The best specializations in Star Wars Zero Company include Scout, Padawan / Wayseeker, and Assault, and it's always worth having them on your squad. On the flip side, Heavy is a fairly underwhelming specialization that is better left on the bench. Learn more about the best and worst specializations in this Star Wars Zero Company specs tier list.

The stat numbers that appear in the tables below are for the un-upgraded versions of the abilities, and they increase as you use Focus Points to improve them. Additionally, some abilities gain entirely new effects as they are upgraded.

Best Specializations in Star Wars Zero Company

Specialization Tier List

S Tier

Scout

Padawan / Wayseeker

Assault

A Tier

Sharpshooter

Soldier

B Tier

Scoundrel

Gunslinger

Warrior

C Tier

Astromech / Analytics

Medic

D Tier

Heavy

S Tier Specializations

Scout

The Scout specialization abilities in Star Wars Zero Company.

Scout Abilities

Ambush (Ultimate)

Execute a well-timed surprise attack on an enemy. The more Advantage used in this attack, the greater the damage.

Combat Recon (Standard)

Assess threats in the target area, granting Advantage for each enemy in the assessment area.

Tactical Timing (Passive)

Provides 20% chance to gain +1 Advantage when this Operator defeats an enemy.

The Spotter (Passive)

When this Operator damages an enemy with their blaster, that enemy is Spotted.

Scout is my pick for the best specialization in the game, and it's almost entirely due to its Combat Recon ability. This ability frequently turns just 1 AP into 4+ Advantage and often leads to consecutive turns with a full Advantage bar. This lets you consistently use the Ultimate and Special Actions that have the biggest impact on a battle, and Combat Recon gives you strategic options that are simply not available to teams without a Scout.

The Spotter is also worth noting, as the Spotted effect, which makes it easier to hit enemies from range, can be quite useful in certain squad compositions. I like to equip my Scout with a Blaster Pistol, which can be repeatedly fired for 1 AP, so that I can easily apply Spotted to multiple targets each turn. I make those shots even more potent by equipping weapon mods that apply additional effects, like Burn or Defense reduction, to my pistol, turning my Scout into an efficient debuffer.

Padawan / Wayseeker

Padawan Abilities

Padawan Training

(Passive)

Allows Tel-Rea to Deflect blaster attacks and provides a base Deflection Chance of 30%.

Push (Fast Action)

Single Enemy. Forcefully Pushes an enemy in the chosen direction, dealing Force Damage.

Shockwave (Special Action)

Enemies in Range. Drive the Force outward in a focused burst, dealing Force Damage and Pushing nearby enemies back.

Wayseeker Abilities

An Elegant Weapon (Passive)

For Tel-Rea's lightsaber attacks, increases Critical Damage by +2 and increases Critical Chance by +6%.

Pull (Fast Action)

Single Enemy. Forcefully Pulls an enemy directly towards Tel-Rea, dealing Force Damage.

Lightsaber Throw (Special Action)

Line. Throws both lightsabers, dealing colossal Lightsaber Damage to all enemies along the path.

Padawan and Wayseeker are specializations that are locked to Tel-Rea, and they are extremely strong. Push and Pull are your bread-and-butter here, as they let you reposition enemies from a distance at a cost of just 1 AP. Not only does this movement deal damage, it can be used to improve line-of-sight for ranged Operators, reduce the AP required for melee Operators to reach the foe, and leave the enemy Exposed.

Lightsaber Throw is where the specialization really shines, as it can easily dispatch three or more enemies simultaneously, destroying cover and detonating objects along the way. While its 10-Advantage cost may seem prohibitive, reaching it is no problem with the Scout's Combat Recon ability, and you can often perform a Lightsaber Throw multiple turns in a row.

Tel-Rea's offense isn't where things end, though, as she also has some potent defensive abilities. While her standard kit is a bit weak against melee attacks, you can cover for that with Meditations, especially when you gain access to the Jedi Meditations Operations. This makes Tel-Rea a serviceable tank, though she lacks a taunt that would allow her to fully assume that role.

Assault

The Assault specialization abilities in Star Wars Zero Company.

