A squad selection screen in Mass Effect 3

A squad is the group of team members which Commander Shepard or Pathfinder Ryder can select to accompany them on field missions, or while visiting one of the main civilized centers such as a station or planet.

A squad is typically made up of three members: Shepard/Ryder and two squadmates. Although, for some specific missions, such as loyalty missions, a specific team member is required. In addition, the squad can, for some missions or assignments, be reduced to two members, or even to Shepard/Ryder alone.

Squad Members[edit | edit source]

Mass Effect[edit | edit source]

Mass Effect 2[edit | edit source]

Mass Effect 3[edit | edit source]

1 Requires Kasumi - Stolen Memory DLC pack
2 Requires Zaeed - The Price of Revenge DLC pack
3 Temporary squadmate during the missions of the Lair of the Shadow Broker DLC pack
4 Depending on decision made during Virmire: Assault
5 Requires Mass Effect 3: From Ashes DLC pack
6 Depending on if they survived the Suicide Mission
7 Temporary squadmate during the missions of the Mass Effect 3: Omega DLC pack
8 Temporary squadmate in Mass Effect 3: Citadel DLC pack, if alive
9 Available in the Armax Arsenal Arena in the Mass Effect 3: Citadel DLC pack, if alive

Mass Effect: Andromeda[edit | edit source]

Selecting Squadmates[edit | edit source]

Mass Effect[edit | edit source]

Mass Effect. Pure biotic (Liara) + pure tech (Tali) + pure combat (Soldier Shepard) = current squad strength.

Squadmates are chosen from a screen whenever Shepard leaves the SSV Normandy (or the Normandy SR-2 in Mass Effect 2). Shepard may only take exactly two squadmates in any "shore party," so choose carefully as Shepard cannot usually reselect squadmates after leaving the ship, and certain missions, especially major ones, may restrict Shepard's ability to return to the Normandy.

The squadmate selection screen for Mass Effect displays the six possible squadmates. If a particular squadmate is not available, their name is not shown and only a blackened silhouette of the character is visible. Below the squadmate name is a box which has one, two, or three different colored bars:

  • red representing combat strength
  • purple representing tech strength
  • blue representing biotic strength

At the bottom of the squad screen is a box showing the total strength of the squad.

  • Initially, it shows only Shepard's strength.
  • When a squadmate is selected, the squadmate will become highlighted, move forward from the others, and the squadmate strengths will be tabulated in the bottom box.

Once both squadmates are selected, the option to either keep the squad, or reselect is given.

Mass Effect 2[edit | edit source]

In Mass Effect 2, Shepard can reselect the squad at the following locations or times:

  • the Rapid Transit terminals on each level of the Citadel
  • the airlock to the Normandy on Omega and Illium
  • the Kodiak on Tuchanka
  • landing on one of the hub worlds (Omega, Illium, the Citadel, and Tuchanka)
  • the start of any mission or assignment, including any mission that begins while on a hub world

For example, if Shepard chooses Miranda and Jacob for the squad when landing on Omega and then starts Mordin's recruitment mission while there, Shepard will again have the option to choose the squad at the start of the actual mission.

In Mass Effect 2 you can change your squadmates' outfits in addition to selecting them or viewing their info and/or their loyalty indicator ring.

In Mass Effect 2, the squad screen is quite different.

  • Squadmates that haven't been recruited are represented by a datapad icon, while those that have been killed are colored red.
  • When hovering over a squadmate, two or three options are available: select for the squad, remove from the squad, and switch outfits (if alternate outfits are unlocked).
  • By selecting "Info", a box opens that shows the name, what weapons can be used, and what powers are unlocked.
  • If a squadmate doesn't have a power unlocked yet, it is greyed out.
  • If Shepard has not recruited the squadmate, the datapad icon in that place will be blacked out or highlighted (depending upon whether Shepard has an active dossier on the squadmate). An active dossier will allows a description of the squadmate to pop up.
  • If there is a red ring around the squadmate's feet, that squadmate is loyal.

