The best Operators in Star Wars Zero Company are Tel-Rea, Jae, Hawks, and Kabb, all of whom have skills and talents that let you cheat on AP or have access to exclusive and powerful specializations. The worst Operator is Trick, as you actively want to avoid using his talent. Learn more about the best and worst characters in the game with this Star Wars Zero Company Operators tier list.
This guide focuses exclusively on the scripted Operators. While some of the talents available to generic Operators are undeniably powerful, those are better addressed in a full talent tier list.
Best Operators in Star Wars Zero Company
Operators Tier List
|
S Tier |
Tel-Rea Jae |
|---|---|
|
A Tier |
Hawks Kabb |
|
B Tier |
Luco Cly |
|
C Tier |
Trick |
S Tier Operators
Tel-Rea
|
Tel-Rea Talent |
|
|---|---|
|
Strong with the Force (Passive) |
Tel-Rea begins each turn of battle with 2 stacks of Harmony. Harmony affects Deflection and Lightsaber Attacks. |
Tel-Rea is my pick for the best Operator in the game, as she is the only one that has access to the Padawan / Wayseeker specializations. Those specs are very powerful, boasting two options for displacing enemies from a distance (Push and Pull), an ultimate that can easily dispatch multiple foes at once (Lightsaber Throw), high-damage melee strikes, and effective defensive skills and passive abilities (Padawan Training). You can find more thoughts on Padawan / Wayseeker in our Specialization's tier list, and I'd recommend always bringing Tel-Rea into missions.
Jae
|
Jae Talent |
|
|---|---|
|
Final Shot (Passive) |
Once per turn, Jae immediately fires her blaster and eliminates any enemy left with 4 Health or less after an allied Operator's attack. |
Jae finds herself in the S Tier thanks to having the best talent in the game, Final Shot. Indeed, a free execute is extremely strong, as it is effectively equivalent to at least 1 AP plus any health that would have been lost if that enemy remained alive. Notably, upgrading Final Shot raises the health threshold that triggers the effect, and it maxes out at 10 Health or less.
The only "cost" associated with Final Shot is that Jae must have line-of-sight on the enemy when they hit the health threshold. This means that you may occasionally need to use AP to reposition her, though you'll still come out ahead if you land a couple executions.
A Tier Operators
Hawks
|
Hawks Talent |
|
|---|---|
|
Fearless Leader (Passive) |
When Hawks is present, increase Assist Damage by +1 for all Operators. |
Hawks' talent, Fearless Leader, isn't flashy, but a passive buff to all Operators is undeniably strong. Additionally, the effect gets even better as you upgrade it, as doing so increases its Assist Damage bonus and adds a Defense bonus.
While that buff alone may not be enough to push Hawks into the A Tier, he also gets an exclusive skill: Pico-5. This ability lets Hawks give another Operator +1 AP, at a cost of Advantage, and it can lead to some big plays. Indeed, sometimes you need just one more AP to swing a battle, and having the option to get one every turn can be huge.
If you have a Scout in your squad, you can use their Combat Recon ability every turn to easily amass the Advantage required to use Pico-5 along with other Special Actions.
Kabb
|
Kabb Talent |
|
|---|---|
|
Uppercut (Melee Action) |
Rush an enemy and strike it, dealing Melee Damage and Pushing it backwards. Defeating the target restores all AP used. |
Just like Jae's talent and Hawks' skill, Kabb's talent lets you do one of the best things in the game: cheat on AP. In fact, it may be the most cheat-y of all, as landing a knockout blow with a long-range Uppercut can lead to a 3-AP refund. Even if you're just going to get one AP back, you should try to get in close and score an Uppercut kill every turn, as doing so will put you way ahead of your opponents.
Uppercut also repositions enemies, which can make them easier for your ranged Operators to hit. The skill is therefore useful even when it's not fatal.
The one reason I've not ranked Kabb higher is that Bull Rush, a powerful Assault specialization ability, can sort of do an impression of Uppercut. Specifically, Bull Rush lets you cheat on AP by reducing the cost of moving, though its ceiling is definitely lower than the ceiling of Kabb's talent.
B Tier Operators
Luco
|
Luco Talent |
|
|---|---|
|
Combat Gas (Special Action) |
Gain 3 stacks of Sharpened Senses. Each stack increases Chance-to-Hit by 5% and Ranged Attack Damage by +1. One stack expires after each Ranged Attack. |
Luco's talent, Combat Gas, is effective, even if it is a bit boring. While it doesn't offer quite enough to justify giving Luco a permanent spot on the squad, he's my go-to at a point in the game where one of my preferred Operators is unavailable for missions. This makes Luco a good candidate for the B tier, and his flexible specialization slots give him the slight edge over the next entry.
With respect to those slots, specialization and weapon combos that lead to a few highly effective ranged attacks, rather than a lot of low damage shots, work best with Combat Gas, as they minimize how often the skill must be refreshed. This makes Sharpshooter a good option for Luco, and I like to pair it with Scoundrel, allowing the Operator to guarantee his own crits and improving his ability to Assist.
Cly
|
Cly Talent |
|
|---|---|
|
Combat Jump (Special Action) |
Jump to a target location, Pushing nearby enemies out of position. This ability does not trigger enemy Overwatch or Retaliation. |
Cly's talent, Combat Jump, essentially serves as a repeatable Firebomb + Concussive grenade that doesn't trigger Overwatch or Retaliation and also gets the Operator into close range. This is a strong effect, and I think Combat Jump is one of the talents with the most raw power. However, there are plenty of other ways to displace enemies and inflict status effects, including the aforementioned utility items, which leaves Combat Jump feeling a bit unnecessary.
Combat Jump gains a Burn component as it's upgraded, hence the reference to Firebombs.
Additionally, Cly is locked to his Warrior specialization, which falls below the game's top-tier specs for me. While you can still give him a secondary spec of your choosing, with Gunslinger seeming like the most obvious choice, I prefer not to sacrifice one of my squad's eight specialization slots to something that feels replaceable.
C Tier Operators
Trick
|
Trick Talent |
|
|---|---|
|
For My Brothers (Passive) |
Once per Combat. When Trick is Downed, automatically revives at the beginning of the next turn at Half Health. |
In general, you're always attempting to keep your Operators from getting downed. As such, you hope to never have to activate Trick's talent, For My Brothers, rather than wanting to use it as much as possible like you do with the other Operator's talents. This sends Trick down to the bottom of the list for me, and I simply never use him when I'm not required to.
To note, For My Brothers certainly improves as you upgrade it, restoring more health and even preventing the injuries that come from being downed. At that point, I could see the possibility of sacrificing Trick to gain some advantage. However, I've never encountered a situation that requires such a strategy, and I'd prefer not to employ a tactic (allowing an Operator to get downed) that is counter to my overall plan (preventing my Operators from getting downed) when better options are available.