Assault Abilities

Sweeping Salvo (Ultimate)

Unleash aggressive blaster fire that deals damage and Disorients all enemies within a large cone.

Bull Rush (Standard)

Charge into an enemy, dealing Melee Damage and Pushing it backwards.

Fleet of Foot (Passive)

Increases the Operator's First Movement by 1.0m.

Strike the Flanks (Passive)

This Operator gains a +20% Critical Chance bonus against Exposed enemies.

While Assault is not as flashy as Padawan and Wayseeker, nor does it drive strategies in the way that Scout can, the raw strength of its abilities pushes it into the S Tier. Sweeping Salvo, which acts as a close-range AoE Disorient (-20% Chance-To-Hit) that also deals solid damage, is up there with the best offensive abilities in the game, and it costs just 4 Advantage. Bull Rush is also very strong, allowing Operators to cover large distances and leave targets Exposed.

Kabb is the perfect Operator for Assault, as you really want to get in close and score a kill with his Uppercut every turn. Bull Rush is a great option for getting into that position, and an excellent Kabb turn is something like a 1 AP Bull Rush, followed by a 2 AP Uppercut kill, followed by a Sweeping Salvo and some blaster attacks. Once you unlock secondary specs, you can take things to the next level by slotting in Soldier and replacing those final blaster attacks with a Brutal Strike.

A Tier Specializations

Sharpshooter

The Sharpshooter specialization abilities in Star Wars Zero Company.

Sharpshooter Abilities

Precision Shot (Ultimate)

Fires a calculated blaster shot that Always hits.

Zero In (Standard)

Set up a position for accurate shooting and gain 3 Stacks of Lethal, increasing Chance-to-Hit by +15% and Critical Chance by +9%.

Pick Them Off (Passive)

Increases Overwatch Chance-To-Hit by +5% and Overwatch Damage by +2.

Sharpshooter Training (Passive)

This Operator has a +10% Chance-to-Hit bonus on all Blaster Attacks.

Sharpshooter is the master of Overwatch, and I always want to have one on my team. Indeed, Overwatch's ability to stop an enemy's movement, and put an end to their turn, can lead to huge swings. However, it doesn't always apply that effect, and a crafty opponent can avoid Overwatch entirely, preventing Sharpshooter from quite reaching the S tier.

I try to establish my Sharpshooter's position and activate Zero In on Turn 1, and then spend the rest of the encounter dumping most of their AP into Overwatch from that location.

Overwatch isn't all that the spec has going for it, though, as Precision Shot can be quite strong when upgraded. Those upgrades increase the ability's Critical Damage, and it can become a monster with some crit-focused mods and bond training. However, Precision Shot costs a non-negligible 6 Advantage, and the ability really needs to crit to justify it. This puts the skill well below something like Combat Recon, which is always good and requires minimal investment.

Soldier

The Soldier specialization abilities in Star Wars Zero Company.

Soldier Abilities

Rocket Strike (Ultimate)

Fire a powerful rocket that explodes on impact, damaging all targets in the blast.

Brutal Strike (Standard)

Rush and strike a target, dealing Melee Damage and Dazing.

Strength (Passive)

Increases Melee Damage by +2 and increases the throw range of all Grenades by +2.0m.

Armsmaster (Passive)

Increases Blaster Damage and Grenade Damage by +2.

I typically think of Soldier as the best way to support Assault once you unlock secondary specs, as its passive buff to Melee Damage and its additional melee attack work perfectly alongside that specialization. That said, Soldier is very strong in its own right, helping push AoE damage through its grenade enhancements and Rocket Strike ability.

Indeed, having an AoE attack in Rocket Strike, along with greater range on grenades, can be very helpful for displacing groups of enemies, destroying terrain, and detonating objects, all of which can lead to big advantages. Rocket Strike does cost a whopping 10 Advantage to use, though, which can feel like too much before it's been sufficiently upgraded.

Fortunately, Brutal Strike is strong straight out of the gate, with good damage and an effect that prevents the target from attacking. Focus on using that attack alongside well-timed grenades, and you'll find Soldier brings a good offense to the table. I'd consider using it up until you unlock Tel-Rea, at which point it can be replaced with Padawan.