Shepard can also change a squadmate's outfit or view the squadmate dossier from the private terminal in the Normandy's CIC or Shepard's cabin. Shepard can change the weapon loadouts of squadmates at the Weapons Locker in the Normandy's armory on deck 2.

Mass Effect 3[edit | edit source]

In Mass Effect 3, Shepard can only choose the squad when leaving to go on a mission. During some major story missions, a squad member might leave the squad and will sometimes be replaced by a new member, though not always. Shepard explores the Citadel (and other environments not visited during an actual combat mission) alone but can encounter squadmates on the Citadel as well as some former crew members from the Normandy.

In Mass Effect 3 you can also see the squad member's equipped weapons as well as the stat bonus from outfits

In Mass Effect 3, the squad screen functions are much like those in Mass Effect 2.

  • No icons are displayed in the place of squadmates, however, as squadmates are only added once recruited.
  • From the screen Shepard can change squadmate outfits, which have bonuses for the squadmate's individual stats (unlike in Mass Effect 2 where the outfits are there for purely cosmetic purposes), and view squadmate powers and weapons.

In Mass Effect 3, when not on any mission, Shepard can change squadmate outfits and view powers from the terminal in Shepard's cabin only. The CIC doesn't have that option.

Mass Effect: Andromeda[edit | edit source]

In Mass Effect: Andromeda, Ryder can choose the squad:

  • right before leaving to a land-able planet
  • at a Forward Station on a planet
  • from any loadout station including the one near the exit aboard the Tempest

Just like in Mass Effect 3, Ryder can encounter squadmates on the Nexus as well as other crew members from the ship.

In Mass Effect: Andromeda, the squadmate selection screen is noticeably different.

MEA Squadmate Selection Screen.png
  • The background is a darkened blue and green scene which appears to be neurons inside the brain.
  • Squadmates that have not yet been recruited have a dark gray silhouette that says UNKNOWN and LOCKED on it, as well as a lock symbol.
  • Selected squadmates have a green checkmark in the upper right corner of their picture.
  • Squadmates that are required for a particular mission have a small handshake icon in the upper right corner of their picture.
  • Several buttons can allow Ryder to view squadmate statistics or bios, but not perform cosmetic changes like in previous games.

Squad Mechanics[edit | edit source]

Effectively using the squad requires knowing squadmate weapons, what talents/powers/skills squadmates have, and what kind of enemies that will be faced.

  • Remember that squadmates only do about half the damage of Shepard/Ryder, no matter what weapon the squadmate is using, so use the squadmate for covering fire or to pin down enemies rather than for taking them out.
  • Against especially difficult enemies, relying excessively on squadmates is not recommended, not just because of the damage penalties squadmates suffer from but for the simple reason that very tough enemies are designed to be a threat to the entire team and to require combined and coordinated effort to take down.

Each game is different, but some threads stay the same.

  • Keep up to date with what the squad is using, in addition to what Shepard/Ryder is using.
  • Keep adapting the squad based on the situation being faced in a particular fight or on a particular mission.
  • Each squadmate has strengths and weaknesses as does Shepard/Ryder, so squad composition should be based on a careful evaluation of these.
  • The squad is there to support Shepard/Ryder, not to do all the work.

Note: In Mass Effect, if Shepard doesn't have access to either Electronics or Decryption, bring along a squadmate with one or both of those talents to be able to loot crates and lockers. Shepard is not required to have access to those talents, as anyone in the squad will suffice. Garrus, Kaidan, and Tali have access to both talents, while Liara has access to Electronics. Ashley and Wrex do not have access to either talent.

Squad Controls[edit | edit source]

Mass Effect[edit | edit source]

Commanding Your Squad[edit | edit source]

Each version of Mass Effect has different controls. On the PC Shepard can command each squadmate individually, while on the Xbox 360 and PS3 using any of the commands will order both of the squadmates to do the same thing.

