Hello and welcome, this guide is for new players who are working out whom to keep in their crew rosters when their crew slots fill up. I’m also aiming for this document to be a good guide on who’s good for what Cadet Missions and general early-game voyages.
Like the Big Book this is entirely subjective, however there are some practical applications in the early game for choosing the right crew to begin with. Getting missions and cadets completed early game are more important for new players than getting long voyage times and I hope to address this with the tiered list of Common, Uncommon and Rare crew members to focus on.
Each rarity of crewmember is assessed for different conditions. I could have separated each rarity into its own tier list however I believe visually it’s better to have them all in one grouping. However it’s worth noting that no matter what, each rarity of card will have better stats than the rarity below. Whilst I have rated some common cards highers than rares, this is for overall usefulness rather than pure numbers.
Common 1*: Rated more on their early game usages. Unlocking nodes and early ship battles. Collections provide a big bonus to a common cards rating. Note that no Common Card will ever be rated above Tier 07.
Uncommon 2*: Rated on mid-week cadet mission usefulness, early game traits, day to day use and collection bonuses. Statistics are rated to a degree but only compared to other Uncommon and Common cards.
Rare 3*: Rated on statistics, weekend cadet mission usefulness, day to day use and ship battles. Voyage ranking is a big consideration. Gauntlet and collections are also rated but not a major influencer.
Once in a blue moon DB do grace us with low level crew and I will try to keep this document updated when they are added. Version History is at the bottom of the document.
Open the Outline in this document to access a Table Of Contents.
Card Key
(Picture)
(Tier) Name (STAT, STAT) #Voyage RankExplanation of ranking
Statistics and Proficiencies: Each crew member’s skills has a base total and a proficiency bonus. So for example Captain Picard might have a DIP base of 150, his minimum score. Then his proficiency in that will add between 30-70 extra points randomly to that score. This can be viewed on the characters statistic screen in the crew quarters.
Voyage Rank: This is the total score of a crewmembers base rank plus the average of their proficiency. Ideally you want to have a crew with large scores in multiple skill sets. Crew members with only one skill are ranked lower than someone who can add multiple skills to the voyage. See the Wiki article on Voyages for more information.
Gauntlet: The Gauntlet uses only the proficiency bonuses of a crew and not the base rank when determining a score. As a rule 1-3* Rarity cards are not going to be very useful for Gauntlet, but there are a few exceptions.
Portal: This is the pool of characters from which all pulls are drawn from. Not all characters are currently in the portal and cannot be found by purchasing standard crew packs. They might be added in the future and I will update this document to reflect that.
Fused Crew: Four crew members of note can be fused into higher tiered cards. Lursa and B’Etor Duras can be fused into the Duras Sisters. Ambassador Neelix and Security Chief Tuvok can be fused into Tuvix. The best way to achieve this is to level up one of the cards to Level 99 (not 100) and fully equip them, then fuse them with the alternative card. This saves a lot of time equipping a harder card. Check the Big Book Of Behold Advice for the ratings of the fused cards.
Cadet Missions: A priority for all new crew. Completing cadet missions unlocks lots of bonuses for your day to day priorities as well as hard to get items, some of which can only be found in faction stores. Monday/Wednesday/Friday are the most important as each mission completed will earn Chronitons. Combines with Adwarps a MWF mission could yield up to 400 Chronitons a day.
Riker’s Angels: A community term for crewmembers who can participate in all three of the weekday cadet missions. Being a combination of Starfleet, Alien and Female.
TIER 01
(01) Cadet Sito Jaxa (CMD, DIP, SEC) #87The goddess of Cadets. One of “Riker’s Angels” and just all around awesome. If you pick her up quick enough you will have completed about 50% of the difficult missions. She can work on all three cadet missions all week. Her CMD stat is strong for a 2* and her ship ability will make short work combined with an attack boost. She lacks a collection but frankly she stands alone in being one of the best crewmembers you will ever use.
(01) Commando Crusher (MED/SEC/SCI) #9 (Physician)The Golden Goose for all areas of the game. Seriously I consider her one of the best 3* cards available. Let’s start with the #1 MED Base stat which will destroy most nodes she is capable of. 200% damage in ship battles makes her absolutely needed for Arena and Skirmish events. A diverse skill set that gets her on most voyages and with the physician trait, more antimatter and collection bonuses.
(01) Expedition Shran (DIP/SEC/CMD) #1If there is anything that I’ve learned from watching endless hours of Star Trek is that you should always bet on Jeffery Combs. He has the highest DIP stat across all 3* crew completely. His backup skills are high enough to make him the #1 voyage crew and can perform very well on sunday cadet missions. If you have a ship with the Position ability then his +4 attack AND +1250 to Crit will make short work of any enemy ships. Only shortcoming is no extra collections bonuses but that is so minor compared to his amazing skillset.
(01) Injured Torres (ENG, CMD) #94 (Jury Rigger, Innovator)Once in a while DB will drop a crewmember for new players that knocks everyone else out of relevance. A new member of Riker’s Angels has appeared who not only works each and every weekday but hits two extra collections. Her max ENG stat is the highest for a 2* (even beating some 3* stats) so you are likely to keep her around for a while. Shield repair on a ship ability is always nice and she has a ton of traits likely to hit a fair amount of mission nodes. Shame her card art doesn’t relay her usefulness.
(01) Klingon Dukat (CMD/DIP/SEC) #26 (Cardassian, Veteran)#1 CMD score for all 3* crew is seriously impressive. Not just that he works on Sundays and can deal 400% damage on cloaking vessels. His dual identity as both Cardassian and Klingon will net him some early Gauntlet use and sports two additional collection bonuses when immortalised. Bearing in mind all that he also does well voyaging, this easily makes him one of the best cards to have in the early game. He is a better Klingon card than some of the actual Klingons.
(01) Racquetball Bashir (MED/SCI/CMD) #13 (Physician, Engineered)I vastly underestimated this card when I first got it often throwing it into the airlock whilst giving myself credit for collecting so many MED crew already. However although his MED/SCI stats might not be best, combined he has some great voyaging stats. His strong proficiency bonus too means he has the #2 MED score which combined with his other stats will give him use in the Gauntlet. In a bizarre move too he is somehow considered for the Sunday cadets! That and two additional collection bonuses means he is a must have crew for newer players. Be warned however, he is notoriously difficult to level up requiring lots of Ancient Films, Medical Experiments and Science Experiments which are mostly faction items.
(01) Tourist Jadzia Dax (CMD/SCI/DIP) #7Festive Jadzia all grown up. The #2 CMD crew overall only beaten by Klingon Dukat and the distance in skill isn’t that far between them. Her CMD/SCI stats are reasonable enough to grant her the #7 voyage crew among 3* crews and with her dual female/alien nature she can knock out a fair few nodes in the weekend cadet missions. Should you have a ship with the position ability then 200% damage bonus is not to be knocked alongside a mighty +6 evasion and there’s some potential for use in the Gauntlet too. Dax continues to be one of the most useful crewmembers the game can produce.
TIER 02
(02) Acting Captain Pike (CMD/DIP/SEC) #9 (Inspiring)The first Rare Disco Card! Black Alert! In the upper suits of timelines rosters CMD/DIP is a common occurrence but down in the F2P realms Pike is sweet relief. His CMD base puts him in the top 5 Rare crew and his average stat (important for voyaging) is only beaten by Klingon Dukat. A viable replacement for Jazz Musician Riker and extremely essential for CMD/DIP voyages. What keeps him from the top tier is a lack of unique traits and an unremarkable ship ability however at the point where you need him, that won’t matter. Get him on every ship and shuttle you can send! (Currently Not Available In The Portal)
(02) Betrothed Kamala (DIP, CMD, SCI) #85A decent two star voyager with the artwork of a Legendary crew. This is stunning both for the artwork and for her usefulness. Her DIP base is only beaten by Tilly and Gaia Odo and she scores highly on the voyage ranks. Whilst many Rare cards will make her redundant her early game voyage use can’t be ignored, especially on DIP/SCI voyage. On top of that she gets work on Tuesday and Thursday cadet missions. Sadly no extraneous collection bonuses but her ship ability is a nice upgrade with some damage too. Now where’s my invite to the wedding… (Currently Not Available In The Portal)
(02) Captain Dathon (DIP/SEC/CMD) #4“Darmok on the Voyage. Temba, his arms on the Replicator. Darmok and Jalad boarding the Vessel. Shaka when the Chronitons fell.”
