Every Day We Fight character builds and skills
Every Day We Fight: build Dylan for close-range support
Begin with Proximity Punch, then take Feels Good and choose Health Impact for the healing route. Add defensive positioning through Taunt and Disappearing Act, and preserve the Reflex needed for the punch. A Rattler is a close-range weapon option, not a required drop.
Choose this template when you want Dylan to interrupt enemies at close range and help keep the standing squad healthy. Its starting recommendation comes from a dated Early Access guide; the named skill links below are compared with the published Codex.
On this page
Choose the healing route before damage alternatives
| Plan | Skill route | Cost or condition |
|---|---|---|
| Sustain through a reaction | Proximity Punch → Feels Good → Health Impact | The benefit needs the reaction to happen; Health Impact is an alternative to Heavy Hitter. |
| Conceal Dylan while drawing attention | Taunt → Disappearing Act | Smoke can obstruct your own shooting view as well as conceal the position. |
| Keep defensive mobility useful | Health Insurance → Moving Target → Tax Evader | Read the current cards; this route preserves a reaction after Scramble rather than granting unlimited reactions. |
Set up a turn the build can actually use
- Check the skill prerequisites and confirm the intended mutually exclusive choice before spending SP.
- Position Dylan where an enemy can approach without leaving him unsupported in the open. Do not chase melee range through an entire enemy firing line.
- Keep the needed Reflex available. Committing it to Overwatch can remove the opportunity this template is built around.
- When the punch opportunity appears, select the target and resolve the reaction. Check whether the intended healing occurred on standing allies.
- Use a close-range gun if one is available; spend the rest of the squad's turn exploiting the opening rather than forcing every kill onto Dylan.
When another route makes more sense
If you want bleeding-driven damage support instead, Internal Hemorrhage opens the Blood Wrath route. That is a different trigger plan from the healing branch: it relies on the reaction applying Bleeding. Check its exclusion against Blood Bath rather than planning to buy both.
This template does not establish a safe approach for every map, a current stun duration, or a weapon that wins every difficulty. If enemies do not approach Dylan, use the turn to support the actual objective instead of standing idle for a punch.
What the 1.0 notes corroborate
The 1.0 notes still name Proximity Punch and Taunt-related fixes, so these are not presented as removed abilities. The release also rebalanced combat and capped level at24. Those notes do not prove that every July2025 recommendation, rank condition or damage value stayed identical; compare the current card before following the template.
If it does not work
- No punch prompt: check whether the enemy approached on its turn and whether Dylan's Reflex is still available.
- Healing does not revive a downed ally: use the separate Bandages/revival route; this is a sustain build for standing Thorns.
- The desired node is blocked: inspect its prerequisite and the selected mutually exclusive partner.
- Smoke ruins a shot: change the firing angle or the action order instead of assuming concealment is free accuracy.
How to tell it worked
Dylan has the chosen prerequisite chain, can take the intended close-range reaction, and its healing or status result appears under the conditions stated on the current card.
Sources & version
Steam / Windows PC. An attributed July 2025 Early Access build template, compared with the published Codex skill cards on 2 November 2026. Exact Codex capture build/date is unknown. This is conditional planning advice, not a personal 1.0 test or a best-build guarantee.
- Marco Wutz — Dylan build, DBLTAP, 10 July 2025 — Full Early Access recommendation read 2 November 2026. Used as an attributed starting build, cross-checked against the separate skill reference; not a current 1.0 best-build test.
- IndieTome — Characters & skills — Relevant full skill entries and prerequisites checked 2 November 2026. Codex transcription/reference; exact capture build and date are not declared.
- IndieTome — Combat tactics — Relevant complete action, status and fire-mode entries checked 2 November 2026. Exact capture build/date not declared; no personal playtest.
- IndieTome — Weapons — Full weapon/reference entries checked 2 November 2026. Includes release-added weapon names, but does not declare its precise capture build/date.
- Official 1.0 release notes — 22 October 2026 — Contemporaneous official body/source record reused from this site's first-release research. It confirms expanded weapons and parts, difficulty/saves and balance changes; it does not verify every third-party build or later build.
Source check: 2026-11-02. See our source and version policy.