Xbox 360 and PS3: Use the D-pad to command squadmates.

  • Pressing "Up" on the D-pad will order squadmates to the position where indicated.
  • Pressing "Left" on the D-pad will order squadmates to rally on Shepard.
  • Pressing "Right" on the D-pad will order squadmates to focus fire on the selected target.
  • Pressing "Down" on the D-pad will order squadmates to hold position.

PC: Use the HUD to command squadmates by moving the mouse over the HUD for the appropriate squadmate. The upper box functions the same way as the D-pad controls.

Using Squad Talents[edit | edit source]

See also: Talents, Combat

Talents are the biotic and tech abilities that Shepard and the squad have access to. The abilities have varying effects and recharge times, so use them wisely. When selecting squadmates, it is recommended that to try and keep a balanced squad of combat, tech, and biotic strength. However, each mission or assignment will be different, so plan accordingly.

Squad Equipment[edit | edit source]

All squadmates suffer a weapon damage penalty, meaning that squadmates don't do as much baseline damage with weapons as Shepard can. However, squadmates do possess a high degree of accuracy with weapons, even when untrained in a particular weapon, and they can land shots and track targets with machine-like precision and without being thrown off by recoil.

In most cases, squadmates can use the same equipment that Shepard can, including weapons, armor, and any modifications to these. Exceptions to this include grenades and other restrictions that may apply because of a particular squadmate's species (e.g. Tali can't wear non-quarian armor) and class (e.g. Ashley can't equip omni-tools or biotic amps). Even if you don't plan to use a particular squadmate, it's still a good idea to update the quality of that squadmate's gear periodically, in all categories of equipment: Biotic amps, Omni-tools, armor, weapons, and the various upgrades.

When it comes to squadmate equipment, keep in mind that while squadmates don't do as much weapon damage as Shepard, squadmates are still powerful and can save Shepard's life on the battlefield; they are also able to continue fighting in situations where Shepard has been knocked down or otherwise hampered. There should be no stigma attached, for example, to giving Ashley a better assault rifle than Shepard, especially if Shepard is untrained in Assault Rifles.

At almost any time during the game when out of combat, Shepard can change any squadmate's equipment at their respective locker in the Cargo Bay of the SSV Normandy SR-1. During missions and even in the midst of combat, it's possible to change a squadmate's equipment from the main menu, but only for squadmates currently in the party.

Mass Effect 2[edit | edit source]

One of the biggest changes from Mass Effect to Mass Effect 2 is the size of the squad to select from: it effectively doubles from 6 to 12 if all DLCs installed, otherwise it is 10. This allows more options, but unlike in Mass Effect, some squadmates will be required on certain missions.

Commanding Your Squad[edit | edit source]

Xbox 360 and PS3: Commanding the squad in Mass Effect 2 is a bit less complicated than in Mass Effect. The D-pad is still used but the controls are more simplified.

  • Pressing "up" on the D-pad will direct both squadmates to fire on the selected target.
  • The "left" and "right" buttons on the D-pad have more options.
    • Using "left" and "right" on the terrain will direct the squadmate to move there and take cover if applicable.
    • Using "left" or "right" on an enemy will direct that squadmate to use an assigned power against that enemy. That power can be changed from the Power Wheel.
  • Pressing "down" on the D-pad will cause squadmates to leave cover and regroup on Shepard.

PC: The defaults are Q and E for left squadmate and right squadmate, respectively. If not targeting an enemy, the chosen squadmate will go to the direction specified by the targeting reticle. If an enemy is highlighted, the chosen squadmate will attack the target.