(02) Deanna Troi (MED/DIP/CMD) #11With a high MED base and a good range of DIP/CMD to fall back on the Empathetic Empress here is one of the best rare cards to have. She has a few useful traits to knock out nodes and can work on all the weekend cadets. Seeing how rare MED skills are later in the game I wouldn’t be surprised if she stays in your active roster once the weekend cadet missions are finished. Just make sure you have a lot of Holoprograms and Medical Experiments stocked up as she needs a lot of them to fully equip.
(02) Doctor Selar (MED) #120 (Vulcan, Physician)An absolute MED monster. The #1 MED max score which, before bonuses, scores over 900! Being a one skilled crew means she probably won’t end up on many voyages however she will be useful on all weekend cadet missions and her +2000 shield regen is not to be ignored. Like Troi she will be in your roster long after her immortalisation due to her heavy MED boost and her two additional collections make her worth working on.
(02) Ensign Pazlar (SCI, CMD) #114Another of Riker’s Angels, our floating angel here can work all the weekday cadet missions and still have enough energy to help out in ship battles. She is useful for clearing lots of mission nodes. No collection but she is absolutely essential for new players. Keep her, cherish her, treat her well and she will do the same for you.
(02) Ensign Robin Lefler (ENG/CMD) #42 (Innovator)Get your headsets on and strap in for the #1 3* ENG crew in the game. Only Smiley O’Brian beats her for base stats but the rest she is queen of the mechanics. If you have completed your cadets and the useful ENG nodes she still makes the cut due to her 800+ ENG max stat. But the only part that lets her down is her poor CMD stat which essentially makes her a one skilled crew member, so voyaging is not her best but she’ll add to the many Innovator crewmembers in expanding that collection. Lefler has a fun little easter egg too if you can find it.
(02) Festive Jadzia Dax (SCI, DIP) #107(Cue Theme Song Here) Riker’s Angel’s (other) Science Specialist. Yes! Eligible for all three cadet missions with a very useful ship ability for those who sport a cloaking vessel. Alongside Sito, Pazlar and Wildman you will have no trouble completing all of the cadet challenges. Outside of that, well she doesn’t fill any additional collections but has quite a high SCI stat for an uncommon.
(02) Ensign Mendon (SCI/ENG) #38#1 3* SCI boy wonder here destroys most SCI stats in rare leagues. Even his ENG score is very respectable which makes him one of the few two skilled crewmembers to be useful on a voyage. He is just one collection and ship skill away from being top tier however but that does not belittle his usefulness. DB confirming that Ensigns in this game are somehow far superior than most of the Captains.
(02) Gilora Rejal (SCI/ENG/CMD) #12 (Cardassian, Innovator)Pure SCI ability isn’t everything as demonstrated by Gilora here. One of my most used cards in the early days of the game due to her work in all Cadet missions, a healthy #4 SCI base stat and two extra collections. Her broad skill set gives her plenty of work during Voyages. Her ship ability is fairly good with a +1000 shield regeneration bonus but her main use will be in Cadet missions. Just keep her away from O’Brien, there could be…tension.
(02) Mirror ‘Smiley’ O’Brien (ENG/CMD/SEC) #22 (Jury Rigger)In somewhat of a rare move from DB we have a main cast card that actually can keep up with all the ensigns! The #1 ENG crew in the 3* leagues but he’s not just a one skill wonder! His secondary skills mean he’s got some voyage legs too. His ship ability is not too shabby either, granting some useful evasion bonuses and shield repair which gives him some use in Arena and Skirmish events. Finally he’s a Jury Rigger, the notoriously hard to fill collection which is always better for having easy crew to fill it with.
(02) Nurse Kes (MED, DIP) #109Who’s the most useful MED card for new players, is it one of the career Starfleet doctors? Nope it’s Kes. Whilst she’s not the strongest 2* MED (her max is only 18 points away from Phlox) she is the most useful. Her Ocampan trait is needed for some cadet missions which means she is essential for all players in the game. I want to rate her lower based on her ship ability and the fact that it…is…Kes, but alas she’s too darned useful.
(02) Off-Duty Tilly (DIP, ENG) #90 (#1 2* DIP)The #1 DIP stat for all 2* crew says a lot about her usefulness. Not-Killy is very nearly one of the most useful cards in the game. Her ENG stat isn’t too bad either but don’t stick around for her ship ability which sadly doesn’t have as much use as her mirror counterpart. That said she wins with pure statistics and will be your goto for Missions and Voyages for quite some time.
(02) Science Officer T’Pol (SCI, DIP) #102 (Vulcan) (#1 2* SCI)The best 2* SCI stat, a respectable DIP stat and can work all week without complaining about the smell? If you have her or Festive Jadzia you can’t really go wrong fulfilling all your science objectives and her Vulcan collection adds a bonus to her satisfactory abilities.
(02) Temporal Shift Kes (MED/SCI) #46Another annoyingly awesome Kes! DB must love the character more than the actress did. She has the #2 MED base with a respectable proficiency bonus to grant her some use in Gauntlet. She can participate in all weekend missions and somehow manages to, again, outperform some of the actual Doctors in the game. Her ship ability grants +10000 crit bonus which will be useful to those who like to inflict some quick damage but don’t expect to see her too much in voyages nor does she fulfill any extra collection rewards. However for pure MED performance, swap out the Doctor for the Ocampan.
(02) The Viceroy (SEC/CMD/DIP) #2 (Romulan)A card I struggled to hate but I just can’t. He is the #2 Voyage crew for all 3* crewmembers and despite him sporting yet another SEC/CMD combination, he does them well enough to secure his place on most of your outgoing voyages. If you are running a ship with cloak the +1250 critical bonus will be welcome if paired with some damage dealers. As much as I don’t like the character I find it hard not to recommend him based purely on aesthetics but if I was to fault him it would be that his base stats and proficiencies are easily beaten. But don’t let that stop you adding him to your voyage roster.
TIER 03
(03) Chief Engineer La Forge (ENG/SCI/CMD) (Innovator) #30Strong engineering and a three skilled proficiency make this one of the better blues to keep hold of. Although he can’t contribute towards cadet missions he will certainly be useful on voyages and shuttles, he might even get some work during an event or two. There are better engineers available but you can’t go wrong with La Forge if O’Brian or Lefler haven’t dropped yet.
(03) CMO Crusher (MED) #146 (Doctor)Crusher here might not have the best stats out of all the MED crew in the game but I can guarantee that she will be the most useful. One of the first crew you will be bound to get and out of all the doctors is one of the easiest to equip. Her use on missions right at the start of the game makes her essential for use. Her only downsides is that she will be easily overshadowed once you start levelling up Nurse Kes or any of the other doctors.
(03) Commander Kang (SEC/DIP/CMD) #3Another common pairing…oh wait, yes but this is a good one! A very strong voyager with a heap of useful traits and a good ship skills ideal for Arena. His individual stats might not be amazing but combined they might just help you hit a four hour voyage. Take this guy over any of the other Rare Klingons.
(03) Gaia Odo (DIP, SEC) #100For those that don’t have Tilly, there’s Odo. Second highest 2* DIP stat which will be incredibly handy until Shran or Florist Q drop from the portal. One of the best crewmembers to use on the alien cadet missions but sadly no extra collection bonuses. Like all Uncommon crew, useful until he’s not.
(03) Holodeck 3 Dr. Brahms (SCI/ENG) #58She might be made of photonic energy but her skills are quite impressive. Sporting a #6 SCI base and #16 ENG she will unlock a fair few nodes and has a good amount of useful traits too. Her saturday and voyage potential make up for a lack of extra collection bonus and her ship ability comes with a +800 shield regeneration. Good to pair up with Rejal or T’Pol for an extra science boost.
(03) L’Rell (SEC, DIP) #103 (#1 2* SEC)This woman will literally wade through the blood of her digital enemies. The highest 2* SEC base in the game and a fairly respectable DIP score. Her SEC use will dominate the early game and make two days worth of cadet challenges quite meaningless. She will only drop out of use once you have a few 3* crewmembers levelled up.
(03) Lieutenant Saavik (SCI/CMD/DIP) #6 (Vulcan)She might change looks quicker than a shapeshifter at a swinging convention but the Kirsty Alley look alike here will keep working on cadet missions all weekend. Not just that but her #7 SCI and #9 CMD base guarantees her places on most of your voyages. Keep in mind however she will require a fair few faction or hard to find items but if you are looking to improve voyage times and score a point in the Vulcan collection then it’s worth investing.
