* | +1% ranged weak spot damage per Onslaught stack, +3 max stacks. |
| Enforcer 2* | Your small guns (rifles, pistols, shotguns) gain a 10% stagger chance and +50% limb damage. |
Luck [8] +5 legendary LCK
| Psychopath 2* |
Hits outside of V.A.T.S. refill your Critical Meter at 10% contribution. |
| Better Criticals 3* | V.A.T.S. criticals now do +100% damage |
| Class Freak 3* | The negative effects of your mutations are reduced by 75%. |
| Faulty Spots 2* | Weak point damage is increased by 15%. |
| Glowing Criticals 3* | When your Glow is high, Gain 50% bonus Critical damage in V.A.T.S. |
Mutations
- Adrenalreaction (+6.25% damage per Kill; Max 10 Stacks)
On the bottom right there is a new skull icon with a counter that shows the Bonus. - Eagle Eyes (-1 STR, +5 PER, +63% Critical Damage )
- (optional) Marsupial (-1 INT, +25 carry capacity, +400% jump height)
- Egghead (-1 END, -1 STR, +8 INT)
- (optional) Herd Mentality (-2 SPECIAL alone, +3 SPECIAL when in a team)
- (optional) Herbivore (Eat vegetables with no disease with 2X benefit )
(Negates the effects of meat food) - Speed Demon (+25% movement speed, +40% faster reload)
- Bird Bones (-65% falling speed, -1 STR, +5 AGI)
Equipment
We need 2 weapons and a full armor set for this build and method. The underarmor is the same for human and ghoul, it's a shielded vault style unterarmor (+2 END, +5 INT, +3 LCK).
Armor (Human)
Since we're playing a Bloodied human in this build, Unyielding armor is an excellent choice. Our high Agility stats already give us such good stealth that no additional perk cards are needed. To further increase energy damage, we're using Intelligence as our second legendary mod.
- Unyielding
- Intelligence
- Any (e.g. Thru-Hiker)
- 4x Rangers, 1x Limitbreaking (5x Rangers is possible too)
Armor (Ghoul)
The Ghoul cannot play Bloodied, so we need to find a way to achieve good sneaking ability at full health. We achieve this through additional agility. Therefore, in this build, we use Chameleon and Agility as our second mod. Rangers is also used as the 4th star.
- Chameleon
- Agility
- Thru-Hikers (no travel pharmacy & thru hiker perk cards needed)
- Rangers
Weapons
Assaultron Head
We only use the Assaultron head at the beginning to cripple the shield with a single shot. For this, we need the following legendary mods:
- Quad
- +50% Limb Damage
- +3 Intelligence
- Polished
Tip: To compensate for the small amount of RADs emitted when firing the assaultron head, you can simply use Brahmin milk to absorb small amounts of radiation. Alternatively, you can use diluted Rad-Away and toxic goo.
Enclave Plasma Rifle
For torso damage, we use an enclave plasma rifle. You can obtain the Enclave Plasma Rifle as a reward from Enclave activities, where the mods also drop as loose rewards. There are no plans for the weapon or its mods. Scrapping the weapon will not yield the plans either.
- Flamer Barrel (any)
- Scope (any)
- Prime Capacitor
(You get this as a reward from the Scorchbeast Queen / Event: Scorched Earth, or from normal Scorchbeasts.) - Stock can be Standard
Furthermore we need these legendary Mods:
- Furious
- Rapid
- Intelligenz
- Pin-Pointers
Buffs
In this example, we'll use a buff to increase critical hit damage: Blight Soup. This is easily crafted with Blight from Ash Heap and lasts for 30 minutes. Other buffs like Overdrive or Bobbleheads are available, if you like to use them.
Method
Make sure you've set up your weapons on the quick-wheel for easier access. Also, ensure your weapons are repaired. Your HP needs to be 5% or lower e.g. by consuming toxic goo.
- The first time, it's best to charge your critical hit bar by landing a few hits on enemies outsite of the raid and outside of VATS. By the second round, the bar will already be fully charged.
- First, charge the Assaultron head to 20 by repeatedly reloading.
- Start the stage by pressing the button.
- Sit on a lamp at the bottom of the ramp, in front of the floor, so you're not touching the electrically charged ground, and crouch.
- Wait until the EN-06 is fully extended.
- Use the shield with the Aggressotron head in VATS and hold down the critical hit button (see the bottom of the VATS screen).
- Fire, and the shield will be crippled with a single shot.
- Now switch to the enclave plasma rifle, aim with the scope at the torso, and fire.
- After about 1 minute, you'll have defeated the EN-06 and will receive the rewards.
