STARFALL Free Robux Guide (2026) — Mech Classes, Weapons & Tips
1. What Is STARFALL on Roblox?
STARFALL is a sci-fi mech combat game on Roblox built by Darkstar Interactive. It launched in June 2025 and has already crossed 8.5 million visits, making it one of the fastest-growing mech games on the platform. The premise is straightforward: you are a Starkiller pilot dropped onto a future Earth ravaged by war, fighting enemy factions over a rare energy source called Delterium.
The game blends PvE wave defense with competitive PvP. On the PvE side, you and up to 3 other players hold positions against increasingly brutal waves of AI enemies, including armored drones, infantry swarms, and massive boss mechs that take coordinated fire to bring down. On the PvP side, you go head-to-head against other Starkiller pilots in arena combat where mech choice and loadout optimization matter more than anything else.
What makes STARFALL stand out from other Roblox shooters is the mech system. You are not just a soldier with a gun. Each of the 3 mech classes has distinct HP pools, movement speeds, ability kits, and weapon slots. A Scout mech plays nothing like a Heavy mech, and your squad composition directly determines whether you survive past wave 20 or get flattened by the first boss. The game rewards players who understand their mech's role and work with their team rather than trying to solo everything.
STARFALL also features infantry combat outside of mechs. When your mech gets destroyed or during certain mission phases, you fight on foot with conventional weapons. The infantry gameplay is tight and responsive, borrowing mechanics from tactical shooters while keeping the sci-fi flavor with energy rifles and plasma grenades. Experienced players toggle between mech and infantry combat depending on the situation, which adds a layer of strategy most Roblox games do not offer.
2. All 3 Mech Classes Explained
Your mech class is the most important decision you make in STARFALL. Each class locks you into a specific playstyle, and switching mid-mission is not possible. Here is the full breakdown of all three classes, including HP values, movement speeds, abilities, and when to pick each one.
Scout Mech
The Scout is the fastest mech in STARFALL with 1,800 HP and a top movement speed of 48 studs per second. It is designed for flanking, hit-and-run attacks, and scouting enemy positions before your team commits. The Scout's low HP pool means you cannot afford to take sustained fire, but your speed lets you dodge most attacks if you keep moving.
- Primary weapon slot: Light autocannon (rapid-fire, 18 damage per hit, 12 rounds per second). Shreds unarmored targets but struggles against boss armor plating.
- Secondary weapon slot: Missile pod (4 lock-on missiles, 120 damage each, 8-second cooldown). Best used against clustered enemies or to chip boss HP from a safe distance.
- Ability 1 — Boost Dash: A 3-second speed burst that doubles your movement speed. Use it to reposition behind cover, escape boss ground-pound attacks, or close distance on sniping enemies. 10-second cooldown.
- Ability 2 — Sensor Pulse: Reveals all enemies within a 150-stud radius through walls for 5 seconds. Critical during wave defense to see where the next spawn cluster is coming from. 20-second cooldown.
When to pick Scout: Run Scout when your squad already has a Heavy and an Assault. The Scout fills the gap by providing intel with Sensor Pulse and cleaning up low-HP targets that slip past your frontline. In PvP, Scout is the best class for players who rely on movement and positioning over raw firepower.
Assault Mech
The Assault is the all-rounder with 3,200 HP and a movement speed of 32 studs per second. It sits right in the middle on every stat, which makes it the most versatile class and the best choice for new players. You can push aggressively, hold a defensive position, or flex between roles depending on what your squad needs.
- Primary weapon slot: Gauss rifle (semi-automatic, 65 damage per shot, 3.5 rounds per second). High accuracy at range with meaningful damage per hit. Rewards precise aim over spray-and-pray.
- Secondary weapon slot: Grenade launcher (3-round burst, 95 splash damage per grenade, 6-second cooldown). Excellent for clearing infantry clusters and softening bosses before your team focuses fire.
- Ability 1 — Shield Barrier: Deploys a frontal energy shield that absorbs 800 damage over 4 seconds. You can still shoot while the shield is active. 15-second cooldown. This ability alone makes the Assault forgiving — 800 extra HP every 15 seconds gives you room to make mistakes.
- Ability 2 — Overcharge: Boosts your primary weapon damage by 40% for 6 seconds. Stack this with a full magazine of Gauss rifle shots to burn down boss weak points. 25-second cooldown.
When to pick Assault: Always a safe pick. If you are playing solo, Assault is the best class because it can handle both sustained fighting and burst damage. In a full 4-player squad, Assault fills the DPS role, sitting behind the Heavy's aggro and dealing consistent damage from mid-range.
Heavy Mech
The Heavy is the tank with 5,500 HP and a movement speed of 20 studs per second. It is the slowest mech in the game by a wide margin, but it absorbs punishment that would destroy a Scout three times over. The Heavy exists to hold chokepoints, draw boss aggro, and keep your squishier teammates alive.