(03) Maquis Takeover Torres (ENG/SEC/CMD) #27 (Jury Rigger)#6 ENG base and can work in all the cadets. Although her proficiency bonus is lacking compared to other Engineers her multiple skill sets make her good for voyages and her ship ability can produce a 200% damage bonus when used with the Position ability. She might even get some early Gauntlet use and fills out the Jury Rigger collection, one of the more obscure traits in the game.
TIER 04
(04) Boxer Chakotay (SEC/DIP/CMD) (#1 3* SEC) #15Such a bizarre card from an episode I had completely forgotten about. Hang on, let me get my announcer voice on. “In The Left Corner With The #1 SEC Stat For 3* Crews, It’s Acoocha Moyer Himself! Chaaaaaaaakotay!”In all seriousness his SEC stat is one of the highest a new player will get and his combination of skills, although quite common, makes him a great voyager. But with no extra collection bonuses and no use on weekend cadet challenges, don’t feel too bad if you have to push him out of the ring.
(04) CMO Ogawa (MED/CMD/DIP) #44 (Physician)Whilst MED skills are quite common in the lower rankings of crew cards they become much more sparse later on. Which is why you’ll probably find that Ogawa will linger in your manifest longer than she probably should. A #5 MED base will only get you so far however but she fills out the Physician collection nicely with a decent ship ability. Just don’t expect her to be much use on voyages if you have Commando Crusher or Raquetball Bashir in your ranks.
(04) CMO Pulaski (MED/SCI) #67 (Physician)Another strong MED contender that will sit in your ranks for a while. #3 MED base which has some strong staying power. She’s in the same league as Ogawa but with a respectable SCI stat and the Physician collection too. You won’t be using her in Arena however, her +6 Accuracy bonus comes with a -2 Attack modifier which is a bizarrely contradictory combination.
(04) Commander Chekov (DIP/SCI/SEC) #10One of the better Voyagers in the Rare collection. He has the #7 DIP base score and his SCI/SEC backups are quite respectable. If you are struggling for DIP/SCI crew slot him in. His only faults are the lack of cadet participation and no extra collection bonuses, but with such good use in voyages I can’t really hold that against him.
(04) Constable Odo (SEC/CMD) #56Well if Investigator Odo isn’t your cup of tea then say hello to his far superior big brother. Constable shares the same Investigator trait and has the #2 SEC base stat as well. He is a bit tricky to equip, needing a fair few faction items but it’s worth it to knock off some more difficult locked nodes and get a decent SEC crew. Sadly his ship ability is poor and his voyaging potential isn’t the best but he’s solid in other areas.
(04) Dr Phlox (MED, SCI) #112 (Physician)In pure MED numbers you either have Dr Phlox or you have Nurse Kes. Both have great MED stats for a 2* and both can do well for Cadet Missions. Phlox has the edge with a collection addition mind and will get daily use before some of the better 3* crew drop and level up. He’s a consistent performer.
(04) Dr. Reyga (SCI/DIP) #74 (Ferengi, Innovator)Strong SCI crew are quite common in the rare leagues but this Ferengi makes a worthy contender. #2 SCI base is a strong start and will certainly do well in the Sunday cadet missions. His poor DIP score however means not much use voyaging and of course being Ferengi be prepared to hit up the faction shop many times. Still worth investing into as he will hit both the Ferengi and Innovator collections.
(04) Duelist Barclay (ENG/SEC/SCI) #21 (Innovator)Swords akimbo this illustrious holofanatic scores high among his peers with ENG skills. His triple of ENG/SEC/SCI make him an essential voyager too. If you are currently sporting a starship with a Position ability then his +10000 crit bonus will be very useful too. Sadly no cadet mission eligibility but his Innovator collection bonus makes him worth keeping around.
(04) Ensign Ro (CMD) #145Ro is a bit of an odd one. Her CMD stat starts with a high base but she is easily outperformed by other crew members by having a poorer proficiency. She can however work in all the cadet missions, has a hefty +4 attack score for ship battles and is one of the easiest crewmembers to equip. Worth keeping around as backup for Sito on Tuesdays and Thursdays.
(04) Florist Q (DIP/SCI) #43One of the top choices for DIP crew makes Q a top contender for Sunday cadet missions and node hunting. Might have some tertiary use on Voyages and if you have a ship with the position ability, consider pairing him up with it to increase damage dealt. Regardless of his lack of extra collections Q makes a strong choice to fill out your DIP crew.
(04) Lt Naomi Wildman (ENG, DIP) #111The role of Captain’s Assistant must have done some good because Naomi is a powerhouse for cadet missions. Her ENG skill isn’t the best for a 2* but being able to fill out all the cadet challenges and having a semi decent ship ability propels her up the rankings. Her and Seska fill the same roles but their traits and dual abilities will help tackle some of the more tricky early missions.
(04) Lt. Uhura (DIP/CMD) #44In the same mega event that gave us “Rescue Team Uhura” we get “Uhura In Yellow!”. I can’t complain too much about this card. Her DIP score overtakes Florist Q for the #3 position and her voyage score is sufficient enough to warrant a few trips away. She does take the #1 spot for DIP/CMD shuttles, assuming of course you don’t have a plethora of crew in those categories, and certainly will contribute towards the weekend cadet missions. Uhura is good to have on developing rosters but don’t expect to keep her around for too long once the bigger Super Rare and Legendary cards start dropping. (Currently Not Available In The Portal)
(04) Lwaxana Troi (DIP/CMD) #55 (Diplomat)Whilst she is only has #16 DIP base skill her proficiency bonus easily pushes her up to a #7 average. A good example of a weekend worker whose traits will help with some tricky nodes during cadet challenges. Her ship ability isn’t too shabby either with +5 accuracy and a +10000 critical bonus. She’s not the best Diplomat in the early game but that doesn’t mean she’s without use.
(04) Mora Pol (SCI/MED/CMD) #20Mr Odo Exposition here has some quite impressive stats. #6 MED base and #20 SCI base alongside participation in the Sunday cadet events definitely give Pol some legs. He has quite a high voyage rank too that is if you are not already swimming in SCI crew already, although SCI/MED is not a common pairing in the 3* leagues. No additional collection however but his ship ability gives a nice evasion boost should you need it.
(04) Richard Castillo (CMD/SCI) #59One of the stronger entrants in the popular CMD league. He has a #7 CMD stat with a proficiency bonus that boosts him up to #4 CMD max. That combined with a +5 Attack ship bonus and 20% attack speed gives him strong use in Arena and Skirmish. He is let down by his lack of voyage potential, no cadet participation and a lack of extra collections. But if you are looking for some strong CMD then he’s a fairly good choice.
(04) Security Chief Worf (SEC, CMD) #110Are you ready to tackle (most) weekday SEC missions! This is your man. Someone I neglected to my peril as his strong SEC stat will clear all the cadet missions he is eligible for. His CMD stat isn’t inspiring so he won’t make it on many voyages, his ship ability isn’t the best either nor does he fill any additional collections. But if you are still clearing cadet missions get your Worf up!
(04) Sous Chef Sisko (DIP/MED) #50 (Diplomat, Inspiring, Potato)Okay first, yes that is a Potato, a coffee fueled Potato no less!. We’re going to laugh about this potato and how strange it is to equip for some time. #2 DIP base combined with a #13 MED base is very respectable for someone poking a vegetable. His Cultural Figure trait will unlock some specific nodes and might get an antimatter boost in voyages. His dual collection bonus is nice but his DIP proficiency isn’t that wide and he can’t work on any cadet missions. If it’s DIP/MED voyages you are looking to fill then Deanna Troi might be a better example.
(04) Sniper Ezri Dax (MED/SEC/DIP) #5Solid voyage crew stats for the girl who can see through walls. #9 MED base with reasonable SEC/DIP stats make her one of the strongest Rare voyagers in the roster. Additionally due to her alien nature she can work in all the weekend cadet missions. Nothing too special about her ship ability and no additional collection bonuses but her day to day use will exceed expectations.
(04) Subcommander T’Pol (SCI/CMD/SEC) #37 (Vulcan)It’s the amazing Science-Girl with her powers of Deduction! Yes #1 SCI base for 3* crew and can work on all weekend cadet missions. However her proficiency bonus is easily outclassed by other crew members but a strong base will easily serve new players well. Consider who else you have in your roster, Saavik for instance serves the same purpose but has a better overall Voyage score. T’Pol has the highest high for SCI but won’t last long as other crew in your roster due to her disappointing average SCI score.
(04) Tailor Garak (SEC/DIP/ENG) #19 (Cardassian)A fairly respectable SEC crew with a surprisingly good secondary DIP base which makes him great for Voyages. He is currently the only crew in the game to sport the Tailor trait if that ever comes up in events and he fills out the Cardassian collection, obviously. Nothing too special about his ship ability other than +5 evasion but Garak sits perfectly in the middle as an above-average 3* crew. He doesn’t do anything amazing but fills out a niche you might not know you needed.
