Understand Squad Renew
Useful when…
- Use it as a Railjack Tactical Slot 3 option when a large group heal is useful.
- Consider it for a crew that may need recovery during a mission, while accounting for the long cooldown.
What does the tactical effect do?
At rank 0, Squad Renew heals all Railjack squad members by 50%; at rank 3 the amount is 65%, and at rank 5 it reaches 75%. Its listed cooldown stays at 300 seconds. The effect is a squad heal, not a Forge or ship-movement bonus.
What does ranking change?
The mod can be fused from rank 0 to 5. Example costs rise from 30 Endo and 1,449 Credits for 0→1, to 120 Endo and 5,796 Credits for 2→3, and 480 Endo and 23,184 Credits for 4→5. Ranking raises the heal amount, while the stated cooldown remains 300 seconds. Invest further if the stronger crew heal is worth those escalating costs.
When might another tactical mod fit better?
Battle Forge reduces Forge cooldown by 100 seconds and has a 480-second cooldown. Flow Burn increases speed and boost speed by 38% for 13 seconds, with a 240-second cooldown. Void Cloak cloaks the ship from enemies for 35 seconds, reduces engine speed to 30%, and has a 120-second cooldown. These alternatives address crafting, mobility, or concealment rather than restoring the whole squad's health.
Limitations and tradeoffs
- The 300-second cooldown makes timing relevant; the effect is not available again immediately.
- Ranking improves the heal but carries steeply increasing Endo and Credit costs.
Common mistakes to avoid
- Planning repeated healing as though the 300-second cooldown were short.
- Treating the heal as a substitute for Forge cooldown reduction, speed, or cloaking when those are the needed tactical effects.