- Primary weapon slot: Rotary cannon (sustained fire, 12 damage per hit, 20 rounds per second). Takes 1.5 seconds to spin up but deals devastating DPS once firing. Chews through enemy waves and stagger-locks lighter enemies in place.
- Secondary weapon slot: Siege mortar (single high-damage shell, 350 impact damage + 150 splash, 10-second cooldown). Slow to fire but hits like a freight train. One direct hit takes out most non-boss enemies instantly.
- Ability 1 — Iron Fortress: Plants your mech in place and activates a 360-degree damage reduction of 50% for 8 seconds. You cannot move during Iron Fortress, but you can still shoot. Use it when a boss targets you with a sustained beam attack or when holding a chokepoint against a large wave. 22-second cooldown.
- Ability 2 — Aggro Beacon: Forces all enemies within 100 studs to target your mech for 5 seconds. This is the most powerful team ability in the game. When a boss is about to one-shot your Scout, pop Aggro Beacon to redirect its attack onto your 5,500 HP pool. 30-second cooldown.
When to pick Heavy: Every 4-player squad benefits from exactly one Heavy. The Aggro Beacon plus Iron Fortress combination lets your team pour damage into a boss while you soak its attacks. In PvP, the Heavy is less popular because faster mechs can kite you, but it dominates in tight arena maps where enemies cannot avoid your rotary cannon.
| Class | HP | Speed | Primary DPS | Role |
|---|---|---|---|---|
| Scout | 1,800 | 48 s/s | 216/sec | Flanker / Recon |
| Assault | 3,200 | 32 s/s | 228/sec | All-rounder / DPS |
| Heavy | 5,500 | 20 s/s | 240/sec | Tank / Aggro |
3. Infantry Weapons Guide
When you are outside your mech — either because it was destroyed, during certain mission phases, or in infantry-only PvP modes — you fight on foot with conventional weapons. STARFALL has 12 infantry weapons across 4 categories. Your weapon choice matters significantly because infantry combat is faster and more lethal than mech fights. Most infantry encounters end in 1-3 seconds.
Assault Rifles
Assault rifles are the bread-and-butter infantry weapons. They work at all ranges and are the safest pick if you are not sure what to expect.
| Weapon | Damage (Body) | Damage (Head) | Fire Rate | Magazine |
|---|---|---|---|---|
| CR-7 Pulse Rifle | 24 | 72 | 8 rps | 30 |
| Harbinger AR | 28 | 84 | 6.5 rps | 25 |
| Voltaic Repeater | 20 | 60 | 11 rps | 40 |
The CR-7 Pulse Rifle is the default starter weapon and honestly one of the best. At 24 body damage and 8 rounds per second, it kills in 5 body shots (roughly 0.6 seconds of sustained fire). The Harbinger AR hits harder per shot at 28 damage but fires slower, making it better for players who tap-fire at range. The Voltaic Repeater is a spray machine with 40 rounds and the fastest fire rate, but the low per-shot damage means you burn through ammo fast against armored targets.
Shotguns
| Weapon | Damage (Per Pellet) | Pellets | Max Damage | Range |
|---|---|---|---|---|
| Breaker-8 | 14 | 8 | 112 | Short |
| Thunderclap | 22 | 6 | 132 | Very Short |
Shotguns are devastating in close quarters. The Breaker-8 fires 8 pellets at 14 damage each for a maximum of 112 damage per shot. At point-blank range, that is a one-shot kill on infantry (players have 100 HP on foot). The Thunderclap trades spread for raw damage, hitting 132 max damage but with a tighter effective range. Both shotguns have a pump-action delay of roughly 0.8 seconds between shots, so if you miss the first shot, you are in serious trouble.
Sniper Rifles
| Weapon | Damage (Body) | Damage (Head) | Fire Rate | Scope Zoom |
|---|---|---|---|---|
| Longshot DMR | 55 | 165 | 1.8 rps | 4x |
| Phantom Rail | 90 | 270 | 0.7 rps | 8x |
The Longshot DMR is a semi-automatic marksman rifle that kills in 2 body shots (55 + 55 = 110, exceeding the 100 HP threshold). It fires fast enough to double-tap enemies before they can react, making it the most versatile long-range weapon. The Phantom Rail is a bolt-action beast that one-shots to the body at 90 damage... wait, almost. At 90 body damage, it leaves enemies at 10 HP, so you need a headshot (270 damage, massive overkill) or a quick sidearm follow-up. Despite that, the Phantom Rail is the best infantry weapon in skilled hands because a single headshot ends fights instantly at any range.