(04) Technician Rom (ENG, DIP) #120 (Jury Rigger, Ferengi) (#1 2* ENG)Don’t underestimate this card, he has the highest 2* ENG base and fills out two extra collections. His Jury Rigger trait will unlock a fair few nodes and his ship ability adds some hull repair to your ship battling ensemble. Poor DIP scores limit his voyaging ability however but he will get a fair few of Tuesday’s cadet missions unlocked for you.
TIER 05
(05) B’Etor Duras (DIP/SEC) #60One half of The Next Generation’s attempt at alien sex appeal has very broad Diplomacy appeal (if you know what I mean). Being female and an alien gives her work all weekend on cadet missions and, like Neelix, can be merged with Lursa into the Duras Sisters, a 4* card with some worth in Arena and Gauntlet. Just remember to fully equip to level 99 (not 100) THEN fuse.
(05) Commander Maddox (SCI/ENG/DIP) #32A perfectly average crew card for SCI really. He’s got nothing special that other SCI/ENG crew have except a small DIP bonus and a 15% hull repair in his ship ability. No extra collection bonuses and no use at the weekend but might find his way on a voyage or two.
(05) Commanding Officer Sisko (SEC/CMD/DIP) (Inspiring) #31Stop right here, if he is in your roster DO NOT AIRLOCK HIM. In the current state of the game CO Sisko is only available by accepting the achievement for changing your in-game name. This means if you don’t accept it he will sit there happily until you have the honor to cite and freeze him. But once he’s gone there is no going back.Skill wise his SEC base is pretty strong and his CMD is fairly significant. If you do decide to invest in him he will make a strong addition to your early roster. I just can’t recommend him any higher on the tier list due to him costing honor to freeze. (Currently Not Available In The Portal)
(05) Donik (ENG/DIP) #76 (Innovator)Ol’ Dino Donik here might have an impressively high ENG base but his poor DIP stat means his voyage potential is lacking. His ship ability will prove useful combined with attack boosts but a lack of traits means that he is a pretty generic engineer. Still if you are lacking in ENG crew then he’s certainly not the worst crew to have.
(05) Ensign Seska (ENG, SEC) #116 (Cardassian)Not the best 2* ENG nor the best 2* SEC but scores major points for being able to participate in all the weekday cadet missions and being in the Cardassian collection. After cadets are finished it’s probably best to move her into the freezer as it’s doubtful you don’t have a better engineer by then.
(05) Expedition Vash (SEC/SCI/DIP) #40A perfectly average middle of the road card. Her skills cover most of what might be missing in your voyage but it’s nothing spectacular. There are plenty of better SEC crew with more meaningful use. Keep her if she’s filling a particular role for you but don’t hang on to her any longer than you need to.
(05) First Maje Culluh (CMD/SEC) #70Nothing too impressive about Seska’s sugar daddy but has a good enough CMD stat to be useful on weekend events. Don’t expect his appearance on too many voyages or ship battles unless you have a use for someone to increase boarding damage.
(05) Groundskeeper Boothby (MED/CMD/DIP) #16A very rare combination of skills means Mr Boothby will be tending to your growing Voyages in no time. His stats on paper are not amazingly impressive but the combination of all three might just push your voyages to the four hour mark. Sadly no extra collections and no eligibility for cadet missions knock him down a few tiers. If you already have some of the stronger 3* MED crew you will probably have him sitting out of the way.
(05) Hockey Kim (ENG/SEC/CMD) #24I’m conflicted on Hockey Kim. On one side he’s a perfectly viable Voyager with an average spread of abilities. His #7 ENG base is fairly respectable and the proficiencies keep him in the upper echelon of engineers. However there are a few other ENG crews that can do the same job and more. Hockey Harry here can’t work weekends but if you are struggling for ENG crew he’s a viable option.
(05) Hugh (SEC/DIP/ENG) #29 (Borg)Just as I was beginning to write this summary the news that Hugh will be in the new series of Picard instantly bumped him up a Tier. His use in a potential future event is almost a certainty but I might well be re-writing this in the future, we’ll see.Stats wise though he has the lowest 3* SEC primary base stat that, whilst being higher than most lower rarity cards, is still a little disappointing compared to better Rare crew. It’s nothing amazing but it might just bump a Voyage up 20 minutes or so.
(05) Jazz Musician Riker (CMD/DIP) #63If CMD strength is something you are looking for then J.M. Riker is a fairly good contender. His base stat isn’t amazing but it does have a strong proficiency bonus. But that’s not his redeeming feature, he has a very strong +7 Attack bonus which, paired with attack speed or crit bonus, will make short work of Skirmish enemies in the Captain stages. His shortcomings however mean you lose some evasion bonus with the ship skill and his DIP score is not that useful for voyages.
(05) Keevan (CMD/DIP) #65Keevan is almost an exact copy of Jazz Musician Riker but with a few tradeoffs. Keevan has a slightly higher CMD base but his proficiency is much lower. His ship ability will grant more evasion at the cost of attack but he has some use on the Sunday cadet missions whereas Riker doesn’t. I think the state of your game will decide which to keep and which to move on. If you need those cadets completed then Keevan is the better choice but if you are struggling to do damage in ship battles then Riker is the answer. Or just chuck them both a find Klingon Dukat…oh he will also need a lot of Dominion items…
(05) Koloth (DIP/CMD/SEC) #14 (Diplomat)A good perfectly average voyaging crewman. #18 DIP base and #17 CMD won’t get you far unlocking nodes or hitting cadet targets but it will significantly boost your voyaging times. Hull repair when cloaking is a useful mix and a hit on the Diplomat collection might just unlock some rewards. But his common pairing of skills and limited use outside of voyages means he will be easily replaced later down the line.
(05) Lt. Commander Jack Crusher (CMD/SCI) #68 (Inspiring)#5 CMD base is respectable but CMD is quite common. He will make some of your early voyages but it won’t be long before retirement. His Hologram trait will be useful for a few mission nodes along the way but other than his Inspiring collection there’s not much use for him when better crew come along.
(05) Lieutenant Commander Saru (SCI, CMD) #96It’s a close call between the top 2* SCI crew but Saru is a worthy contender in that category. He’s a solid choice to run SCI missions and his ship ability is solid for first time arena use. Being an Alien and having a fearless SCI base gets him a good amount of use in the majority of cadet missions. A healthy secondary command score will get him on your voyages but sadly, no additional collection bonuses.
(05) Lursa Duras (CMD/SEC) #53The other Duras sister has a fairly decent #8 CMD base with a decent proficiency score. She can work all weekend but her CMD stat won’t be the reason you keep her around.See B’Etor for details on how they fuse into the Duras Sisters but it’s probably the best option rather than immortalising them. You can find better CMD crew once the cadet missions have been completed and her voyage score is not keeping her on.
(05) Mara (SCI/DIP/CMD) #8Another card I have some conflicting views on. Her SCI stats are pretty poor, in fact she has lowest SCI primary base stat for a 3* card. But combined with her other skills she actually does quite well on voyages and she can work all weekend cadet missions. Her ship ability isn’t bad if you have a vessel with a cloak. The unusual combination of SCI/DIP/CMD at less-than-average scores gives her plenty of use in voyages but outside of that she’s pretty lackluster.
(05) Nurse Paris (CMD, MED) #105 (#1 2* CMD)In another strange statistical decision Mr. Paris has the highest CMD base for a 2* crew member but lowest MED stat in the game but the second highest MED max. Some useful traits might get him a node unlocked or two. His strange and rare mix of CMD/MED will fill a hole for voyages but has limited use in only MWF Cadet Missions (albeit they are the most important).
(05) Prisoner ‘Bones’ McCoy (MED/DIP) #57 (Physician)A by the books, no nonsense physician. #4 MED base with a decent proficiency give McCoy some legs but his voyage skill is lacking somewhat. He is certainly not the worst MED crew but there are better crew available if you do a little digging.
(05) Rifle Janeway (CMD/SEC/SCI) #35Marine Janeway here is so very nearly a great card. She has the #3 CMD base but not a great deal of proficiency bonuses and her ship ability is a plain +5 Attack. Her voyaging score isn’t the best but her primary use will be for CMD nodes on Saturday cadet missions. Once they are taken care of feel free to freeze or throw as required.
