How to play guide for Star Renegades

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This page will serve as a basic **how to play guide for *Star Renegades***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## Squad building

There are a lot of options when it comes to squad building, especially as you unlock more Renegades and Progeny. Most combinations are viable at lower difficulties, but at higher difficulties you generally want to start with a tank, a damage dealer, and a support (or another damage dealer). Here's a list of the Renegades, sorted by general squad role:

#### Tanks

1. Guardian: The Guardian is the single best tank in the game. Full team protection, full heals after each combat, self-healing mid-combat at higher levels, team-healing (campfire bonus), instant speed attacks, and even debuff support, the Guardian has it all. The Juggernaut Progeny unlocks Meld early and has the better Shields Bestower perk, making him easily the best pick.
2. Juggernaut: The Juggernaut starts with the powerful Battering Ram ability which Taunts enemy units and provides a small shield regeneration to the squad. Very useful for protecting weak squadmates and dealing with difficult enemies. Also does a decent amount of damage at early stages. Progeny are mostly equal for this role.
3. Aegis: The Aegis is the shielding counterpart to the Guardian, but much weaker. Fortress is powerful, but unlocked late, and much worse than Guardian's Stronghold. Shield damage on the Aegis adds up, and she lacks strong damage/support options for when she isn't shielding. She can work with some +Shield Defense Devices, but those can be hard to find.

#### Damage Dealers

1. Marksman: The Marksman has one of the highest damage caps in the game, probably surpassed only by the Spectre. However, it provides consistent, no-stagger damage early in runs and later provides high Armor damage. It's a strong contender for the damage dealer slot, though it does rely on strong Stagger support and also lacks a useful Fury ability.
2. Spectre: The Spectre might have the highest damage cap in the game. Unlike the Marksman, Spectre gets two offensive gear slots (Sword and Rifle) in addition to an Implant slot. This can lead to some powerful late game combinations. Add in Stealth Mode (a great defensive ability), a Stun, and several Progeny options for late level damage types and you get a strong, flexible damage dealer. Spectre also gets Jagged Slash later, which is a strong no-stagger attack.
3. Enforcer: The Enforcer has Burst Shot, the strongest level 1 damage ability. Unfortunately it does not do well against high armored enemies. He also gets a Stun, one of the best relationship perks (+15%/25% damage against marked), and the single best Camping Card (Wild Accusations: 1 action for 4 hearts with the entire squad). A strong addition to any team, the Gunslinger fits in easily as part of the initial squad or as a 4th or 5th squadmate.

#### Support

1. Saboteur: The king of Stagger. Combine Blitz, the Disruptor Perk, and the Peacekeeper Implant and you are looking at a 55s Stagger that can hit front and backline units. Probably the best combo to use the free item on. Strong on any team. The other abilities can be useful too, especially the stun, but most turns you will just use Blitz to Break an enemy. Simple as that.
2. Archon: The Archon gets stronger at higher difficulties because of his Shield Regeneration ability. Discharge is very bad, as a weak AOE that also Staggers, but he gets much stronger abilities later on, including team AOE shield regeneration, DoT removal, and a strong AOE ability that doesn't Stagger. Useful in his role, but obviously won't be dealing a lot of damage early on.
3. Gunslinger: The Gunslinger is a support class with double Blaster, which means she has a high damage cap late in the game. Usually she turns into a debuff attacker, relying on Flurry and AOE abilities to great effect. Lightshow is also the strongest ability in the game - Stunning all enemies - but at 50 Fury it is difficult to use consistently.

## Difficulties

As you progress through higher difficulties, Enemies get more health, deal more damage, and get larger squads. In addition, there are two major thresholds that significantly change how Star Renegades is played.

**Entropy I:** Enemies gain the unyielding buff (+50% stagger defense) after being broken.

* This change significantly hampers a squad's ability to Stagger and Break enemies. Previously you could count on 60s of Stagger Breaking any enemy that hadn't met the Stagger Limit. Now you potentially need 90s (or more for some elites) to Break enemies on the following turn. Expect to take a lot more return fire and use those Stuns more frequently.

**Entropy III:** Shields are only restored by 50% after battles. No more full heals or armor repairs upon defeating a behemoth.

* Before Entropy III you were encouraged to use your squad's shields as a free resource every combat and their health as a renewable resource every stage. Not anymore. Combats become much tougher with reduced shields and good tanks need more recovery. Armor builds unfortunately get even worse.

## Tips and tricks

### Stagger Limit

###

The Stagger Limit is the single most important resource you have in combat - even more important than stuns. Here are some tips about managing the Stagger Limit:

1. The Stagger Limit is the number of times an enemy can be hit by a Staggering attack before it becomes immune to Stagger. This includes hits it receives after it has been broken.
2. The Stagger Limit will increase only after an enemy takes an action. Breaking an enemy does not increase the Stagger Limit.
3. The Stagger Limit is increased after an enemy is Stunned.
4. AOE attacks that Stagger will decrease the Stagger Limit of all enemies. On higher difficulties this is a huge disadvantage.
5. Attacks that do not Stagger will not decrease the Stagger Limit. This means that an attack with no damage and high Stagger plus an attack with high damage and no Stagger is more effective than two attacks with medium damage and medium Stagger.

## See also

* Release date
* System requirements