Sidearms
| Weapon | Damage (Body) | Damage (Head) | Fire Rate | Magazine |
|---|---|---|---|---|
| P-12 Sidearm | 18 | 54 | 5 rps | 12 |
| Viper Burst | 14 x3 | 42 x3 | 3.5 bursts/s | 18 |
| Arc Pistol | 35 | 105 | 2.2 rps | 6 |
Sidearms come out when your primary is empty or when you need a fast-draw weapon in a panic. The P-12 Sidearm is standard issue — reliable, decent fire rate, nothing flashy. The Viper Burst fires 3 rounds per trigger pull at 14 damage each, dealing 42 damage per burst to the body. Land two bursts (84 damage) and finish with a third for the kill. The Arc Pistol is the Deagle of STARFALL — slow-firing but 35 body damage means a 3-shot kill, and a single headshot deals 105 damage for an instant kill. High risk, high reward.
4. Mission Types and Strategies
STARFALL has 4 core mission types, each with different objectives and reward structures. Understanding what each mission demands lets you pick the right mech class and loadout before you even spawn in.
Wave Defense
The signature mode of STARFALL. Your squad holds a position while enemies attack in waves, with each wave getting progressively harder. Waves 1-5 are infantry-only enemies with 80-150 HP each. Waves 6-10 introduce armored drones that take reduced damage from light weapons. Waves 11-15 add mini-bosses with 4,000-8,000 HP. Waves 16-20 bring full bosses with 15,000-25,000 HP and one-shot mechanics.
Optimal squad composition for wave defense: 1 Heavy, 2 Assault, 1 Scout. The Heavy anchors the main chokepoint with Aggro Beacon. Both Assaults focus fire on whatever the Heavy is tanking. The Scout uses Sensor Pulse to track enemy spawns and covers any flanking routes the main squad cannot see.
Delterium rewards scale with waves completed: 50 per wave for waves 1-10, 100 per wave for waves 11-15, and 200 per wave for waves 16-20. A full 20-wave clear earns roughly 2,250 Delterium, which is the single best way to earn the resource in the game.
Objective Missions
Objective missions send your squad to specific map locations to complete tasks: destroy a Delterium harvester, capture a communication relay, or escort a payload vehicle across the map. Each objective has a timer (usually 3-5 minutes), and enemy forces attempt to stop you throughout.
These missions are shorter than wave defense (10-15 minutes vs. 25-35 minutes) and pay less Delterium per minute, but they are better for farming specific weapon upgrades. Each objective mission has a loot table that drops weapon mods and cosmetic parts you cannot get from wave defense.
Boss Encounters
Boss encounters are standalone missions where your squad fights a single massive enemy. These bosses have HP pools ranging from 40,000 to 120,000 depending on the encounter tier, and they all have multi-phase attack patterns that change at 75%, 50%, and 25% HP thresholds.
The first boss most players face is the Titan Sentinel, a 40,000 HP mech that slams the ground in phase 1, fires a sweeping laser beam in phase 2, and deploys tracking missiles in phase 3. The key mechanic is the ground slam: a red circle appears on the ground 1.5 seconds before impact. If you are standing in it, you take 2,000 damage — enough to one-shot a Scout mech. Dash or boost out of the red zone every time.
Higher-tier bosses include the Harbinger Dreadnought (80,000 HP, artillery phase that forces constant repositioning) and the Archon Core (120,000 HP, the current hardest boss that requires specific squad compositions to beat). Archon Core runs take 15-20 minutes with a well-geared squad and are nearly impossible without at least one Heavy using Aggro Beacon on cooldown.
PvP Arena
PvP is a 1v1 or 2v2 mech arena mode where Starkiller pilots fight each other. Matches are best-of-5 rounds with a 2-minute timer per round. If the timer expires, the player with more remaining HP percentage wins the round.
PvP meta in May 2026 favors the Assault mech because its Shield Barrier and Overcharge combo lets you out-trade both Scouts and Heavies in direct fights. The Scout can beat an Assault through kiting and missile harassment, but it requires strong positioning. The Heavy struggles in PvP against mobile opponents but dominates in 2v2 when paired with a Scout that feeds it targets with Sensor Pulse.
5. Game Passes and Progression
STARFALL uses Delterium as its primary progression currency. You earn it from every mission type and spend it on mech upgrades, weapon unlocks, and cosmetics. The upgrade tree has 4 tiers for each mech class, with each tier costing progressively more Delterium. Here is the breakdown:
- Tier 1 upgrades: 500 Delterium each. +10% primary weapon damage, +200 HP, or +5% movement speed.
- Tier 2 upgrades: 1,500 Delterium each. +20% ability effectiveness, new secondary weapon variant, or +15% shield/armor value.
- Tier 3 upgrades: 4,000 Delterium each. Unlocks alternate abilities for your mech class. For example, the Scout can swap Sensor Pulse for a Stealth Cloak that makes you invisible for 3 seconds.