Using Squad Powers[edit | edit source]

See also: Powers, Combat (Mass Effect 2)

The talent system from Mass Effect underwent a massive overhaul for Mass Effect 2, most obviously with the game no longer referring to abilities as "talents" instead using the term "powers." Powers in Mass Effect 2 have a global cooldown for easier and more frequent use, as well as a different upgrade system. Squadmates have a dramatically reduced power pool: squadmates now only have three active offensive/defensive powers and one passive power, and one of these powers is a loyalty power gated behind the successful completion of the respective squadmate loyalty missions. The level cap has also been reduced to 30, meaning that there are fewer points to spend on upgrading powers. Squadmate powers generally recharge slower and do less damage than Shepard's versions of the same powers.

If Shepard specifically orders a squadmate to use a power, for targeting purposes the game treats the power as if it is "proxied" through Shepard, i.e. Shepard was the source of the power. Thus, if Shepard doesn't have clear line of sight to the target at the time of casting a squadmate power, the power will either miss and hit intervening cover, or it will fail to execute entirely. However, if squadmates use powers automatically, they aren't proxied through Shepard, so there can be definite advantages to turning on automatic Squad Power Usage. Also, the vast majority of squadmate powers don't launch actual projectiles with a travel time like many of Shepard's versions of the same powers, but instead land instantly.

Squad Equipment[edit | edit source]

See also: Research

Like the power system, the weapon and armor system underwent a massive overhaul from Mass Effect to Mass Effect 2. All squad members generally use the same weapons, which can be upgraded through the Research system. The researched weapon upgrades will apply to both Shepard and the squad, so there is no need to go over stats like in Mass Effect.

Again, keep in mind that squadmate weapons do a reduced amount of damage to enemies. In terms of recoil, however, squadmates have a huge advantage over Shepard, as squadmates don't suffer from it at all. Squadmates are also more accurate with weapons and powers. Since there is a reduced weapon set to work with, keep in mind that some weapons are better wielded by Shepard, and others by squadmates.

The armor system has also been overhauled, or rather done away with: squadmates' outfits are now fixed ensembles without particular stats. In addition to the initial outfit, all squadmates have an outfit that is unlocked once Shepard completes the squadmate's loyalty mission. For six squadmates, a third option can be obtained with the Alternate Appearance Packs. The outfits from the packs are unlocked at the moment the packs are downloaded and installed. Squadmates still have health and shields/barriers as appropriate and that information is displayed on the level-up screen.

Mass Effect 3[edit | edit source]

Mass Effect 3 sees a return to a much simpler squad, with a minimum of 3 and a maximum of 7 squadmates (with DLC). The squad is smaller, but is much deadlier than the last time Shepard met them, even if that was only six months ago.

Commanding Your Squad[edit | edit source]

Xbox 360 and PS3: The controls are the same as in Mass Effect 2. The only change is that the controls have been refined.

PC: The controls are the same as in Mass Effect 2.

Kinect Commands[edit | edit source]

On the Xbox 360, the player can command the squad using the Xbox 360 Kinect device. Below is a list of Kinect Commands.

Using Squad Powers[edit | edit source]

See also: Powers (Mass Effect 3), Combat (Mass Effect 3)

Importing a save from Mass Effect 2 grants a bonus in this regard because the level in that save will carry over to Mass Effect 3. Since the level cap is now 60, but the system is the same as in Mass Effect 2, there are still more opportunities to level up squadmates. Furthermore, squadmates now have access to an additional offensive/defensive power apart from the three other offensive/defensive powers and the passive class power.

There is still a global cooldown as in Mass Effect 2, but it is not affected by the weight of squadmates' weapon loadouts. Squadmates still usually have longer cooldowns than Shepard, but the power evolutions are expanded to level 6 so squadmates can be even deadlier.

Squad Equipment[edit | edit source]

From Mass Effect 2 to Mass Effect 3, equipment changes are rife. In fact, the equipment looks more like that of Mass Effect than Mass Effect 2. Weapon Upgrades have returned, with each being different and giving different effects to the weapons. While the same system from Mass Effect 2 passes into this game, with a set amount of weapons, a new upgrade system comes in where Shepard spends credits to upgrade weapons, rather than researching upgrades. The Search and Rescue system can also help with this by getting small retrieval missions for turn in and even directly acquiring credits from scanning planets.