(05) Security Chief Tuvok (SEC/CMD/SCI) #34 (Vulcan)Okay, so you have several choices with what to with Mr. Vulcan here. You can level him up and immortalise to use his #10 SEC base stat and fill out a slot on the Vulcan collection. Or keep him at level 99 and fuse with him Ambassador Neelix to make the mostly-average Tuvix. By himself Tuvok will be a handy SEC crew for Sunday cadets and his skill base will make it on a voyager or two. Keep in mind that if you have a collectivistic tendency then you might be keeping a few copies of him on standby.
(05) Senator Cretak (DIP/SEC) #71 (Romulan, Diplomat)A very average performing Diplomat in terms of pure stats. She sits in the middle of the 3* DIP crew with not much to add via proficiency. Her use comes primarily to unlock a node on the cadet missions and to score in two additional collections. Cretak can participate in both weekend missions which is a bonus but after that consider getting her immortalised to make way for better DIP crew.
(05) Surgeon Phlox (MED/SCI/CMD) #17 (Physician)I’m never usually too hard on any MED crew as they are so few and far between that any combination of skills will be useful to new players. However Phlox doesn’t really perform as well as others in his class. His Max MED stat isn’t that much higher than his 2* counterparts and his ship ability doesn’t particularly inspire. His skills range makes him a good voyage candidate however but only able to access Sunday cadet missions whereas better medics such as Selar, Kes and Bashir can work all weekend missions. However struggling for MED crew is common so don’t dismiss him too quickly, just be prepared to move him on quickly when someone better comes along.
(05) Telek R’Mor (SCI, DIP, SEC) #79 (Romulan)Like Technician Rom this is another card you don’t want to miss on Tuesday’s cadet missions. Whilst this three skilled card might have some use voyaging he does sport the worst SEC stats in the game, but this doesn’t take away from his usefulness. His max SCI is the highest for a 2* and will be one of your key voyagers in the early game to secure that two hour dilemma, just don’t expect to hold on to him for long.
(05) Tribunal Pike (DIP/CMD) #48 (Inspiring)Beep Beep…okay I’ll leave that joke alone. A reasonable DIP crew that will hit a few nodes for you but outside of that his use will be limited. No cadet mission eligibility and his small skill set makes him less useful on voyages. But he might fill out a shuttle or two and backup some other crew unlocking difficult nodes.
(05) Weyoun Clone 6 (DIP/CMD) #54 (Diplomat)Plenty of strong DIP crew in this list but single stats alone doth not make a Vorta. His #6 DIP base and usage on sunday’s cadet missions will keep him active in your roster for a while. But there will become a time when his use has expired and you just want to add a notch to your Diplomat collection. In fairness the gap between the top 3* DIP stats is quite close and if none one better drops for you then Weyoun is a good choice.
TIER 06
(06) Acting Nagus Brunt (DIP/SEC/CMD) (Ferengi, Diplomat) #41How much do you like running Ferengi faction missions? Not at all, well tough luck. This latinum loving lobe lad is going to be lingering around your crew slots for a while unless you pony up the merits or replicator rations for faction items. His stats are fairly average and might get some use on Saturday’s missions if you don’t already have someone better. His main attractive features are the dual Ferengi and Diplomat collection bonuses and he might get some use whilst Voyaging but that’s about it.
(06) Ambassador Fox (DIP/COM) (Diplomat, Veteran) #49Good DIP and CMD stats means The Fantastic Mr Fox here gets some use on voyages and with two additional collections fulfilled he certainly shouldn’t be your first choice out of the airlock. However he is easily beaten by other easily available crew and will serve no use at the weekend. Keep if you don’t have any better Diplomats but send him to the freezer when you do.
(06) Away Team Archer (CMD, SEC, ENG) #83Two guns J-dog here is a fair all rounder with a powerful CMD stat, enough to hit a critical node or two in the cadet challenges. Early game voyages will give him plenty of use. Sadly no collection bonuses for him and he is greatly let down by his ship ability. Consider moving him on once you’ve gotten better CMD crew and hit those few cadet nodes.
(06) Captain Kirk (CMD, DIP, SEC) #80 (Inspiring)First time players will probably remember Kirk from the beginning of the game where they choose one of their starting PokeCaptains. A good strong CMD stat and proficient early game Voyager with a collection boost too. Nothing amazingly special about this crew but a solid selection if you did happen to pick him.
(06) Cadet Nog (SEC, DIP, ENG) #93 (Ferengi)Depending on who you already have in your roster Cadet Nog is either going to be really useful or really pointless. He can fulfill quite a few objectives in two of the cadet challenges and adds to the Ferengi collection. But he is easily replaced with better crew available and his ship ability is not inspiring. If he does end up on a Voyage it’s usually to fill out the spaces but he’s not useless. Keep to collect but there are better crew to work on.
(06) Commander Scott (ENG/CMD) #66 (Innovator)A pretty lackluster engineer. He sports a significant ENG base with a rather uncommon CMD modifier, but not at the strength that would make him useful for many voyages. His Innovator collection bonus means you probably won’t kick him out straight away but there are plenty of engineers with better stats that can put in more daily work.
(06) Dabo Girl Leeta (DIP, CMD) #113Okay, stay with me here, this girl has the lowest DIP primary stat of all the 2* crew, but that doesn’t matter. There’s only 70 points between her and the best in terms of base skill and Leeta actually has a bit more use. You will use her for certain Cadet Missions much more than you realise and she actually has a fair amount of daily use for a 2*. No collection mind but like her 4* mirror counterpart will up your crit rating in ship battles to something nice and destructive.
(06) Dr. Carol Marcus (SCI/CMD) #71 (Innovator)A fairly unremarkable SCI crew. She will fill a hole in Saturday cadet missions but if it’s SCI crew you are looking for there are better options. Keep her for the Innovator collection if you need to but don’t hold her for long.
(06) Enterprise-D Picard (DIP, CMD, SCI) #85 (Diplomat, Inspiring)A nice allrounder crewmember to help start your early game. This PokeCaptain fills out two collections from the get go and a nice helping of useful traits. Best used for early game Voyages but will outlive his usefulness once more potent rare crew come along. There is some merit to keeping him around for events as Picard does come up quite often (and with his own series on the way he’s sure to be useful)
(06) First Maje Haron (SEC, CMD) #117Second highest 2* base SEC stat and gets a fair bit of use in cadet missions. If you don’t have L’Rell he’s certainly a good second best. Get him levelled up in your early game and you won’t have to worry about security for quite some time. His CMD is a bit of a let down however so he won’t be too useful on voyages.
(06) Kathryn Janeway (CMD, SCI, DIP) #78In a height of irony DB decided to make Janeway a fairly respectable 2* Voyager (get it? Voyager…like the show, okay I’ll stop). Her stats are not going to make anyone rush to immortalise her especially considering she only fills the uncommon collection. However if you need someone to fill a CMD/SCI spot on a voyage and all your other crew are on event shuttles she’s your girl. Cadet usage depends on how much coffee you have saved up…
(06) Lt Commander Data (ENG, SCI, SEC) #88A strong ENG stat for a 2* makes up for his average SCI and SEC, however the combination makes for good early game voyaging and he has some useful traits which will help tick off a few nodes. He’s also classified as an alien for some reason so useful on two of the three cadet missions.
(06) Persis (SEC, DIP) #101 (Engineered)Whilst her SEC isn’t anything to shout about her DIP score will fill the spaces that Tilly misses especially on Tuesday missions. Her ship ability is a good early game boost and she gains an extra collection bonus when completed.
(06) Private S. Money (SEC) #123 (Veteran)A one skilled minor MACO does not make a voyaging man happy. The 3rd worst 3* Voyager mostly due to her one skilled SEC stat. That SEC stat is strong mind you and useful for some missions on the Saturday cadets. However that alone doesn’t warrant spending time on her unless you want to fill out some more slots on the Veteran collection.
(06) Promoted Sisko #72 (CMD, SEC, DIP) (Top 2* Voyager) (Inspiring, Diplomat)Some very middle of the road stats for a three skilled PokeCaptain but they score high enough to make him the best Voyager in the Uncommon collection. He has a ton of traits but fills the role that the other starter captains in that he is wide as an ocean but deep as a puddle. +3 attack in ship battles is a fairly good early game ability and he fills two extra collections when immortalised.
(06) Starfleet Uniform Khan (CMD/SEC) #45 (Engineered)If wishes were horses when CMD/SEC would be the Grand National. Khan’s use in the overall scheme of things will depend on how much you have invested in existing crew. Assuming no shiny 4-5* CMD crew have whisked you away on a chroniton exhausting adventure then by all means give him your attention. But I’m going to take a wild guess and say you already have better crew by now.
