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ELEX Factions Guide — Berserkers, Clerics or Outlaws Ranked for Your Playstyle

ELEX Factions Guide — Berserkers, Clerics or Outlaws Ranked for Your Playstyle

Author: Verdict Games Editorial Team Last Updated:

The Bottom Line

Berserkers are the safest, most rounded pick, Clerics reward patient tech-and-PSI builds with high late-game power, and Outlaws suit flexible gun-and-chem players who want freedom over ideology.

Summary

Choosing a faction is the biggest decision in ELEX, shaping your weapons, abilities, gear, companions and story. This guide ranks the three joinable factions — Berserkers, Clerics and Outlaws — and explains exactly what each one offers and how to join. We rate them by power, playstyle fit and how forgiving they are for newcomers, so you can commit with confidence instead of regretting a choice you cannot easily undo.

Who This Is For: ELEX players deciding which faction to join Beginner-friendly

Key Points

Key Points

1

Three joinable factions — Berserkers (melee and mana), Clerics (energy weapons and PSI) and Outlaws (firearms and chems) — plus the Albs you defect from.

2

Berserkers rank highest for newcomers — an early, friendly town, a straightforward warrior build and forgiving quests.

3

Clerics scale into one of the strongest late builds via PSI and energy weapons, but demand Intelligence investment and patience.

4

Joining requires completing a faction's questline and meeting its commander — explore and earn reputation before you pledge.

Why your faction choice defines the whole game

In ELEX, picking a faction is not a side activity — it is the spine of your playthrough. Your faction determines which weapons and abilities you can train, which armour you can wear, which companions will trust you, and how huge portions of the story unfold. Because there is no easy way to switch later, this is a decision worth making deliberately, ideally after you have explored enough to understand how each group plays.

The good news is that none of the three joinable factions is a trap. Each is fully viable to the end, and each expresses a distinct fantasy: the anti-technology nature warriors, the high-tech psychic zealots, and the do-what-works desert survivors. The "best" faction is the one whose playstyle you actually enjoy, but they do differ in raw power curves and how forgiving they are early, which is what this tier list captures.

A fourth group, the Albs, is the faction Jax defected from at the start. They embody total Elex consumption and emotionless "Cold," and they function as the game's primary antagonists rather than a standard joinable home, so this guide focuses on the three you can actually pledge to.

The faction tier list

This ranking weighs three things: how strong the faction's build becomes, how well it fits a clear playstyle, and how forgiving it is for newcomers. Treat it as guidance for a first playthrough, not gospel — a player who loves gunplay will get more from a "lower" pick than from a "higher" one that bores them.

S
Berserkers The most rounded and beginner-friendly faction. An early, safe town in Goliet, a straightforward melee-and-mana build, and forgiving quests make them the strongest all-purpose first choice.
A
Clerics Scales into one of the strongest late builds via PSI powers and energy weapons. Demands Intelligence investment and patience early, but the ceiling is high and the sci-fi fantasy is unique. Outlaws The most flexible faction, built around firearms, chemicals and stims with no ideological baggage. Rewards improvisation and aggressive play, with a slightly rougher early ramp than Berserkers.

Berserkers — the safe, rounded warrior path

The Berserkers reject advanced technology, instead converting Elex into mana to power nature magic. They fight primarily with melee weapons backed by spells, and they call the forest region of Edan home, with their capital at Goliet. For a first playthrough they are the easiest faction to commit to: Goliet is reachable early and safely, the surrounding quests are forgiving, and a Strength-and-Constitution build is intuitive. If you want the classic "warrior who also slings a few spells" fantasy, this is your home.

The trade-off is that melee is ELEX's clunkiest combat mode, so even the friendliest faction asks you to tolerate stiff swordplay. Lean on mana abilities and a backup ranged weapon to smooth out the rough edges.

Clerics — high ceiling, high patience

The Clerics are a religious, high-technology order who worship the god Calaan, wield energy weapons, and develop PSI — psychic powers fuelled by Elex. They hail from the volcanic region of Ignadon. Their build is one of the strongest in the late game: energy weapons hit hard at range and PSI opens up crowd control and burst options that trivialise fights the Berserkers slog through. The catch is the early game. You need Intelligence investment before energy weapons and PSI come online, so the opening hours can feel underpowered. Patience pays off enormously here.

Outlaws — freedom and firepower

The Outlaws are pragmatic survivors in the desert region of Tavar who care about what works, not what is righteous. They favour firearms, chemical concoctions and stims, and their build is the most flexible of the three — you can mix guns, melee and consumables to suit the situation. They suit players who want a looser, more improvisational style and who like the morally grey, anything-goes flavour. Their early ramp is a touch harsher than the Berserkers', mostly because reliable firearms and ammo take some setup, but the payoff is a versatile, self-sufficient fighter.

Faction Core attributes Signature tools Early difficulty Late-game power
Berserkers Strength, Constitution Melee weapons, mana spells Lowest High
Clerics Intelligence Energy weapons, PSI powers Highest Highest
Outlaws Cunning, Dexterity Firearms, chems, stims Medium High

How to join, and when to commit

You do not pick a faction from a menu. You travel to a faction's home region, build standing by completing its quests, and eventually speak to its leadership to formally pledge. Each faction gates entry behind a questline and reputation, so the natural rhythm is to explore, take on early jobs, and feel out which group's people and philosophy you actually like before committing. There is no harm in delaying the decision while you scout — in fact, sampling quests from more than one faction early is the best way to make an informed choice.

A practical tip: align your attribute spending with your intended faction from the start, because there is no free respec. If you are set on Clerics, raise Intelligence early even before you join; if you want Berserkers, bank Strength and Constitution. For the detailed build math behind each path, see our ELEX builds guide, and to make the combat itself less punishing on any faction, read the ELEX combat guide.

Whichever faction you choose, the early survival rules still apply — flee bad fights and grab safe quests first. Our ELEX beginner guide covers the opening hours that get you to a faction town in one piece.

FAQ

FAQ

Three: the Berserkers, the Clerics and the Outlaws. The Albs, the cold military faction Jax defected from, are the antagonists and not a standard joinable home faction in the first game.
There is no single best — it depends on playstyle. Berserkers are the most beginner-friendly and well-rounded, Clerics scale into the strongest late-game PSI and energy builds, and Outlaws offer the most flexible firearm-and-chemical approach.
Not freely. Joining a faction is a major commitment that locks much of your story, training and gear. Plan your choice around the build you want rather than expecting to switch later.
Travel to the faction's home region, build reputation by completing its quests, and speak to its leadership to formally pledge. Each faction has entry requirements and a questline you must progress before you are accepted.
The Berserkers. Their city of Goliet is reachable early and safely, their quests are forgiving, and a Strength-and-Constitution melee build with mana support is the most approachable way to learn the game.

Our editorial policy is honest, no-spin reviews. We separate facts from opinion and back every rating with reasoning. View Editorial Policy

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