Like in Mass Effect 2, squadmates still suffer a damage penalty with weapons, but squadmates still don't suffer from recoil, meaning that squadmates can equip weapons with piercing and damage increasing mods rather than worrying about recoil or stability mods. A scope, however, will increase a squadmate's accuracy.

Because of the purchasing system to upgrade weapons, keep up with what the squad is running and upgrade appropriately – especially since Shepard cannot change weapons of squadmates between missions.

Armor effects also make a return. Each squadmate has at least two outfits with different effects: some reduce power recharge time, others increase shields, and others increase weapon damage. Choosing the squadmate's armor thus has much more of an impact than in Mass Effect 2, where it was for aesthetic purposes only.

Mass Effect: Andromeda[edit | edit source]

Mass Effect: Andromeda returns to the much smaller squad size, only being matched by the original Mass Effect in terms of its six member team. One of the main differences is that the number of squadmates cannot fluctuate, as no squad members can die in this game. As well as this, combat utilizing a squad has been made much more rudimentary than in previous titles.

Commanding Your Squad[edit | edit source]

PC: The controls have been changed from the past three games, but are still customizable. The defaults are Z and C for left squadmate and right squadmate, respectively. If not targeting an enemy, the chosen squadmate will go to the direction specified by the circle with a shield atop it. If an enemy is highlighted, the chosen squadmate will attack the target. It is also possible to use the X key to select both squadmates to perform any of these actions.

Each squadmate now has an individual respective symbol to avoid confusion during a fight; this symbol is shown above a targeted enemy (or both squad members' symbols if using the X key) when selecting the enemy to be attacked.

Squad Skills[edit | edit source]

See: Squadmate Skills The power wheel has been completely scrapped in Mass Effect: Andromeda, in favor of letting the squadmates' AIs figure out when to use specific powers. All squadmates have three active skills and two passive skills. The third active skill is unlocked after a specific amount of skill points have been used in that squadmate's skill trees. Squadmates start off with one starting power and nothing else, unless auto-level up has been toggled in the options menu.

There is no global cooldown like in previous titles, which means that multiple powers can be used in quick succession. To learn these cooldown times, look in the skill menu of that squadmate's power and factor in the percentage boosts to diminishing recharge time.

Squad Equipment[edit | edit source]

Selecting any armor, consumables, weapons, etc. has also been completely scrapped for squadmates. This means that squadmates will always retain exactly the same equipment. This makes it easier to manage squadmates than in the past, but also makes it harder to improve a squadmate without the use of skills.

Of course, weapons, skills, and defensive bonuses can be improved by the passive skills from the squadmates' respective skill menus.

Squad Combinations[edit | edit source]

See also: Squad Members Guide (Mass Effect 2), Squad Members Guide (Mass Effect 3), Squad Members Guide (Mass Effect: Andromeda)

In all games it is highly recommended to select a squad based on the enemies that will be faced, and also to have a party that possesses some level of "crowd control": abilities that can disable or distract enemies making them less dangerous and easier to kill. Each game has its own unique considerations as well.

In Mass Effect, keeping the squad (including Shepard) as balanced as possible between tech, biotics, and combat is a good idea; tech talents help strip enemy shields, disable enemy attacks, and control synthetic enemies; biotics counter enemy mobility and make them much easier to kill; and powerful combat abilities enable both absorbing and dealing damage. The bars on the squad selection screen help in this regard: if Shepard is likely to face many synthetics, for example, bringing a party with extra tech strength is a good general plan.