(06) Stranded Craft (SEC/CMD/ENG) #42 (Veteran)New crew usually bring a little bit of excitement as to what their stats can bring to new players sadly our Craft here is aptly stranded among the average cards. His SEC base will bring a bit of power to shuttles if you are missing some of the bigger players but his real let down is a disappointing Voyage total. Alongside being yet another SEC/CMD crew to grace the roster one will find his uses limited once the bigger rarity cards start dropping. Consider The Viceroy or Boxer Chakotay for stronger alternatives.
(06) Talos IV Spock (SEC/CMD/SCI) #18 (Vulcan)I really hope you have stocked up on IDICs, Tactical Alerts and Security Codes because Spock is absolutely horrible to equip. Once you get over the shocking amount of replications you just had to endure then Spock is actually fairly decent voyage stock. SEC/CMD is a popular combination but Spock does them both very well. But requiring roughly an average of 7k chrons to immortalise, I think it’s cheaper to wait for better crew to drop…
(06) Tourist Worf (CMD/SEC) #92 “It began with the forging of the Great Pants. Three were given to the Trouser-Elves, immortal, wisest and fairest of all beings. Seven to the Dwarf-Leggings, great tailors and craftsmen of the mountain halls. And nine, nine pants were gifted to the race of Men, who above all else desire protection for their undercarriage. For within these pants was bound the strength and the will to govern each race. But they were all of them deceived, for another pair of pants was made. Deep in the land of Risa, in the Fires of Mount Mogh, the Dark Lord Worf forged a master pair, and into these pants he poured his cruelty, his malice and his will to dominate all life.”
TIER 07
(07) Ambassador Neelix (DIP/ENG) #61Similar to Ambassador Fox this Diplomat has a respectable DIP stat and if you are still struggling on a Sunday he might be of some use. However unlike A-Fox he strangely doesn’t fill the Diplomat collection. Now…how much do you like transporter fused abominations, because a combination of this Neelix and Security Chief Tuvok can make the, well, frankly uninspiring 4* Tuvix. But seeing as Ambassador Neelix doesn’t fulfill any other collection than Rare, then you might as well fuse up. Just remember, fully equip to level 99 (not 100) THEN fuse.
(07) Captain Kasidy Yates (CMD/SEC/DIP) #25Another CMD/SEC/DIP combination crew, yawn. Kasidy here isn’t even among the best of them with the #12 CMD base for 3* crews. She has a couple of useful traits and her Arena ability isn’t to be sniffed at. But with Dax, Janeway and Lursa beating here in command stats for Saturday cadets and contributing towards a collection bonus don’t feel bad if you have to show Kasidy to the bad side of an airlock.
(07) Commander Kor (CMD/DIP/SEC) #33Of all the Klingons available in the Rare collection, this one is probably the poorest. His CMD score and ship ability are his best features but nothing to shout about. He can perform well on Sunday cadet missions but there are better Klingons with the same traits and skills.
(07) Commander Kruge (SEC/CMD) #47For pure security power you can’t go wrong with Kruge, so his use on a Sunday cadet mission will help knock off a few nodes or two. Once that is completed then his usefulness is limited. His ship ability requires a ship with the boarding trait and his voyaging scores are poor. Keep if you need the SEC but he will be easily replaced by some of the first SR cards you get.
(07) Chief Engineer Torres (ENG, SEC) #137 (Top 1* ENG) (Jury Rigger, Innovator)Now this is a proper working card, well for a 1* common card. She can fill two collections, one of which is the hard-to-fill Jury Rigger. She is the top Engineer in the common collection and comes with a fair amount of useful traits including Cyberneticist. She can work in all three of the week-day cadet missions and her ship ability will certainly poke a few holes in enemy vessels. Whilst she’s not going to be securing lengthy voyages for you or give a sizable increase in your shuttles, she certainly is one of the best performing common cards.
(07) CMO Bashir (MED, CMD) #138 (Doctor, Augment)Second best 1* MED score, #18 overall, two additional collections (Physician and Engineered) and a very good early game ship ability make this one of the better cards to keep. The cyberneticist trait will be useful early on and once you get the point of freezing crew he can start three collections off quite nicely. His main let down is a pointless command statistic which can be easily ignored.
(07) Command Wrap Kirk (CMD/SEC/DIP) (Inspiring) #36Really DB should be making Kirk, Picard and all the main crew into stars in this game, but…no. Just-Threw-On-A-Towel Kirk has the worst CMD primary stat for a 3* card, even being beaten by some 2* crew. He’s not available for cadet missions and his ship ability is fairly terrible. His Inspiring trait makes the collection and being a main cast member means you could possibly use him in an event or two, but don’t rely on him for daily use if you have better crew.
(07) Commander Riker (CMD, DIP, SEC) #84Formally the #1 2* Diplomat before L’Rell came along. He’s a slightly better Commander Chakotay with a decent ship ability. His SEC isn’t much to brag about and he doesn’t have much use in cadet missions but a handy crewmember for the early game. Don’t be afraid to move him on if he’s outstayed his welcome, handy advice from Deanna…
(07) Ensign Sato (DIP) #143Not the best DIP 2* but if you are lacking it she will serve some use in most cadet missions and some daily use until you can get Off-Duty Tilly then she can be safely shown the door.
(07) Ensign Crusher (SCI/ENG/CMD) #39This card completed the trifecta of all Wesley Crusher cards being pretty terrible. Well okay, there is some small merit with Ensign Crusher here having a less-than-average voyaging score. But really it’s only good if you don’t already have literally any of the other 3* SCI or ENG cards. He is not eligible for weekend cadet missions and no additional collections. His one useful trait will help unlock a node but that’s about it. A few premium pulls down the line will nab you a better SCI/ENG crew if you don’t have one already. Usually at this point in my rants about terrible Wesley cards I suggest upgrading for the 4* variant but I won’t do that this time. If Wesley ends up in your roster for longer than a month, consider your life choices…
(07) Ensign Vorik (ENG) #124 (Vulcan)On paper Vorik seems to be fairly reasonable with a #11 base stat which goes up to 800+ when maxed out. However his base stat is the worst among 3* crew and his single skill stat makes him the second worst voyager after Jake Sisko. His ship skills is standard for most engineers and will score 20% hull repair but it decreases the attack score by 2. Keep him if you are hunting for Vulcans but if you have to airlock him it won’t be long before he pops up again.
(07) Hockey Paris (CMD/SEC/DIP) #23A very standard CMD card with common pairings. Chances are if you are gunning to get this guy to level 100 then you will have some better crew with these statistics. However he does have the #16 CMD base stat and his voyage potential is not bad, it’s just very standard. I would only recommend him if he is your only blue card available, otherwise spend the chrons elsewhere.
(07) Idrin (SEC/CMD) #83Meh, one of the few Hirogen in the game who as a species specialises in roaming and hunting does neither very well. If you are looking for more SEC numbers (and I doubt you will be) then he might satisfy having the #6 3* SEC base stat, but his voyage numbers are frankly awful. Be prepared to run faction missions or open up the replicator to equip him too, but seeing as his collection bonus is limited to the Rare collection he’s probably not worth the bother.
(07) Lt Commander Nella Daren (SCI/CMD) #64A strong #3 SCI base stat is probably all this crew is good for really. However the proficiency bonus falls short of other 3* crew falling to #11 Max. No cadet eligibility and a rather lackluster ship ability. Only keep if you are interested in getting some SCI nodes unlocked and the rare collection completed, otherwise move her on.
(07) Lt Commander Scott (ENG) #140 (Jury Rigger)A very average engineer who doesn’t offer anything unique other than his Jury Rigger bonus. He won’t be making any voyages but he will have some use getting difficult nodes unlocked.
(07) Major Kira (CMD, SEC) #104 (Veteran)A very average CMD card which might find some use helping out Sito, Seska and Dax in weekday challenges but nothing amazing about the card. Keep her for the Veteran collection but don’t expect her to have any longevity.
(07) Morn (DIP/SEC) #51After a long session at Quarks Morn finds out that his tab has run a bit too high and now must accept any job to make ends meet. He has very average stats for a 3* diplomat and he is easily outclassed by other available 3* crew. His one positive is that his SEC stat doesn’t dip too far from his primary so his voyage eligibility has uses for getting the two hour mark. But like a Lurian slumped over a barstool, he is more disappointing than useful.
(07) Recovering Spock (SCI/DIP/CMD) #81 (Vulcan)Like most crew with three skills he is fairly middle of the road. Some useful traits and useful in two cadet missions will make him well used if you spend the time to level him up. Good for early game voyages but don’t expect him to crit many missions nodes outside of his trait bonus.