B Tier Specializations

Scoundrel

The Scoundrel specialization abilities in Star Wars Zero Company.

Scoundrel Abilities

Easy Mark (Ultimate)

Marks the chosen enemy allowing this Operator to Assist the next ally that attacks that target.

Identify Weakness (Standard)

Makes a chosen enemy Vulnerable, allowing the next attack to Critically Hit.

Never Play Fair (Passive)

Increases the Operator's Assist Damage by +1.

Scoundrel's Instinct (Passive)

All of this Operator's attacks Penetrate the target's defenses, ignoring up to 4 points of Defense.

Scoundrel has some really nice tools in its kit, but they are not extremely powerful on their own and are at their best when supporting other specs. This is why Scoundrel finds itself in B Tier, albeit at the top of it.

Specifically, I find that Scoundrel hits its peak when it's supporting Sharpshooter, and I like to run Sharpshooter / Scoundrel when dual specs unlock. The obvious synergy between these specs is that Sharpshooter really wants to crit, especially with Precision Shot, and Scoundrel's Identify Weakness ability guarantees that they do just that.

Additionally, I like my Sharpshooter to be my go-to Operator for Assists, as they are usually in a position to hit most of the targets on a map, and Scoundrel makes them better at that with Never Play Fair and Easy Mark. This is not to say that Scoundrel only works when equipped alongside Sharpshooter, but the overlap is noteworthy.

Gunslinger

The Gunslinger specialization abilities in Star Wars Zero Company.

Gunslinger Abilities

Open Fire (Ultimate)

Fire 2 Times at any combination of enemies.

Quick Draw (Standard)

Fire a lightning fast sidearm pistol shot.

Keen Eye (Passive)

Increases this Operator's Critical Chance for all Ranged Attacks by +6%.

Onslaught (Passive)

Each attack within a single turn grants this Operator +1 Blaster Damage. This bonus applies only to attacks with this Operator's primary blaster.

Gunslinger has more straightforward offensive options than Scoundrel, though I still think of it more as a supporting spec than a primary one. In particular, I like Gunslinger to support Scout, as its Onslaught passive and Open Fire ultimate synergize very well with Scout's The Spotter passive. As detailed in the section on that spec, Scout wants to dish out debuffs by firing multiple times per turn, and Gunslinger lets them spread those effects even further and deal more damage while doing so.

Alternatively, Gunslinger does a reasonable job supporting Soldier, provided you eschew a focus on Brutal Strike for more mid-range blaster attacks that get benefits from Keen Eye, and a pistol-wielding Warrior, which frequently attacks many times in a turn. You could even consider pairing it with Sharpshooter, to give that spec more crit chance, though that feels like the worst of the options.

Warrior

Warrior Abilities

Ruthless (Passive)

Increases Cly's Critical Damage by +2.

Electroweb Dart (Special Action)

Single Enemy. Fire an electrified dart that Shocks the target and can be detonated with ElectroWeb Surge.

Electroweb Surge (Special Action)

Surge Areas. Emit electrical blast around Cly and each enemy with a Dart. These blasts Ignore Defense.

Warrior is another Operator-locked specialization, requiring you to run Cly in your squad if you want to use it. This means that you'll necessarily have access to Combat Jump, Cly's talent that allows him to jump to a target location, Pushing enemies and inflicting Burn when he lands, when using Warrior. That talent should therefore be considered when assessing the power of the spec.

And Combat Jump is, in fact, a very strong ability. In essence, it is a 2-Advantage, repeatable Firebomb + Concussive grenade that also puts the Operator into close range; something that is obviously powerful. The Electroweb Dart + Electroweb Surge combo is also nothing to sneeze at, as it reduces enemy movement and gets around Overwatch, Retaliation, and Evasion.

My issue with Cly is that he is extremely Advantage-hungry, with all of his abilities requiring that valuable resource. I simply prefer to save my Advantage for abilities that have a greater effect, like Lightsaber Throw, rather than using those points to activate less-impactful Warrior skills.