In Mass Effect 2, the bar system is done away with, and while the tech/biotic/combat trichotomy still exists it has been de-emphasized somewhat in favor of an emphasis on stripping enemy defense layers before disabling and finally killing them. There are also many more possible squadmates, however unlike in Mass Effect where most squadmates are available early on, in Mass Effect 2 only a few are available early with more becoming available gradually as the story progresses. There is a smaller pool of available abilities per squadmate; each squadmate has only 2-3 active powers and only one can be used at a time due to Mass Effect 2's shared cooldown system. There are a few other factors that need to be considered:

  • Which weapons and powers Shepard will have access to and which are lacking. Shepard's class and level largely determine this, as do how many different weapons have been unlocked by finding them on missions.
  • What enemies will be encountered and what defenses they will have. For example, fighting the geth means tech powers to strip shields are more important, while fighting the Collectors means biotic abilities to counter barriers are more useful.
  • Weapon mods from Mass Effect have been done away with in favor of ammo powers, which can be evolved to be shared with the entire squad, and which play a significant role in optimizing the weapon damage of the party. Most parties in most missions will benefit greatly from having at least one member with an ammo power that can be shared.

In Mass Effect 3, there are fewer squadmates than in Mass Effect 2, and like in the original Mass Effect most are available early on.

  • Weapons in general play a more prominent role compared to the previous two games:
    • This is particularly true on higher difficulties where enemy health and toughness can outstrip the ability of powers to significantly damage them, especially many dangerous elite enemy types that can be encountered in most missions.
    • Shepard's shields and those of allies recharge significantly faster enabling more popping out from cover to shoot.
    • There are now many more unique weapon types than in the previous two games, weapon modifications return, and many weapons now possess devastating properties such as cover penetration or bonus damage to certain enemy defenses. The weapon classes are also more differentiated in terms of power level, with assault rifles, sniper rifles, and shotguns generally packing more punch than the lighter SMGs and pistols.
    • While Shepard can equip any combination of the five available weapon classes while squadmates are limited to two weapon types, squadmates can ignore the power recharge penalties Shepard incurs for carrying very heavy weapon loadouts, making heavily armed squadmates with rifles and shotguns a huge asset in most missions.
    • As a general rule though, squadmates that can carry more powerful weapon types have slower power recharge times than more power-oriented squad members that can only carry light weapon types.
  • By no means do powers play no role in Mass Effect 3. The introduction of power combos that can cause massive damage to groups of enemies makes squadmate selection very important in terms of what combos can be performed and how often. Shepard's class and bonus power also factor in. For example, a biotic-heavy squad is needed to perform biotic combos; if Shepard is a class with no biotic abilities normally but trains a biotic power as a bonus power, Shepard can then help to generate these combos. To coordinate combos most effectively, automatic squad power use should be turned off or limited to defensive powers only.
  • Squadmates and Shepard all possess passive class powers that can be evolved to benefit the entire squad in various ways, such as buffing squad health or increasing power recharge speed.

In Mass Effect: Andromeda, there are only six squadmates so it is recommended to select the squadmates based on what enemies will be faced.

  • Ryder may also select squadmates based on narrative reasons and/or which ones are preferred/liked the most.
  • Most enemy types still have combinations of health, armor, and shields so it is fairly hard to have a noticeably superior squad selection depending on the fight.
  • It is possible to retrofit specific squadmates with skill trees that can favor destruction against armor, shields, or light enemies (health); this means that selecting two squadmates for anti-armor, two-squadmates for anti-shields, and/or two-squadmates for light enemies and crowd control.

All in all, it is most likely the best option to simply select squadmates based on narrative preferences.

Squad Behavior[edit | edit source]

In general, the squad is designed to follow wherever Shepard/Ryder goes, engage any hostiles, and take any immediately available cover, with some differences in behavior during the course of three games.