(07) Rescuer Tucker (ENG/SEC/CMD) #28 (Jury Rigger)A fairly average voyage crew but with less than impressive ENG stats for a 3* engineer. His Jury Rigger collection fulfillment keeps from being airlocked straight away but if you are struggling for space and have better engineers then don’t hesitate to depressurise him.
(07) Sniper Reed (SEC/CMD) #62A less than inspiring SEC stat with a bad CMD base make this edition of Reed one of the worst 3* cards available. SEC/CMD is such a common pairing and there are plenty of other cards with better numbers in both. His one saving grace is 200% damage in ship battles but that is easily replaceable with Commando Crusher or Tourist Dax.
(07) Third Remata’Klan (SEC/CMD) #52So that Dominion faction you have at honored status…oh wait what, they are hostile. Oh boy. You are going to need a fair few Jem’Hadar weapons to get him immortalised. He has a #8 SEC base stat with a reasonable proficiency bonus but, like I’ve said many times in this document, SEC/CMD is incredibly common and although Third can work a sunday cadet mission there are many other options to consider before putting in the work on him. No extra collection bonus and a poor ship ability means that you can safely put him in the unneeded pile until you want to get the Rare collection completed.
(07) Vedek Winn Adami (DIP/CMD) #69The amount of ear tugging and whimsical phrasings sadly won’t make Winn that good a diplomat. If she’s one of the first DIP crewmembers you acquire then her #15 DIP base will come in useful. But in the long term she will be easily outclassed by most of the other 3* diplomats. She has some use in the weekend missions however but long term, with no extra collection bonuses, she will probably find herself on the wrong side of a vacuum chamber.
TIER 08
(08) Brainless Spock (ENG/SCI) #104 (Vulcan)Brain, Brain! What is Brain! Hailing from potentially the worst episode of Star Trek ever here is a card who, for once, matches his diminished form. His ENG stats are not the worst, but they are hardly a desirable feature. Although he can fulfill two days worth of cadet missions there are better engineers that are more readily available. Lt. Commander Data for instance is an older card however far superior in every way and the Vulcan collection is so abundant that it’s a worthless metric nowadays. (Currently Not Available In The Portal)
(08) Commander Chakotay (CMD, DIP, SEC) #76Another unremarkable Chakotay. He sits in the middle of everything not doing a lot stats wise. New players might find some use for him on voyages but with no extra collection bonuses consider moving him on to worship the great spirits of the airlock.
(08) Commander Spock (SCI, CMD) #127 (Vulcan)It’s Spock! Iconic character, decent common crew. Second best 1* science stat and gets the Vulcan collection filled out a bit more. His ship ability is pretty decent and when paired with a high attack card will make short work of some early game enemy ships. He has a nice amount of bonus traits sadly his command stats are pretty poor otherwise I’d have put him up a tier.
(08) Commander Tucker (ENG, CMD) #121 (Jury Rigger)Nothing special to see here. I’d rate him lower but he does fill out the Jury Rigger collection for a modestly cheap price. His ENG stat is fairly poor and his CMD stat not even worth talking about. No real use in cadets and a lackluster ship ability. Consider spending a few more credits and chronos working on other engineers.
(08) Crewman Tarses (MED, DIP) #141 (Top 1* MED) (Romulan)The best 1* MED crew in the game with the lowest DIP stat in the game. Worth having about to get through some early MED nodes ,and midweek cadet missions. If you want a good combination of 1* crew look no further than the duo of Tarses and Troi. Each complimenting what the other lacks in DIP and MED. Ship ability fairly average but fills out the Romulan collection. Worth immortalising then freezing once better crew come round.
(08) Desert Michael Burnham (SCI, DIP) #95Not the best Burnham to have, but if you it’s science you need then she will suffice until T’Pol or her Prisoner counterpart drop for you. Don’t make her a priority especially considering her high equipment cost.
(08) Emergency Medical Holoprogram Mk. 1 (MED, SCI) #106 (Physician) (#1 2* MED)The best 2* MED you can buy for…15k honor. That’s a lot of honor to spend on someone who doesn’t perform any better than Nurse Kes or Dr Phlox, he might have a high Base but his Max MED let’s him down quite significantly. I would only suggest buying if you really need to fill out the physician collection or really don’t like holding on honor. (Currently Not Available In The Portal)
(08) Fleet Commander Martok (CMD, SEC, DIP) #91 (Veteran)Aside from a unique collection bonus and a single node in the cadet challenges he is pretty unremarkable. Fills a role in early game voyages but has a dire DIP stat and his primaries are better elsewhere. Freeze and move on.
(08) Glinn Damar (SEC, CMD) #108 (Cardassian) Ol’ Glen Dammers here is so confident in his abilities that he only needs one trait, and that fills out of his collection bonus. His SEC score isn’t amazing but it might hit a few nodes in missions and cadets. But his CMD is a let down and with only one trait and nothing special about his stats he’s not going to be useful voyaging. Another one hit collection wonder.
(08) Investigator Odo (SEC) #151 (Cardassian)Second highest 1* SEC with some very useful traits for unlocking nodes. Fills the cardassian collection and will assist in the Tuesday cadet missions. Sadly his ship ability is pretty poor and being SEC only means his usefulness is limited past a certain point. Keep for collection but his traits and stats combined will only get you so far. Constable Odo is a good replacement to fill the same needs.
(08) Lt Tasha Yar (SEC) #144Pure SEC baby. Which is fine in the early-early game but moving out of the first missions you will find her uses limited. Her ship ability will give you a taste of what late game Arena use is like but once you get better Rare cards in your manifest she will probably be one of the first to leave.
(08) Off-Duty Stamets (SCI, ENG) #98Sits in the upper echelons of SCI statistics for 2* crew but not very useful for Cadets. No collections and a poor ship ability make it hard to recommend him for daily use. His SCI/ENG combination will get use on voyages which redeems his somewhat unremarkable features.
(08) Prisoner Michael Burnham (SCI, SEC, DIP) #77A fairly unremarkable card statistics-wise but has enough range to be useful on Voyages. Use as a boost for other crew but don’t rely on her to score any major victories.
(08) Section 31 Reed (SEC, CMD) #126Another SEC/CMD crewmember with an average SEC stat and very limited usefulness. His CMD stat is one of the worst in the game but has a few useful early game traits. Security Chief Worf is a better SEC alternative or replace with the superior Sniper Reed.
(08) Seven in Blue (SCI, ENG) #99 (Borg)A shame that this version of Seven has one of the worst 2* SCI bases really. Keep her if you want fill the Borg collection out but there are much better, and more readily available, SCI crew for you to work on. She does count as an Alien however so can be used on Tuesday’s cadet missions.
(08) Teenager Nog (SEC, DIP) #129 (Ferengi)My-First-Nog is a strange card. Not quite representative of the character it manifests. A fairly adequate ship ability mixed with decent SEC and DIP stats means you will probably get quite a bit of use out of him in the early game. He fills the Ferengi collection out, however, he is an absolute pain to equip, requiring 35 faction items from the various Ferengi shops. However he’s a good beginner card and his traits will get some normal nodes unlocked for your first time round.
TIER 09
(09) Acting Ensign Crusher (ENG, SCI, CMD) #89Upgraded Wesley Crusher isn’t too much better than his common counterpart. He has the advantage of the prodigy trait which will help with a few mission nodes but that’s about all. Don’t bank on him helping too much with cadets, he isn’t terrible but there are better crew you can work with. Consider using the upgraded 3* Ensign Crusher for a better Wesley experience.
(09) Away Team Neelix (ENG, DIP, SCI) #86Another disappointing Neelix. Whilst he has thrown away the chef’s hat for some all-terrain gear his stats are not exactly inspiring enough to consider him for daily use. His only redeeming features are the large amount of traits and a quick 150% instant damage with his ship ability. Collect him to fill out your uncommon collection but don’t keep him hanging about too long, you might just end up with a bowl of leola root stew!
(09) Bartender Quark (DIP, SEC, CMD) #142 (Ferengi)If it wasn’t for his usefulness in the Ferengi collection I would say just airlock this guy straight away. He just about stays out of the lowest tier due to that and some useful traits that can unlock some early mission nodes. He has the lowest Diplomacy primary stat for any crew as well as having the lowest command AND lowest security bases for all the crew in the game. Don’t feel bad about pushing him out of the airlock, his only use is to tick a box and serve a drink.