To replay the first part of the raid, go to Quests in your Pip-Boy and select "reject" for the raid (the button is described below). You will then be removed from the instance and can restart. Currently you might have to switch around between main and side quests to see the raid, if its not displayed.
Example Human:
Here is a short clip from the video showing the full process as human:
Example Ghoul:
Here is a short clip from the video showing the full process as ghoul:
Most common problems & mistakes
Based on your feedback, here's a short list of mistakes to avoid to ensure you can take down the Guardian's shield with a single shot:
- The Aggressotron head doesn't have the "Quad" and "Crippling" mods.
- Your VATS critical hit bar isn't fully charged. Make sure you fully charge the bar by hitting other enemies in VATS outside the raid.
- The Grounded mutation must not be active, as it reduces energy damage too much.
- The Eagle Eyes mutation, on the other hand, must be active to receive the corresponding critical hit bonus.
- It won't work if you're not "hidden".
Possible Rewards: EN-06 Guardian
(RAID: Gleaming Depths / Stage 1)
- 5000 XP
- 100 Caps (+150 - 200 Caps)
- Plan: EN06 Guardian Bot Raid Trophy
- 100% Drop Chance, if the plan is not learned and remaining time is less or equal 148 seconds (2:28 min)
- 1x Legendary Mod
- 4 Star (10%)
- ¬¬¬¬ Runner's
- ¬¬¬¬ Radioactive-Powered
- ¬¬¬¬ Scanner's
- ¬¬¬¬ Fracturer's
- ¬¬¬¬ Bully's
- ¬¬¬¬ Pin-Pointer's
- 3 Star (20%)
- ¬¬¬ Sentinel's
- ¬¬¬ Safecracker's
- ¬¬¬ Secret Agent's
- ¬¬¬ Diver's
- ¬¬¬ Swift
- ¬¬¬ Steadfast
- ¬¬¬ Charisma
- 2 Star (30%)
- ¬¬ Powered
- ¬¬ Intelligence
- ¬¬ Perception
- ¬¬ Last Shot
- ¬¬ V.A.T.S. Enhanced
- 1 Star (40%)
- ¬ Anti-armor
- ¬ Regenerating
- ¬ Troubleshooter's
- ¬ Zealot's
- ¬ Nocturnal
- ¬ Juggernaut's
- ¬ Stalker's
- Fallback (100%) Random "Mystery Pick" (1-3 Stars)
- 4 Star (10%)
- 1x "Valkyrie"
- Legendary Mods:
- Troubleshooter`s
- Rapid
- Ghost`s
- Bully`s
- Plan: Valkyrie (5% if not learned)
- Weapon "Valkyrie" (10%)
- or Fallback any Ranged Weapon
- Legendary Mods:
- 1x Legendary Vulcan Power Armor Helmet or Left Arm
- 4 Star (10%)
- 3 Star (20%)
- 2 Star (30%)
- 1 Star (40%)
- Fallback (100%) Random 1-3 Stars Power Armor Parts
- 1x Vulcan Power Armor Mods Plan (10%)
- Plan: Vulcan Ultracite Bracers
- Plan: Vulcan Hydraulic Bracers
- Plan: Vulcan Headlamp Blue
- Plan: Vulcan Targeting HUD
- Plan: Vulcan Cooling Vent
- Plan: Vulcan Optimized Servos
- Plan: Vulcan Core Assembly
- Plan: Vulcan Medic Pump
- Plan: Vulcan Tesla Coils
- 1x Vulcan Power Armor Parts Plan (5%)
- Plan: Vulcan Right Arm
- Plan: Vulcan Left Leg
- 1x Mystery Bobbleheads Box (20%)
- 1x Mystery Magazine Package (20%)
- Scrap Kit (20%)
- 1 Treasury Note
- 2 Legendary Modules
- 25 Legendary Scrip
- Contextual Ammo
- 1 of this chems
- Buffout
- Med-X
- Mentats
- Psycho
- 1 of this rare Chems
- Berry Mentats
- Grape Mentats
- Orange Mentats
- Bufftats
- Psychobuff
- Psychotats
- Daddy-O
- Day Tripper
- Fury
- Calmex
- Overdrive
- X-Cell
- 3-4 basic Repairkits
- 1-2 improved Repairkits
- 10 Stimpaks
- 5 Super-Stimpaks
- 5-15 Rad-X
- 5-15 RadAway
- 1 stable Flux
- 1 of this Components
- Acid
- Antiseptic
- Asbestos
- Ballistic Fiber
- Black Titanium
- Circuitry
- Crystal
- Fiber Optics
- Gold
- Silver
- Coal
- Nuclear Material
- Ultracite












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