  • Trying to deliberately leave squadmates behind by ordering them to a specific place then putting as much distance between Shepard/Ryder and them, squadmates magically reappear beside Shepard/Ryder. Squadmates can never really be 'lost' unless the plot calls for it or due to a bug/glitch.
  • Squadmates will only melee opponents who close in on them and cannot be ordered to do so directly, though ordering the squadmate to move closer to an enemy increases the chances of a melee encounter.
  • Squadmates do not appear to suffer from weapon recoil.
  • Skill spamming is what squadmates do best across all three games in the trilogy, especially if automatic power use is on.
    • Targeting an enemy then pressing the button that tells the squadmate to attack the enemy will cause the squadmate to use an ability first, unless powers are cooling down, or the squadmate has no powers considered appropriate to the targeted enemy.
  • Quirks in pathfinding and the limitations of projecting a 3D environment into a 2D screen often mean squadmates won't take cover in the position selected. This poses a danger in that the squadmate won't be able to fire back if improperly positioned.
  • Squadmates do not queue up orders nor follow interrupted ones. Telling a squadmate to go somewhere, then using a skill, the squadmate will stop what the squadmate is doing and use that skill. Telling the squadmate to rush headlong at an unprotected position will cause the squadmate to remain stationary at the position even if under fire.
  • Squadmates, if ordered to cover, get out of entrenched positions only after a battle is over.
  • In combat, squadmates will pick a particular enemy to focus on as their target and will often remain facing towards their chosen target even when their line of sight is blocked. This can provide advance warning to the player of enemy locations.

Mass Effect[edit | edit source]

  • Squad members with weapon affinities do appear to register a marked effectiveness with the weapon than those who do not. For example, while everyone can wield sniper rifles, Liara with a sniper rifle is decidedly not as accurate or effective as Garrus with a sniper rifle (and training).
    • This does not mean that squadmates lacking a weapon affinity can't be effective with that weapon type. They might miss a higher percentage of shots than squadmates with proficiency in that weapon, but they are still more than capable of landing shots that would be difficult for a human player, e.g. against fast-moving enemies or enemies hurtling through the air while under the effects of biotics.
  • Squadmates will squeeze the trigger for a weapon as long as the overheat threshold is not yet reached. Giving squadmates the High Explosive Rounds will reduce firing rate due to the overheat; automatic weapons are reduced to burst fire.
  • Sniper rifles drastically increase squadmates' line of sight even if the squadmate is not really trained for it. This is evident in the planetside missions where squadmates will often snipe at enemies that can't be seen yet (e.g. on a far-off hill or mountain).
  • Squadmates in active combat and firing their weapon will be noticeably reluctant to switch weapons when ordered and typically won't do so until they are out of combat or no longer firing.
  • Cutscenes that occur during combat situations can often end with squadmates having a different weapon selected (often assault rifles). This can be less than ideal especially if the squadmate is not trained with that weapon and also due to the above noted behavior of squadmates not immediately obeying orders to change weapons during a fight.
  • Squadmates often take cover if Shepard takes cover.
  • If Shepard sprints, squadmates will follow at about the same speed.

Mass Effect 2[edit | edit source]