- Tier 4 upgrades: 10,000 Delterium each. Prestige cosmetics and stat boosts that signal you have fully mastered a mech class.
Fully upgrading one mech class requires roughly 16,000 Delterium. At an average earn rate of 150-200 Delterium per mission, that is around 80-100 missions. Completing all three classes takes serious time investment, which is where game passes come in.
Starkiller Pass — 599 Robux
The flagship game pass. It provides a permanent 2x Delterium multiplier on all missions, effectively cutting your grind time in half. It also includes 3 exclusive mech paint jobs (one per class) and a golden Starkiller pilot tag next to your name. This is the single best-value purchase in the game if you plan to play regularly.
Mech Skin Bundle — 349 Robux
A rotating cosmetic bundle that changes every 2 weeks. Each bundle includes a full mech skin for one class plus a matching weapon skin. These are purely visual and do not affect stats. The skins are high quality though — some of the mech designs rival what you see in full PC games.
Starter Pack — 199 Robux
Gives you 2,000 Delterium immediately plus a 1.5x Delterium boost for 7 days. Solid if you want to rush your first Tier 2 upgrades and skip the early grind. The 7-day boost stacks with the Starkiller Pass multiplier (2x base becomes 3x total), so buying both together on day one is the fastest way to progress.
Emote Pack — 99 Robux
A set of 8 mech emotes including victory poses, dances, and taunts. Fun for the end-of-match screen but not essential. Your mech does a default fist-pump animation if you do not own any emotes, which honestly looks fine.
6. Active STARFALL Codes (May 2026)
STARFALL is still in its early beta phase, which means codes have been limited compared to more established Roblox games. Darkstar Interactive drops codes through their official Discord server and social media accounts, usually tied to milestones (like hitting 5M and 8M visits) or during major updates.
How to Redeem Codes
- Open STARFALL and wait for the main hangar menu to load
- Click the Settings icon (gear) in the bottom-left corner
- Select the Codes tab
- Type or paste the code exactly as shown (codes are case-sensitive)
- Click Redeem and check your inventory for the reward
Working Codes
LAUNCHDAY — Exclusive "First Drop" pilot badge
8MILLION — 750 Delterium + 1-hour 1.5x boost
Note: STARFALL codes expire without warning when the developers release new ones. If a code does not work, it has likely been deactivated in a recent update. Bookmark this page and check back regularly — we test and update our code list whenever Darkstar Interactive announces new drops. You can also join the official STARFALL Discord where codes are posted first, usually 24-48 hours before they appear anywhere else.
Expected Future Codes
Based on the pattern from previous milestones, expect new codes when STARFALL hits 10M visits (likely in the next few weeks based on current growth) and when the next major content update drops. Darkstar Interactive has hinted at a "Season 1" update on their Discord, which historically comes with fresh codes in Roblox games.
7. How to Earn Free Robux for STARFALL
STARFALL game passes range from 99 to 599 Robux. If you want the Starkiller Pass (the 2x Delterium multiplier at 599 Robux), that typically costs real money through the Roblox store. But there is a way around that. Earnaldo is a platform where you complete simple tasks — surveys, app installations, watching videos — to earn points that convert directly into Robux.
The math works out well for STARFALL players. The Starkiller Pass costs 599 Robux, which most users can earn in about a week of casual task completion on Earnaldo. The Starter Pack (199 Robux) can be earned even faster, usually in 2-3 days. That means you can get the best game passes in STARFALL without spending a single dollar of your own money.
If you have been thinking about picking up the Starkiller Pass or a mech skin bundle, this is the most straightforward way to do it without a credit card. You can read more about the process on the How Earnaldo Works page.
Earn Free Robux for STARFALL
Complete tasks on Earnaldo and withdraw Robux to buy STARFALL game passes, mech skins, and the Starkiller Pass.
8. Frequently Asked Questions About STARFALL (2026)
9. About This Guide
This STARFALL guide was written for players looking to understand the game's mech system, weapons, and mission structure without wading through outdated or vague information. All stats, damage numbers, and ability cooldowns listed here are based on the current version of STARFALL as of May 2026. If Darkstar Interactive pushes a major balance patch, we will update this page accordingly.
STARFALL is one of the more ambitious mech games on Roblox right now. The combination of deep mech customization, tight infantry combat, and genuinely challenging PvE content puts it in a different category than most experiences on the platform. Whether you are grinding wave defense for Delterium, pushing your PvP rank, or just trying to survive your first Titan Sentinel encounter, the information in this guide should give you a solid foundation.
Looking for guides on other Roblox games? Check out our coverage of RIVALS (tactical FPS), The Strongest Battlegrounds (anime fighting), and Evade (horror survival). Each guide follows the same format with weapon breakdowns, strategies, active codes, and ways to earn free Robux for game passes.