Best Squad in Star Wars Zero Company
Build the best Star Wars Zero Company squad by covering setup, damage, support, and objective pressure instead of copying one fixed four-Operator list.
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There is no one best four-Operator squad for every Star Wars Zero Company mission. A story mission, an expiring Operation, a tight interior objective, and an open map reward different tools. The most reliable squad is one that covers the next mission's jobs: create an opening, finish a target, support the team, and survive the objective's pressure.
A flexible four-role squad
| Job | What it should solve | Useful starting directions |
|---|---|---|
| Setup / Advantage | Create target order, information, assists, or an ultimate window | Scout or Scoundrel, often Hawks |
| Reliable damage | Finish priority targets or punish exposed groups | Soldier, Assault, Gunslinger, Sharpshooter, or an authored talent |
| Support / recovery | Prevent one bad turn from becoming a campaign loss | Medic or a flexible Operator with safe assists and Utilities |
| Objective pressure | Hold space, reach an interaction, or absorb a response | Heavy, a mobile role, or a durable authored Operator |
These are jobs, not four permanent class locks. One Operator can overlap roles when the mission allows it. The important question is what the squad loses if that Operator is Injured, out of position, or required to interact with the objective instead of attacking.
A practical starting lineup
Hawks as Scout is a strong general setup choice because Advantage and target preparation improve the whole team. Pair that with a frontline pressure option such as Trick, a flexible recovery or support role, and a mission-specific finisher. Once Tel-Rea joins, her Force-control build can take the setup or control slot when Push and Pull create a valuable allied follow-up.
This is not a demand to use the same named characters everywhere. Use a custom Operator where the roster lacks range, healing, mobility, or durability. Rotate injured Operators, and do not send the whole campaign through one irreplaceable four-person group.
Choose by objective, not by a tier list
Before deploying, answer four questions:
- Who can advance or protect the objective?
- Who can remove the mission's most dangerous target?
- Who can recover the plan after a miss, injury, or bad position?
- Which two Operators can affect the same priority target through sightlines, assists, or control?
If the team cannot answer one question, change the build or roster before changing the difficulty. The Classes guide explains role tradeoffs; Weapons helps match AP and sightlines; The Den covers recovery and roster depth.
Patch 1.1 check
Patch 1.1 corrects certain weapon, Overwatch, hit-chance, and Secondary Specialization interactions. Recheck a squad only where it depends on those affected mechanics. A correction can change a specific result without invalidating the entire four-role structure. See Patch 1.1 for the boundary between confirmed fixes and editorial squad advice.
Sources
This guide synthesizes the role structure in EA's game overview, the Epic Games Store operator-build guide, and EA's Patch 1.1 notes. Last reviewed September 12, 2026.
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