  • Squadmates never charge chargeable weapons, like the Geth Plasma Shotgun.
  • Squadmates have infinite ammo, though the squadmates do need to reload when necessary.
  • Squadmates will use whatever weapon the squadmate has currently equipped even if it is unsuitable under the circumstances.
  • Squadmates automatically set up whatever protection skill/appropriate ammo power the squadmate has at the start of a battle.
  • Squadmates' powers will activate instantly when ordered to use them if the squadmates are not visible on the screen. If the squadmate is visible on-screen, the squadmate will perform the animation for using the power.
  • While in combat, squadmates are noticeably slower to respond to orders to move than when they are out of combat, and they often move more slowly to locations even once they do respond, and with weaker pathing. They are also noticeably worse at getting out of Shepard's way, and can sometimes "fight" with the player for the same cover position. Avoid this by making sure to order them into positions well ahead of time, and before engaging enemies if possible.
  • If not given specific orders to take cover during combat, squadmates will behave very aggressively and advance at enemies, especially if equipped with short-ranged weapons. This reckless behavior usually gets them killed rapidly on higher difficulties. Also, many fights in Mass Effect 2 feature multiple waves of enemies. Squadmates that have been assigned to take cover will often "forget" these orders and leave cover between waves, so it's necessary to issue new orders to take cover to prevent this. Squadmates will also leave assigned cover positions if Shepard moves too far away.
  • Squadmates are only vulnerable to friendly fire from three Heavy Weapons (the Grenade Launcher, Missile Launcher, and the Cain) but will nonetheless often complain about friendly fire if Shepard fires or even merely charges the shots of any weapon near them. Squadmates do block Shepard's shots if directly in their path.
  • Squadmates are noticeably less good at keeping up with Shepard than they are in Mass Effect and Mass Effect 3, particularly when Shepard is storming or moving quickly through an area with lots of twists, turns, or changes in elevation.
  • Squadmates do not do a good job of staying behind cover to recharge their shields and health if they are close to death and instead continue trying to pop out to shoot, which on higher difficulty settings results in them dying quite often in firefights. How often they pop out from cover is determined by their currently selected weapon: in general, squadmates will pop out for longer periods to fire rapid-fire weapons with large magazines such as SMGs and Assault Rifles and they will pop out less often with slow-firing weapons such as sniper rifles, heavy pistols, or shotguns. The only way to prevent them from exposing themselves to enemy fire at all is to keep them far back from the action or behind large cover with their lines of sight completely blocked. For more specific information on squad behavior with particular weapons, see the individual weapon pages.

Mass Effect 3[edit | edit source]

  • All the above points for Mass Effect 2 apply to squad members in Mass Effect 3 as well with one notable improvement: in Mass Effect 3 squadmates are much better at taking cover long enough for their shields to recharge, and they tend not to pop out to shoot as often if they are under especially heavy fire. As a result, squadmates have much better staying power in protracted firefights.
  • When Shepard sprints, squadmates will move much more rapidly as well. The player can sprint in circles as a technique to get squadmates to move into ordered positions or catch up faster.
  • Certain powers with a purge function are ignored by the squadmates who possess them, like James Vega and his Fortification. This means a squadmate's power must be purged manually if so desired.
  • Squadmates do not take into consideration the trajectories of bouncing projectiles. Squadmates like Javik or Liara never do trick shots with the Acolyte.
  • Squadmates never use grenades unless ordered to do so.
  • If Squadmate Power Use is on, Squadmates will automatically activate whatever protection skill the squadmate may have at the start of a battle (e.g. Barrier, Fortification, Defense Matrix). However, extra consideration before putting points in these skills should be taken as they reduce power cooldown speeds while active.
  • Squadmates will automatically activate any ammo powers they possess even if Squadmate Power Use is off; if this occurs after the game state loads such as after a cutscene or loading a save, their ammo power will be instantly active on them without any animations. When auto-activated in this way, ammo powers evolved to be shared with the squad will not apply themselves to the player or the other squadmate. Squadmates will not automatically activate their own ammo powers if another ammo power has been applied to their active weapon by another squadmate or by Shepard.
  • Squadmates when ordered to use a skill against an enemy through Q or E (the defaults for PC) will stick to their "signature" moves (e.g. Javik always uses Dark Channel first, while Liara always uses Singularity first).
  • Squadmates are unfazed by Cerberus smokescreens; they will continue to target and attack enemies as normal through the smoke.
  • Squadmates can perform combat rolls and they tend to do so if they come under fire outside of cover, though sometimes they will combat roll out of cover if they take damage which can actually put them in more exposed positions and get them killed.
  • Squadmates take significantly less damage from enemy grenades than Shepard does, even on Insanity difficulty. This compensates for them not usually doing anything to avoid grenades that land near them.

Mass Effect: Andromeda[edit | edit source]

  • Squadmates will automatically use skills to detonate primed enemies for combo explosions, as well as semi-randomly priming enemies.
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