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Best Class for Hawks in Star Wars Zero Company

The Star Wars Zero Company best class for Hawks is Scout for teamwide Advantage, with Medic for safety and Sharpshooter or Gunslinger for damage.

Updated 2026-08-29
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Scout is the best all-purpose class for Hawks because it turns the commander into an Advantage generator and setup specialist for the entire squad. Choose Medic instead when playing Hard or Expert with Permadeath, or Sharpshooter when your early roster lacks accurate long-range damage. You do not need to restart over the choice: talents can be refunded and Hawks can be rebuilt outside combat.

Why Scout is the default recommendation

Hawks' unique Fearless Leader talent improves other Operators' assist damage and defense when Hawks is present. Scout complements that teamwide identity by generating Advantage, marking targets, and helping stronger specialists use their most valuable abilities earlier. The result is a commander who makes every deployment more consistent without competing with Jae, Trick, or later authored Operators for the same damage role.

Advantage is shared and can be spent outside the normal three-AP economy. A Scout who creates even one extra decisive ability can prevent an enemy turn, rescue an objective, or convert several ordinary attacks into a controlled chain. This benefit scales with the quality of the whole roster, which is why it remains useful after more specialized recruits join.

A practical Scout build

Prioritize talents that generate Advantage reliably and improve target setup before buying narrow situational bonuses. Equip an AP-efficient weapon when Hawks needs to tag or pressure several enemies, or choose a rifle when range and assist damage matter more than the number of shots. Keep Hawks near the center of the formation so Fearless Leader, assists, and support actions reach the Operators doing the finishing work.

Scout pairs well with Scoundrel as a second Specialization because both trees strengthen setup and coordinated fire. If the squad already has abundant support, add a damage-oriented second tree so Hawks can finish a target after creating the opening. Do not split Focus too early; secure the defining Scout tools first, then expand when the campaign unlocks enough points to make the hybrid functional.

When Medic is better

Medic is the best choice when survival is the roster's limiting factor. Hawks deploys frequently, so placing healing and buffs on the commander makes it easier to bring three mission-specific Operators without reserving a slot for the same custom Medic every time. This is especially useful with Permadeath enabled, because preventing a down protects the Injury track as well as the current health bar.

The class also fits a support-focused leader fantasy, but do not select it only because you expect effortless Bond farming. Community testing in the supplied Reddit material suggests assists can produce strong relationship progress, while healing actions still consume opportunities to move or attack. Use Medic to stabilize real danger, then let Hawks participate in assists and objectives instead of healing damage that is not tactically relevant.

When Sharpshooter is better

Sharpshooter is the strongest early alternative when you want Hawks to provide direct, reliable damage. The roster's authored long-range specialist arrives later, so Hawks can cover that gap during the first part of the campaign. Visible enemy placement also lets a Sharpshooter choose a lane before the squad commits, reducing the cautious guessing associated with hidden enemy pods.

This build depends more heavily on map geometry and weapon range than Scout or Medic. Compact objectives, reinforcements, and forced movement can reduce the value of a distant firing position, particularly on Hard or Expert where effective range becomes less forgiving. Rebuild Hawks when the roster gains a dedicated sniper or when missions repeatedly demand a mobile commander near the objective.

Is Gunslinger good for Hawks?

Gunslinger is viable and thematically suits an aggressive mercenary commander, but it is not the safest universal recommendation. It performs best when the squad feeds Hawks low-health targets, assist opportunities, and repeated attacks that build offensive momentum. Quick Draw may feel weak against healthy elites but becomes impressive when it chains through fragile droids or finishes several prepared enemies.

Do not assume a pistol is mandatory. Player discussion after launch reports that rifles can improve Gunslinger assist damage and range, while pistols remain useful for AP-efficient multi-shot turns. Treat weapon choice as part of the build test: compare how often Hawks can contribute to another Operator's attack, not just the damage shown on a single primary shot.

Other viable choices

Assault works for a mobile Hawks who attacks flanks and helps collapse enemy lines. Heavy can support a commander who must stay near vulnerable allies and absorb pressure, while Scoundrel emphasizes assists and target setup. Soldier offers straightforward offense, but Trick already covers that function early, so duplicating it is less valuable unless you deliberately want two reliable area-damage Operators.

There is no permanently wrong standard class because rebuilds are flexible. The meaningful question is which role the current roster lacks and which authored Operator will eventually replace it. Reassess Hawks whenever a new squad member joins, a difficulty increase exposes a weakness, or a second Specialization becomes available.

For Scout, use a pistol when low AP costs and multiple setup actions are the priority, or a rifle when Hawks must participate from safer range. For Medic, choose a weapon that lets the commander contribute after healing without demanding constant repositioning. For Sharpshooter, select the option that maximizes reliable range and single-shot impact rather than chasing a theoretical damage ceiling the map cannot support.

Gunslinger benefits from testing both pistol and rifle plans because its value often appears in assists and chained kills. A weapon is not good merely because its theme matches the Specialization; it must fit the AP budget and the sightlines your squad creates. Save before a mission, change one component, and compare completed objectives, damage taken, and Advantage generated rather than one critical hit.

Best second Specialization

Scout/Scoundrel is the best pure leader pairing because it multiplies setup, assists, and team efficiency. Medic/Heavy is the safest support pairing when Hawks must keep the squad alive and remain in contested space. Sharpshooter/Scout combines reliable ranged damage with Advantage generation, giving the commander a useful turn even when no clean shot exists.

Build the first tree to its core function before spreading points across both. A shallow hybrid can lack the defining ability that makes either role valuable, while a focused first class immediately solves a roster problem. Free refunds mean the final pair can change as often as the squad composition does.

Final recommendation

Pick Scout if you want one answer that works across most missions and team compositions. Pick Medic for a first Permadeath campaign or when injuries are accumulating, and pick Sharpshooter if the early squad needs accurate range more than support. Gunslinger is an effective style choice for players willing to build the whole turn around assists and cleanup.

These recommendations combine the authored build guidance in the supplied Epic Games material with post-launch player discussion from the two Hawks class threads. Community observations are treated as playstyle evidence, not official balance rules, and the official EA Operators hub remains the primary reference for the roster. The page was reviewed on August 29, 2026.

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