Melee builds have always held a special place for me – there's something visceral about closing the distance, feeling the weight of a super sledge in your hands, and turning a horde of super mutants into paste. But let's be honest, in recent years, melee has felt a bit sidelined. Guns dominate the endgame, especially with all the legacy drama and explosive meta shifts. That's why the January 20, 2026 patch caught my eye immediately. Bethesda dropped a mid-season update that's mostly bug fixes and quality-of-life tweaks, but buried in the weapons section is a change that has me genuinely excited: All Rise, the iconic super sledge from the "Mayor for a Day" quest, just got a serious buff.
Look at that beauty. All Rise has always been a fan favorite – 90% reduced weight, that heavy rocket mod for extra impact, and it's tied to one of the more memorable side quests in Watoga. But its unique effect was underwhelming: a flat +10 HP heal on hit. Useful in a pinch, sure, but nothing that made it stand out in a world full of Vampire's weapons and bloodied builds.
According to the official patch notes, the unique heal effect jumps from +10 HP to +50 HP per successful hit. That's a fivefold increase. On top of that, new versions of All Rise now come with Juggernaut's and Steady as default legendary mods (existing ones stay the same, so if you have an old rolled god-roll, you're safe).
Juggernaut's boosts your damage the higher your health – up to a significant multiplier when you're near full HP. Pair that with the massive self-heal, and suddenly you're incentivized to stay topped up, turning All Rise into a true tank weapon. Steady, meanwhile, improves VATS accuracy and crit fill for melee swings, making those power attacks land more consistently.
I tested this myself yesterday evening. I have a mid-level alt I keep for messing around with non-meta builds. I ran the "Mayor for a Day" quest again – it's quick if you know the steps – picked up the new All Rise, slapped on some basic mods, and headed to West Tek. Here's how you can reproduce it exactly:
What I saw was night and day. Old All Rise would tick up tiny amounts, barely keeping pace with incoming damage. The new one? Every solid hit chunked my health back up by noticeable bars. Against a level 100 mutant lord, I was sustaining through three or four at once without dipping below 60% health. It felt... balanced. Powerful without being broken.

Melee has always walked a fine line in Fallout 76. Bloodied unyielding setups can delete bosses in seconds, but they require careful management – one wrong nuke zone step and you're vapor. Full-health builds are tankier but often feel sluggish in damage output. This buff pushes All Rise squarely into full-health territory.
I see it pairing beautifully with:
The heal scales with attack speed too. If you're running Talisman of Burning Rage or other speed buffs, you're essentially getting passive regeneration that stacks with Nerd Rage or other effects. In public events like Radiation Rumble or Encrypted, a melee tank with this could hold lanes almost indefinitely.
Here's a quick comparison table of All Rise before and after, based on base values and my testing:
| Aspect | Pre-Patch All Rise | Post-Patch All Rise | My Observed Impact |
|---|---|---|---|
| Unique Heal Effect | +10 HP per hit | +50 HP per hit | Sustain jumps from "minor help" to "primary survival tool" |
| Default Legendary Mods | None specific | Juggernaut's + Steady | Encourages full-health playstyle, better VATS reliability |
| Weight | 90% reduced (1.8 lbs base) | Unchanged | Still best-in-class mobility for a super sledge |
| Damage Potential | Solid base + rocket mod | Same base + Juggernaut's multiplier when healthy | 20-30% more effective DPS in prolonged fights |
| Best Build Fit | Vampire's roll chaser | Full-health tank or hybrid | Opens new viable archetypes |
The numbers aren't exact science – damage varies with perks, enemy armor, etc. – but the feel is undeniable.

Don't get me wrong, the All Rise buff is the headline for me, but the rest of the update is classic Bethesda housekeeping. Lots of C.A.M.P. fixes – things like proper descriptions on collectrons, collision fixes, icon tweaks. Armor clipping issues sorted, especially around new outfits from Burning Springs. Quest bugs in the newer content got patched, which is crucial for newer or returning players.
They also tweaked Elementalist to give +5 Rad Resistance (small but nice for ghoul players), and added a Legendary Exchange Machine to Hocking Hills Station – finally, easier scrip turnover in the new region.
Overall, it's not a content drop, but it shows the team is listening. Melee players have been asking for love, and this feels targeted without upsetting balance too much.
I've seen the cycle before – one weapon gets strong, everyone flocks to it, then complaints roll in. But All Rise requires you to get up close and personal. No hiding behind cover spamming explosives. It rewards aggressive, skilled play. In a game that's increasingly about big numbers from afar, giving melee a real sustain option feels healthy.
If you're a longtime player with an old All Rise gathering dust, consider rerunning the quest on an alt or just for fun. The new version breathes fresh life into super sledge builds.
And hey, if you're grinding for perfect rolls or need caps to experiment with new setups, sites like U4GM.com offer Fallout 76 items and currency – handy when you want to skip some of the farm and jump straight into testing builds.
I'm optimistic. This patch isn't revolutionary, but that All Rise change? It has me logging in more this week than I have in months. Appalachia still has stories to tell, and now melee characters can tell them a little louder.
What do you think – is All Rise meta now? Drop your experiences below. I'll be out there swinging.