Star Wars Zero Company Classes Explained
Compare all Star Wars Zero Company classes, including eight standard Specializations, four locked paths, ideal squad roles, weapons, talents, and pairings.
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Star Wars Zero Company has eight standard Specializations—Assault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter, and Soldier—plus four character-locked paths commonly counted toward twelve total classes. Standard classes define abilities and Focus trees, but they do not rigidly lock most characters to one weapon type. Build the squad around functions such as damage, setup, protection, recovery, and Advantage generation instead of choosing four individually powerful classes with the same weakness.
Standard and character-locked classes
The eight standard Specializations are available to most humanoid Operators and can be changed outside combat. Four exotic paths belong to specific character types, including the Jedi progression used by Tel-Rea, Cly's Mandalorian-oriented Warrior path, and dedicated droid functionality. These locked paths are not evidence that one Operator is universally stronger; they are designed around unique talents, equipment, and campaign roles.
Authored Operators arrive with identities and starting roles, while custom Operators give you more freedom to fill a missing function. Later dual Specializations let compatible characters combine two trees, creating hybrids such as a durable Soldier/Heavy or a support-focused Scout/Scoundrel. Refunds make experimentation inexpensive, so the practical cost of testing a class is usually one mission rather than a new campaign.
Assault
Assault is the mobile pressure class, suited to closing distance, attacking from aggressive angles, and damaging groups. It works best when another Operator has already controlled the enemy's reaction fire or created a safe flank. Jae begins with Assault and gains exceptional cleanup value from her unique Final Shot talent, so she demonstrates how a class and an authored perk can reinforce each other.
Choose Assault when the squad needs a character who can convert a broken enemy line into multiple finished targets. Avoid treating mobility as invulnerability, because an Operator who advances beyond assist range can become the only valid target on the next enemy turn. Pair the role with support, control, or a durable secondary Specialization if the campaign difficulty punishes exposed positions.
Gunslinger
Gunslinger is an offensive shooting class built around repeated attacks, assists, critical pressure, and finishing weak enemies. Its theme suggests pistols, but broad weapon access means a rifle can provide stronger assist damage and better reach depending on the build. Quick Draw becomes more valuable when it can chain through low-health targets rather than being used as a routine opening shot against a healthy elite.
This class rewards a squad that deliberately feeds it opportunities. Mark or soften enemies first, keep the Gunslinger in overlapping sightlines, and let its actions build toward a decisive turn. It can feel underwhelming when isolated, because the class's ceiling depends on the pace and target order established by the rest of the team.
Heavy
Heavy improves health, defense, and the ability to absorb attention, making it the clearest protection role among standard Specializations. It is useful as a second tree for Operators who must fight at short range, including Trick or Kabb, because defensive talents reduce the cost of standing where their abilities are most effective. A tank still needs cover and support; high statistics do not justify ending a turn in every enemy's clean line of fire.
Use Heavy when the squad loses missions because fragile damage dealers cannot hold an objective or survive an unavoidable response. Taunts and durability are most valuable when they redirect attacks from a vulnerable ally and the Heavy can actually withstand the result. If enemies can simply ignore the character, add control, positioning, or enough offense to make the front line strategically relevant.
Medic
Medic restores health and improves team consistency, making it the safest first-campaign choice for Hawks or a custom Operator. Healing reduces the chance that ordinary damage becomes a down and later an Injury, while buffs can improve the actions of stronger damage specialists. The class is particularly reassuring on Hard or Expert, where a small positioning error is harder to absorb.
Medic actions can contribute to relationship growth, but do not assume healing is the fastest possible Bond farm in every situation. Assists, paired mission actions, and conversations at The Den also matter and may provide better progress while advancing the objective. Build the Medic to participate in combat after stabilizing allies rather than spending every turn on unnecessary healing.
Scoundrel
Scoundrel is a setup and assist specialist that makes other Operators more effective. Long-range weapons can help it join multiple attacks without constant repositioning, while debuffs and support talents improve the squad's target order. Kabb begins in a support-oriented Scoundrel role even though his unique Uppercut encourages close-range finishes, showing that authored talent and class can pull in different directions.
Choose Scoundrel when the team already has strong attacks but lacks reliable ways to connect them. It pairs naturally with Gunslinger, Sharpshooter, or Jae's execution talent because assists and weakened defenses make cleanup more dependable. A second Heavy or Soldier tree can turn a fragile support character into a more direct threat when the roster already has enough setup.
Scout
Scout is the best general-purpose leader class because it improves information, target setup, and the shared Advantage economy. Advantage abilities operate outside ordinary AP costs, so generating the resource efficiently raises the ceiling of the whole squad rather than one character. This is why Scout is our default recommendation in the best class for Hawks guide.
The class works with many weapons because its value comes from enabling the team. Use a pistol or other AP-efficient option when tagging several targets matters, or choose a longer-range weapon when safe sightlines are more important. Pair Scout with Scoundrel for a control-and-assist commander or with a damage tree when the squad needs Hawks to finish the opportunities they create.
Sharpshooter
Sharpshooter delivers accurate long-range damage and Overwatch pressure. It is a practical early choice for Hawks because the authored sniper joins later in the campaign, leaving a temporary gap in ranged precision. The class wants clear sightlines and patient positioning, but visible enemy placement means you can often identify the best firing lane before the first move.
Do not reduce Sharpshooter to standing still at maximum range. Some weapons and talents create strong single-shot turns after repositioning, while assists let the Operator contribute between primary attacks. A mobile or support-focused second tree helps when objectives force the squad through compact maps where a distant perch is unavailable.
Soldier
Soldier is a dependable damage class with melee tools, weapon improvements, and area pressure. Trick begins as a Soldier and gains early access to the Rocket Strike ultimate, providing a clear answer to clustered enemies. The class is easy to understand but remains useful because reliable damage and flexible weapon handling solve problems at every stage of the campaign.
Pair Soldier with Heavy when the Operator is expected to hold the front, or with a mobility tree when reaching the correct angle is the main limitation. The best Soldier turn is not always the one with the largest damage number; an area attack that breaks cover or removes several weak enemies may protect the squad more effectively than overkilling one target. Preserve enough AP or Advantage to recover from the aggressive position.
How to choose four roles
A balanced deployment usually needs one setup or Advantage role, one dependable damage dealer, one flexible support, and one Operator who can survive objective pressure. The authored talent matters as much as the class: Hawks buffs the group, Trick can recover from a down once per mission, Jae executes weakened enemies, and other recruits bring similarly defining rules. Select the mission team by combining those unique talents with the class job you need.
Avoid duplicating a role unless the mission strongly rewards it. Two long-range specialists can dominate an open map but struggle when the objective demands rapid movement through tight interiors, while several supports may create perfect shots without enough damage to finish them. Free refunds let you correct these problems between missions, so keep a clear roster plan and rebuild when a new authored Operator changes who should own each role.
Class facts and source note
The standard class list and build systems are reflected in the official EA game overview, EA Operators hub, and the supplied Epic Games and IGN guide material. Community class counts often say twelve because they combine the eight shared Specializations with four locked character paths. This page was checked on August 29, 2026 and will separate later balance changes from the launch-era recommendations above.
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Difficulty Levels
Star Wars Zero Company difficulty levels include Story, Normal, Hard, and Expert, plus optional Permadeath and single-save Beskar Mode for any campaign.