Laser Rifle - DPS: 21 - The Energy Weapon equivalent to an Assault Rifle, the Laser Rifle will be your main weapon until you get your hands on the Plasma Rifle. Its primary advantage over an Assault rifle is that it fire quick bursts which, as you'd expect, exhibit little lag-time between when you pull the trigger and when your target is hit. This, combined with its remarkable range, means you'll probably always carry a Laser Rifle on you for use in long-range conflict. It pays for these traits with lower than average damage.
Plasma Rifle - DPS: 42 - The Plasma Rifle is the mainstay high-level rifle for Energy Weapon experts. Its damage compares favorably to the primary high-end weapons in the Small Guns line, such as the Sniper Rifle and the Chinese Assault Rifle. In addition to its high damage-per-second, the Plasma Rifle adds a great deal of damage to critical hits, more than even a Sniper Rifle, although the Plasma Rifle's crit chance is far lower. The only downside to the Plasma Rifle is that its projectiles are slow, making it hard to hit targets at long ranges when outside of VATS. It also has a small clip, with only 12 shots available before reloading.
Mesmetron - DPS: 1 - This quest-based weapon does little damage, except for when it makes heads explode. To explain, the Mesmetron is a quest weapon which has a 50% chance to mesmerize a target, allowing the target to be enslaved or robbed. It has a 30% chance to make the person go berserk, and a 20% chance to make their head explode. The enslavement only works on the quest NPCs, but any NPC stunned by the gun can be robbed. Practically, it isn't a very useful weapon, but it is fun to play with occasionally.