
You came looking for the best team in Star Trek: Resurgence, and the honest answer is the one no roster chart will tell you: there is no team to build. Resurgence is a narrative adventure, not a squad game. You play two fixed characters — first officer Jara Rydek and engineering crewman Carter Diaz aboard the USS Resolute — and there are no party slots, crew pulls, DPS–tank–support roles, or stat-based comps to optimize. What actually decides your run is which dialogue and action choices you make at a handful of branching moments.
Star Trek: Resurgence is a choice-driven story game in the Telltale mold. You spend the campaign alternating between two perspectives: Jara Rydek, the Resolute’s new first officer, who handles bridge-level command and diplomacy; and Carter Diaz, an engineering crewman who works the lower-decks side of every crisis. You never assemble a party, swap squad members, or weigh damage roles. There is no roster to collect and nothing to pay for — the base game already contains the entire decision tree.
So the question “what is the best team comp” does not map onto this game. The question that does matter is “which choices change my run,” and a small number of them carry real, documented weight.

Instead of a comp, think in terms of the branch points that change outcomes and trophies. These are the ones worth planning around.
An early-mission choice in Chapter 4 splits into two separate trophies: Shields Up and the Disruptor option. These are distinct, mutually exclusive branches — not the climax of the game, just the first decision that locks one trophy and forecloses the other. If you are hunting the full trophy list, this is a known double-up: you will need a second run (or a chapter replay) to grab both.
There is a single Miranda relationship choice, and it yields one of two trophies depending on how you play it: Lower Decks Dalliance if you choose to date Miranda, or Platonic Vibes if you choose to stay friends. There is no separate “second dating opportunity” you have to decline for an extra reward — it is one fork, two outcomes.
The heaviest decision comes in the chapter The Hammer or the Anvil. Choosing the gun — the Deuterium route — leads to Edsilar killing Miranda, and that path is what feeds the secret bioforming-Carter outcome. This is the moment people mistakenly call “Belly of the Beast”; it is a later, separate decision, and it is the one that most reshapes how your story lands.
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If you are framing the game as a contest, the opposition is not another crew — it is the Scions of the Flame, a faction of the ancient Tkon Empire. Anticipating their empire’s doom, the Tkon used bioforming and memory-transfer technology to survive and try to rebuild, and that ancient threat drives the central conflict. Understanding who the Scions are matters far more for your decisions than any imagined party balance.
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Since there is no comp to optimize, here is the cleanest way to play a first pass without second-guessing every menu:
To be clear: this is a coherence recommendation, not a hidden optimal path. The game does not advertise one objectively best ending, so play the run that fits the captain you want to be.
Forget the team comp — it does not exist. In Star Trek: Resurgence you steer two fixed leads, Rydek and Diaz, and the run is decided by a few real branches: the Chapter 4 Shields Up vs Disruptor split, the Miranda date-or-friends fork, and the climactic gun/Deuterium choice in The Hammer or the Anvil. Plan around those, understand that the Scions of the Flame are the Tkon threat at the center of it all, and pick the captain you want to be. For the full beat-by-beat path, follow our Resurgence walkthrough, line up the rewards with the choices and trophy paths guide, and brush up on who you are commanding in the characters guide.