(09) Chef Neelix (DIP) #150Second best 1* diplomat with a slightly useful ship ability could be good for hitting the first few mission nodes. But sadly a lack of any collection usefulness and some very common traits makes our line cook here very redundant once you get better diplomacy crew.
(09) CMO ‘Bones’ McCoy (MED) #149 (Doctor)Strange that one of the most iconic characters in Star Trek known for his medical prowess would be given one of the worst MED cards in the game. He has the lowest primary medical score and is the third worst MED overall. His ship ability, whilst giving +3 accuracy, also demands -2 attack. You will already have a better medical card by now and probably the only reason to hold onto him is the Physician collection.
(09) Counselor Troi (DIP, MED) #128Another working card that will get a fair amount of use early on. One of the few crewmembers who can work all week long in the cadet challenges. Whilst she is the second best 1* diplomat, she beats out the best (Comm Officer Uhura) by having much more use in other areas. If it were a choice between the two Troi would win out. Sadly, one of the worst MED scores, no extra collection fulfillment and a lackluster ship ability bring her score down somewhat.
(09) Ensign Tuvok (SCI, DIP) #139 (Vulcan)With SCI as his main stat he has the worst SCI rating in the game and a very poor DIP score too. Nothing great in his ship ability but does fill the Vulcan collection. He’s fairly cheap to equip if you have a few IDICs knocking about but in general only worth freezing and forgetting.
(09) Geordi La Forge (ENG, CMD, DIP) #74 (Innovator)Nothing stellar to tell about young geordi other than his collection bonus. His engineering score is pretty forgettable and DIP frankly embarrassing for a 2* card. You might get some use out of him on voyages as his CMD score isn’t bad but other than that, freeze and forget.
(09) KDF Alexander (SEC, ENG, CMD) #97No one in the world is going to recommend this card to anyone. His SEC skill is alright but his ENG and CMD scores are abysmal. His ship skill could be useful combined with a cloakable vessel and a high attack score but he won’t be in demand on your roster once you unlock the Klingon node in the cadet challenges. Best to show him the airlock once better SEC staff come through.
(09) Lt Jadzia Dax (SCI, ENG) #131 (Top 1* SCI)The top 1* Scientist with a bundle of traits. Not the best engineering stat but will help get through a few of the early missions. Nothing amazing about her ship ability and no extra collections to speak of. She is easily replaced by other crew and like most 1* crew, easily airlockable. Move on.
(09) Lt Thomas Riker (SEC, ENG) #134 (Top 1* SEC)Top 1* SEC stat and an average ENG stat that will get you through a mission or two. A good ship ability with shield regeneration in charged phases and quite a few useful traits to hit a few nodes. No collections to speak of but will give you a leg up in the early game.
(09) Stargazer Picard (CMD, DIP, SCI) #115 (Top 1* Voyager)I’m conflicted on Stargazer Picard. On one hand, he’s a very good card for new players wanting someone to have a strong card to start with. His DIP is pretty good for a common card but his SCI is poor. His one major drawback is that you can only get him from the honor hall for 1500 honor, this is better spent on trainers in the early game. Picard is featured is quite a lot of events but this versions stats are nowhere near competitive. A side note is that he is the #1 common Voyager, so he might make it on one of your first two hour voyages. If you have him you really have no choice but to immortalise him, otherwise it’s a waste of honor. Not worth spending on and nothing amazing gained by immortalising him. (Currently Not Available In The Portal)
(09) Writer Jake Sisko (DIP) #126I don’t rate Rare crewmembers this low, but ye gods, Jake is dire. Ignore his #8 base stat. You only should consider it if he’s the only Diplomat in your manifest. His single stat makes him the single worst 3* Voyager, even being beaten by Maquis Chakotay…a Common Card. You want to know his good points, well tough, he doesn’t have any. Trade him in for honor, then spend that honor on trainers for your other crew. If you keep him, cite him and immortalise him then I’m going to have to ask you to stop playing this game now…
TIER 10
(10) Boomer Mayweather (CMD, ENG) #118I’m sorry, is this a two star crew member that cannot participate in any of the cadet challenges, is not in a collection nor any redeeming features whatsoever? Oh it’s a Mayweather, bye bye!
(10) Botanist Keiko (SCI) #148The third best science wielder in the common collection is sadly the only redeeming feature of Mrs O’Brien. Keep and freeze if you want to fill out your 1* collection but otherwise throw away. There are better Botanists and Caregivers available and her ship ability is nothing to shout about.
(10) Comm Officer Uhura (DIP) #152 (Top 1* DIP)The best 1* Diplomat aaaand that’s about it. Her ship ability isn’t particularly endearing and she doesn’t factor into any additional collections. You will certainly have better diplomats with much more useful traits and if by some chance she is your best diplomat, go spend some credits in the basic rewards Portal…
(10) Desert Ezri Dax (MED, DIP) #133Another crew that can work all week in the cadet challenges but with fairly lackluster stats. Her most use is in “A Certain Formality” but there are other crew that can fill that role that are commonly available. No extra collection mean that when strapped for space, show her out of the pressure sealed door.
(10) Ensign Chapel (MED) #156For a medic she’s got a pretty poor medicine stats, doesn’t fill out the “Do No Harm” collection and a poor ship ability. Not that this counts for 1* crew but she is the worst Voyager in the game. The only reason you should immortalize her is if you have absolutely nothing left to do in the game and have a fetish for wasting chronitons.
(10) Ensign Chekov (CMD, SCI) #135Another bi-polar crew card that has the second best 1* CMD stat but one of the worst SCI scores. His ship ability is fairly decent for a 1* but as CMD is a fairly common card and he doesn’t fill any extra collections probably worth trading in the russian wonder for a pittance of honor.
(10) Ensign Kim (ENG) #153The worst engineer in the game. Okay I’ll rephrase that, the worst engineer for someone who has ENG as their main stat. No good traits, no extra collection bonuses. His ship ability actually makes no sense by increasing attack damage by reducing accuracy. This means he probably shoots himself in the face mid battle. Don’t even think of promoting him!
(10) Ensign Mayweather (CMD) #155Similar to Ensign Chekov in that he has a high CMD stat for a 1*, but completely redundant when compared to other cards that have better command, traits and useful ship abilities. Much like his character on the show, completely forgettable.
(10) Ensign Ogawa (MED) #154Another medical professional that doesn’t fill the “Do No Harm” collection. No useful traits, no good ship skill. The med stat is average for a common card but as MED is her main stat there’s nothing she has that other uncommon crew can’t do better. Fill the hole in your common collection and move on.
(10) Losira (SEC, CMD, ENG) #92By now you are probably going to be inundated with CMD/SEC combinations, it’s one of the most common in the game so Lady Losira here isn’t going to be adding anything unique to your roster. She has the lowest 2* primary SEC stat and the lowest ENG stat all round in the game. Airlock her and wait for Sito and Seska to drop.
(10) Lt Sulu (SEC, CMD) #132Mr Sulu…I can’t help but notice that you have the worst primary SEC stat in the game and an even worse command score than Nurse Ogawa, please go and dematerialise yourself in the transporter…
(10) Maquis Chakotay (CMD, SEC) #127One of the few crewmembers who cannot participate in any of the cadet challenges, has the worst primary CMD stat of any crew and a pretty poor SEC stat too. Has a few useful traits but not the stats to back it up. His ship ability, whilst powerful, relies on you having a ship with the Position ability, but not worth using in Arena as most uncommons and rares will give you much more usefulness at their base level. Bye Bye!
(10) Will Riker (CMD, SEC) #134Top 1* CMD stat with a poor SEC score won’t be putting him any lists anytime soon. CMD/SEC is an extremely common pairing so you will no doubt have someone better. His ship ability might get some use with a +500 crit rating but don’t expect him to help in the Arena. No extra collection bonuses means you can move him on or find a superior bearded version.
(10) Yeoman Rand (CMD, DIP) #147A poor CMD stat, terrible DIP score (2nd lowest in the game) make this a forgettable card. No useful traits, terrible ship ability, no extra collection bonuses. Her one saving grace is that she is easy to equip. Move on.
TIER “FIRE-AT-WIL”
(SHUT UP) Wesley Crusher (SCI, ENG) #130I can’t actually think of a more useless card. Not only can he not perform in the weekday cadet missions due to not being enlisted yet, but he has no collection, poor statistics and all of his abilities are bested by the superior Acting Ensign Wesley card, which has all the same traits and ship abilities but better. Even his card art is wrong, I made a special tier for just how wrong this card is. Don’t even use him for the common collection, don’t even take the honor, just uninstall your game if he drops