Everything a new EDF recruit needs: how the four classes play, how armor and weapon drops work, how difficulty affects loot, co-op and split-screen tips, and a sensible path from your first mission to Inferno.
Researched September 2026 — current as of the final Steam build (no gameplay updates announced since the 2019 PC launch; publisher news now focuses on EDF 6 and spin-offs). Live games change; check the linked sources if something differs.
It is 2022. A starship fleet attacks an EDF base in the Kanto region of Japan, while enormous insects attack the base from further underground. The invaders, the Primers, are the series' first humanoid aliens. The main campaign has 110 missions, the most of any EDF game at release (not counting DLC). Some missions add light story structure: Mission 1 is a training exercise, and others have you follow a specific squad to progress.
| Class | Style | Signature tools |
|---|---|---|
| Ranger | Infantry all-rounder | Assault rifles, shotguns, snipers, rocket launchers, grenades; sprint and roll |
| Wing Diver | Flying energy fighter | Energy weapons and flight sharing one energy gauge |
| Air Raider | Support and vehicles | Airstrikes, guide beacons, support gear, deployable vehicles |
| Fencer | Heavy powered suit | Two weapon sets of heavy weapons, dashes and boosts, shields |
The easiest class for beginners. Rangers carry two main weapons plus support equipment, can roll to dodge, and their weapon pool covers every range. They are the best class for learning enemy behavior.
A glass cannon with incredible mobility. Flying and firing drain the same energy gauge, and if it empties you enter an emergency recharge where you cannot fly or fire. The Master Diver achievement triggers at 550 health versus 1,000 for Ranger, which tells you how fragile she is. Keep altitude, strike, and land before the gauge runs dry.
The support class. Air Raiders call in strikes and vehicles and use gadgets that support the team. Vehicle call-ins are not available instantly at the start of every mission; they become available as the fight goes on, so the class gets stronger over a mission. Check each item's description for how it charges. Great in co-op, rewarding solo once you learn the timing.
Heavy and slow on foot, but dash and boost-jump techniques make a skilled Fencer very mobile. Carries heavy weapons in two paired sets. The Master Fencer achievement is at 1,250 health, the highest threshold of the four.
| Pickup | Effect |
|---|---|
| Armor | Permanently increases max HP for the class you are playing |
| Weapon | Unlocks a random weapon at a level based on mission and difficulty |
| Health | Restores HP during the mission |
How it works in practice:
| Difficulty | What to expect |
|---|---|
| Easy | Story tourism, low-level weapon drops |
| Normal | Standard campaign |
| Hard | Real challenge; noticeably better weapons |
| Hardest | Locked at first; strong gear required |
| Inferno | The ultimate test; best drops |
The harder difficulty settings unlock after you complete the game once. A common route: finish on Normal or Hard with one main class, then work up through Hardest into Inferno, using weapons you farmed on the previous tier.
Because armor (max HP) is tracked per class, most players pick one "main" to carry them into Hardest and Inferno, then level the others for variety and achievements.
| If you like... | Main | Why |
|---|---|---|
| Straightforward shooting and learning the game | Ranger | Forgiving, flexible loadouts, good at every range |
| Speed, verticality and high risk | Wing Diver | Best mobility, huge burst damage, lowest health threshold for its Master achievement |
| Planning, teamwork and big explosions | Air Raider | Strikes and vehicles swing whole missions, especially in co-op |
| Tanking and mechanical mastery | Fencer | Highest health threshold, shields and heavy weapons; dash techniques make it fast |
Whichever you pick, bring it through the campaign once on Normal or Hard before starting a second class. That first clear also unlocks the harder difficulty settings.
Main Story Total Completion Rate (the Conquest achievements) counts clears across difficulties and classes, so every replay on a new class or difficulty moves that bar.
| DLC | What it adds |
|---|---|
| Additional Mission Pack 1: Extra Challenge | More than 10 new, tougher missions and more than 30 new weapons |
| Additional Mission Pack 2: Super Challenge | Harder mission set for experienced players |
| Weapon, vehicle and support DLC (18 items, also sold as a Weapon & Vehicle Bundle) | Class-specific weapons, support devices and vehicles for all four classes |
The DLC is not required for the main campaign or achievements based on campaign completion. Play the base campaign first.
EDF 5 has 39 Steam achievements. Key ones:
The Conquest achievements are the long tail; they track completion across multiple difficulty and class combinations, which is why EDF players replay the campaign many times.
Which class should a beginner play? Ranger. It is forgiving, has straightforward weapons and teaches enemy behavior.
How do I get better weapons? Play harder difficulties. Weapon drop quality scales with mission and difficulty.
How do I increase my health? Pick up armor boxes. They permanently increase max HP for the class you are playing.
Does EDF 5 have online co-op? Yes, up to 4 players online, plus local split-screen.
Is EDF 5 or EDF 6 better to start with? EDF 6 is the direct sequel and continues the story. EDF 5 is a complete, cheaper entry and an excellent starting point.
Do I need the DLC? No. The main campaign has 110 missions. DLC mission packs are for experienced players.