The best squad composition in Star Wars Zero Company changes as you gain access to new specializations and unlock the ability to use secondary spec. However, the best teams always have the Assault, Scout, and Sharpshooter specializations at their core, as they all have some very powerful abilities. Learn more about what to pair with those specs, and how to effectively use them, in this Star Wars Zero Company best team comps guide.
Best Teams in Star Wars Zero Company
Before Tel-Rea
- Assault (Kabb)
- Soldier (Trick)
- Scout (Jae)
- Sharpshooter (Hawks)
At the beginning of the game, simply use the four best specializations that are available: Assault, Soldier, Scout, and Sharpshooter. Here's how to play this setup:
- Kabb's talent, Uppercut, is excellent, and you really want to get a kill with it every turn for an AP refund. Assault supports that goal perfectly, as you can use Bull Rush to quickly get into melee range, score a knockout with Uppercut, and then finish off with Sweeping Salvo and some blaster attacks.
- Trick's talent, For My Brothers, revives him when downed, allowing for an aggressive, close-range playstyle. Aside from Assault, Soldier synergizes best with that approach, and you should look to get Trick into melee range, use Brutal Strike, and deploy some well-placed grenades. You can also convert the Advantage your Scout supplies into Rocket Strike for big AoE damage.
- Jae's talent, Final Shot, executes in-range enemies when they fall below a certain health threshold, and it's absolutely incredible. Ideally, Jae is situated in the middle of the map, with line of sight on as many enemies as possible, and Scout works perfectly in that position. A standard turn with Jae should be to hit as many enemies as possible with Combat Recon to get a big Advantage boost, then use the remaining AP on two attacks with a Blaster Pistol, ideally equipped with status effect-inducing mods, to apply Spotted to multiple enemies.
- Hawks' talent, Fearless Leader, isn't as flashy as the other squad members' talents, but the flat buffs it provides are definitely useful. Additionally, Hawks has a skill, Pico-5, that allows him to grant +1 AP to another Operator, and it is extremely powerful when used at the right time. As a Sharpshooter, simply park Hawks in a good position in the back, activate Zero In, and look to dump most of his AP into Overwatch for the rest of the fight. Use Pico-5 when it could net you an additional kill or allow an ally to get into cover, and fire off some Precision Shots if you have Advantage to spare.
After Tel-Rea
- Assault (Kabb)
- Padawan (Tel)
- Scout (Jae)
- Sharpshooter (Hawks)
Once you unlock Tel-Rea, swap her in for Trick and start reaping the benefits of her exclusive Padawan specialization. Primarily, this means delivering high-damage melee attacks with her lightsaber and using Push to damage enemies and move them into positions that are easier for ranged Operators to hit, while also allowing melee Operators to reach them with fewer AP. Aside from the upgrade from Soldier to Padawan, the strategy remains the same. Look to get Uppercut kills with Kabb, use Scout's Combat Recon every turn to keep the Advantage flowing, and put Hawks on Overwatch duty to disrupt the enemy's plans.
After Secondary Specializations
- Assault / Soldier (Kabb)
- Padawan / Wayseeker (Tel)
- Scout / Gunslinger (Jae)
- Sharpshooter / Scoundrel (Hawks)
When you unlock the ability to slot in secondary specializations, you can improve the foundation you've established with the proper selections. Here's what changes with this upgraded team comp:
- Kabb now gets access to Soldier's Strength passive, which improves his melee damage, making it easier to score kills with Uppercut. It also lets him more effectively deploy grenades and gives him access to Brutal Strike, a melee attack that can replace the blaster attacks that have ended his standard turns up to this point. There's also Rocket Strike if additional AoE attacks are needed, though I typically prefer to put my Advantage elsewhere.
- Tel arguably gets the biggest glow-up with secondary specializations, as Wayseeker brings a lot to the table. Lightsaber Throw is an absolutely devastating ultimate, frequently getting three or more kills in a single attack. While the 10-Advantage cost is steep, Scout's Combat Recon makes it easily reachable, and I'm often attempting to deploy a Lightsaber Throw every turn. Tel also gets another way to displace enemies with Pull and buffs to her lightsaber attacks with An Elegant Weapon, making her a real force to be reckoned with.
- Jae is still looking to control the mid-range, to use Combat Recon, and to dole out debuffs with a Blaster Pistol. However, Gunslinger's Onslaught passive means she'll now deal more damage with those blaster attacks, and she can spread status effects even further with Open Fire when Lightsaber Throw isn't needed.
- The plan also remains the same with Hawks, though Scoundrel makes him even better at his job. Being able to guarantee critical hits with Scoundrel's Identify Weakness ability makes Precision Shot, especially when upgraded, so much better. The secondary spec also makes Hawks the go-to choice when calling in an Assist. This works very well with a Sharpshooter in a good position, as Hawks will typically have good line of sight on most enemies.
Without Jae
- Assault / Soldier (Kabb)
- Padawan / Wayseeker (Tel)
- Scout / Gunslinger (Hawks)
- Sharpshooter / Scoundrel (Luco)
There comes a point when Jae can't be added to your squad for missions. While losing her powerful Final Shot talent is a blow, you can do some minor shuffling and still remain very strong. Specifically, bring in Luco as a Sharpshooter / Scoundrel, a combination that works well with his Combat Gas talent, give him Hawks' former job, and transition Hawks into the mid-range Scout / Gunslinger that Jae once was. Just make sure you switch Hawks to a Blaster Pistol with status effect-inducing mods when you make this change to maintain the debuffing role Jae performed.
It's actually slightly better to have Hawks at mid-range than it is to have him in the back, as he can reach more Operators with his Pico-5 skill from that position. Still, I think he works best as a Sharpshooter when Jae is around, and should only move out of that position when she's gone.





