star wars zero company best squad guide and roles
Find a star wars zero company best squad plan with frontline, Medic, Scout, damage roles, authored Operators, and campaign resource choices.
What is the best squad
There is no confirmed universal best squad in STAR WARS Zero Company. The most reliable structure in the build recommendations is a frontline protector, a recovery or support Operator, a dedicated damage role, and a fourth slot that fixes the mission’s largest gap. Hawks is required on story missions, so the squad must include him when that story rule applies.
The right team is a chain of actions rather than four isolated builds. One Operator controls attention, another provides information or recovery, a third prepares or finishes a priority target, and the remaining slot handles the map objective. Exact high difficulty rankings and a fixed squad for every mission are To be confirmed.
The four squad jobs
The frontline job belongs to Heavy, Assault, or a Soldier build that can operate at close range. Heavy uses Defense, Taunt, and Retaliation to hold enemy attention, while Assault uses movement and Bull Rush to create space. Soldier adds flexible damage, melee control, grenades, and Rocket Strike when the squad needs offense more than protection.
The support job belongs to Medic or Scout. Medic supplies First Responder, Combat Stim, Med Packs, Rally, and Morale recovery, while Scout provides Combat Recon, Spotted targets, and Advantage generation. The choice depends on whether the squad usually fails after taking damage or before it understands the map.
The damage job belongs to Sharpshooter, Gunslinger, Scoundrel, or Soldier. Sharpshooter uses a protected firing lane, Gunslinger uses reachable pistol chains, and Scoundrel improves the next allied attack through Vulnerable and Assist setup. The damage Operator should have a clear target after the support and frontline actions happen.
The fourth job stays flexible. Add another damage role when a priority enemy survives, another support role when injuries or hidden threats dominate, or a mobile Operator when the objective requires movement. A fixed four class formula is not confirmed by the game.
A four role plan
One squad plan uses Hawks, Trick, a custom Medic, and a custom damage Operator. Hawks handles movement and objective pressure, Trick acts as the frontline safety net, the Medic provides Combat Stim and recovery, and the final Operator removes the targets that can change the battle.
In that plan Hawks starts with Assault and later takes Soldier. Bull Rush gives movement and an attack route, while Soldier adds direct damage and melee control. Hawks also has Fearless Leader, and the build recommends keeping some investment in the identity Talent while focusing other points on movement and Bull Rush.
Trick uses Heavy tools for Taunt and survivability, with Scout as a secondary direction in the squad recommendation. A Pistol lets him spend one Action Point per shot in one build, spreading Taunt and Spotted targets across several enemies. His For My Brothers Talent provides a revive safety net, while exact rank outcomes are To be confirmed.
The custom Medic opens combat with Combat Stim when the squad can benefit from the damage and health buffer. First Responder supplies a Med Pack and Rally support, and the Medic can carry Espionage or Thievery if the campaign values Intel or Credits more than another combat Talent. Those economy Talents do not stack and each uses 11 Focus Points in one setup. The exact Focus cost is To be confirmed.
The dedicated damage Operator uses a Longarm direction and can begin with Scout before taking Sharpshooter, or reverse that order. Combat Recon can generate Advantage, Ambush can delete a high priority target in the recommendation, and Zero In rewards a stable firing position. The exact final build depends on the Focus Tree and remains To be confirmed where final values are unavailable.
Authored squad options
The authored recommendations provide another starting point. Tel-Rea Vokoss uses Padawan and Wayseeker with Dual Lightsabers, Jae Mordant uses Scout and Gunslinger with Blaster Pistol, and Hawks uses Sharpshooter and Scoundrel with Longarm. Each gives the squad a different mix of mobility, information, target setup, and ranged damage.
Kabb Uppercut uses Assault and Soldier with Blaster Rifle. Luco Bronc uses Sharpshooter and Scoundrel with Longarm, Cly Kullervo uses Mandalorian Warrior and Gunslinger with Blaster Pistol, and Trick uses Soldier and Heavy with Blaster Rifle. These are role-focused recommendations, not a promise that every Operator belongs in every mission.
Tel-Rea’s Force Push and Force Pull can change enemy positions, Cly’s Combat Jump can create a flank, and Jae’s Combat Recon can support an information focused turn. The squad should protect these identity roles rather than make every character compete for the same range. Permadeath makes the positioning of Tel-Rea especially important because her death can remove Jedi Padawan from the campaign.
Build the action chain
Open with the action that improves the rest of the turn. Combat Stim can precede an ally’s damage turn, Combat Recon can reveal the area and produce Advantage, and Scoundrel can prepare a target for a Critical attack. The frontline then controls attention while the damage role converts the opening.
Target priority should be visible to all four Operators. A Scoundrel mark has little value if the Sharpshooter cannot see the target, and a Heavy Taunt has little value if the damage roles cannot use the safe time. Choose the target before spending Action Points on movement or support.
Advantage connects the squad across turns. Scout can generate it, standard and exotic class abilities can spend it, and Ultimates such as Precision Shot, Open Fire, Ambush, Rocket Strike, and Morale Boost compete for the same pool. A good squad uses the resource where it changes the outcome instead of spending every point immediately.
Squad choices by mission problem
Use Heavy when enemy attention and survival are the problem. Use Assault when the objective or cover layout demands movement, and use Medic when injuries or downed allies keep ending the turn. Use Scout when hidden enemies, smoke, range, or Advantage availability blocks the first action.
Use Sharpshooter when the map gives a stable long range lane. Use Gunslinger when several reachable targets can be finished in sequence, and use Scoundrel when one priority target should become easier for an ally to Critical. Use Soldier when the squad needs blasters, grenades, melee control, and rocket damage in one role.
Do not fill all four slots with the same range. Close range teams need attention control and recovery, while long range teams need movement when sightlines disappear. Cover, line of sight, Action Points, and the objective should decide the final four.
Economy and Bonds
Custom Operators can add a campaign economy layer. Espionage provides 12 additional Intel after a mission, while Thievery provides up to 300 additional Credits. They replace another Talent choice, cost 11 Focus Points in one setup, and do not stack. The exact returns and Focus costs are To be confirmed.
The squad plan also connects Medic actions with Bond growth. Combat Stim and Morale Boost can grant additional Bond in the build direction, while higher Bonds provide stronger passive choices. Exact Bond thresholds and every passive remain To be confirmed.
An economy squad still needs combat strength. The resource return matters only if the custom Operators survive enough missions to use it, so keep a frontline, recovery, and damage chain around them. A campaign resource should fill a real bottleneck rather than weaken the next mission unnecessarily.
Respec and squad testing
Most characters can respec into any standard class through the Focus Tree in The Den . A second standard Specialization unlocks later, letting one Operator carry abilities from two classes. Exotic classes remain attached to their designated owners.
Test one squad change at a time. Change the support role, the frontline, or the damage role, then check whether the next combat turn has a safer route and a clearer target. The exact respec terms and second class timing are To be confirmed.
What remains To be confirmed
The role structure, Hawks story requirement, authored recommendations, and four role sample are available. A universal best squad, hard mode ranking, complete Bond table, final weapon modifiers, and every map specific lineup remain To be confirmed.
The practical answer is to build a chain of protection, information, setup, and damage. Keep Hawks when the story requires him, add the role that fixes the squad’s repeated failure, and preserve a safe response after the first attack. The best squad is the one that makes the current mission’s most dangerous turn manageable.
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