C Tier Specializations

Astromech / Analytics

Astromech Abilities

Extended Storage (Passive)

All Utility Items that have limited uses can be used +1 additional time.

Enhanced Scanners (Fast Action)

Enemies in Range. All affected enemies are Scanned, negating all Defense and making those enemies easier to hit.

Coordinated Support (Special Action)

All Allies. Grant all Operators +1 AP.

Analytics Abilities

Self Preservation (Passive)

When the Astromech is hit by an Overwatch or Retaliation attack it gains +1 AP.

Deep Target Scan (Fast Action)

Single Target. Conducts an intensive analysis on an enemy. Scans and Spots the target and removes all Evasion.

Predictive Analytics (Special Action)

All Allies. All allies gain +2 Defense for the rest of the turn. Nothing beats the odds.

Astromech and Analytics are specializations locked to droids, and they are focused exclusively on supporting other Operators and using utility items. At their worst, the droid specs can simply transfer their three AP to other Operators with their Built-In Comlink talent, and this is a pretty high floor considering what can be done with additional AP in certain situations. Things get even better for Astromech and Analytics in situations where their buffs and debuffs are relevant, and when they are equipped with powerful utilities.

While this may seem like an overly positive review for a specialization in the C Tier, my issue with the droid specs is what you lose by adding them to your squad. Indeed, while their skills are certainly nice to have, they don't feel necessary, and I don't think they are typically worth two of my squad's eight specialization slots.

Medic

The Medic specialization abilities in Star Wars Zero Company.

Medic Abilities

Morale Boost (Ultimate)

This Operator and all nearby allies increase to 4 stacks of Morale.

Combat Stim (Standard)

Grants Stimulant to an ally for 2 Turns, increasing Max Health, Melee Damage, and Ranged Damage.

Lifesaving Measures (Passive)

Medpacs used by this Operator restore an additional +5% Health.

First Responder (Passive)

This Operator is permanently equipped with a Medpac that does not use a utility slot. When this Operator rescues an ally with Rally, that ally is Fully Healed.

Medic feels similar to the droid specs in that it has a reasonable floor (dishing out buffs with Combat Stim ) and significantly improves when its other skills become relevant. However, if you're able to mitigate damage with positioning and abilities, and can manage with just Medpacs equipped to non-Medic Operators, you may rarely find yourself in need of those other skills. This makes Medic another nice-to-have but easily ignored spec, landing it squarely in the C Tier.

This is not to say that you shouldn't try out Medic if you're struggling with incoming damage. By all means, equip the spec if you would benefit from Morale Boost, Lifesaving Measures, and First Responder. However, if you find that the only Medic ability you're using is Combat Stim, you're almost certainly better off switching to another spec.

D Tier Specializations

Heavy

The Heavy specialization abilities in Star Wars Zero Company.

Heavy Abilities

Bulwark (Ultimate)

Taunts all enemies in the target area, forcing them to attack this Operator. Also increases Defense by +2 for the rest of this turn.

Unstoppable (Standard)

Gain 2 Stacks of Retaliation. Each stack permits a counter against the next incoming attack.

Conditioning (Passive)

Increases the Operator's Max Health by +4.

Heavy Armor Training (Passive)

Increase the Operator's Defense by +2.

Intimidating Posture (Passive)

This Operator's primary Blaster Attacks now Taunt the target on a hit.

Heavy is the game's straightforward tank spec, and I've simply never felt like it's worth the slot. While there are undoubtedly situations where taunting enemies would be useful, they always seem to be navigable without the need for a dedicated heavy. Indeed, with good positioning and ability usage, you can usually keep your squad alive, and there is always the Medbay if something goes terribly awry.

star wars zero company tag page cover art
Turn-Based Strategy
Tactical
Sci-Fi
Systems
Released
August 27, 2026
Developer(s)
Bit Reactor
Publisher(s)
EA
Franchise
Star Wars
PC Release Date
August 27, 2026
Star Wars Zero Company Reveals First Trailer and Gameplay

WHERE TO PLAY

DIGITAL

Genre(s)
Turn-Based Strategy, Tactical, Sci-Fi