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star wars zero company best starting class guide

Find the star wars zero company best starting class for new players, with Medic, Assault, Soldier, Scout, Sharpshooter, and Hawks advice for a first campaign.

9/2/2026 Last updated: 9/2/2026 7 min read

What is the best starting class

There is no single confirmed best starting class in STAR WARS Zero Company. Medic is the clearest beginner direction when recovery and safer learning turns matter, while Soldier is the most flexible direct damage choice in the class system. Assault, Heavy, Scout, Sharpshooter, Gunslinger, and Scoundrel become better answers when the rest of the squad already covers a particular role.

The word class means Specialization in the game interface. Eight standard Specializations make up the standard class group, and each one supplies an Ultimate, a Standard ability, and two Passives. Heavy has an extra Passive, while exact rank values and late unlock details remain To be confirmed.

The safest first choice

Medic is a strong first choice for a player who is learning turn order, cover, and injury pressure. First Responder gives an automatically equipped Med Pack and a Rally action for a downed ally without consuming a normal Utility slot in the ability description. Combat Stim can improve an ally’s survivability and damage for a limited duration.

Medic also helps the squad recover from a turn that did not go to plan. Morale Boost uses shared Advantage for a squad recovery effect and can reduce the impact of injury-related hit penalties. Final healing values, duration, and rank progression are To be confirmed, so treat Medic as a recovery direction rather than a fixed safety percentage.

The role still needs a safe position. Put the Medic close enough to rescue an ally and far enough away to avoid sharing the same enemy attack lane. The best first class is less useful when it is isolated from the squad or forced to spend every turn moving.

Choose Soldier for flexible damage

Soldier is the most adaptable direct damage direction. Arms Master increases Blaster and Grenade Damage, Brutal Strike can Daze a target and may Stun it at a higher rank, and Rocket Strike damages all targets in its blast. Strength also supports melee damage and grenade range in one build.

Soldier suits a new player who wants several answers without learning a narrow sequence. A blaster attack handles a clear line, Brutal Strike can deny a dangerous enemy turn, and grenades or Rocket Strike can reach a group. Exact values, status duration, and Rocket Strike cost remain To be confirmed.

The tradeoff is target planning. Soldier can do several jobs, yet it cannot stand in for every specialist at the same time. Add Medic, Scout, or Heavy when the squad’s actual failures come from injuries, hidden enemies, or enemy attention rather than a lack of damage.

Choose a frontline class

Assault is the starting class for a player who wants movement and flanking. Bull Rush adds movement, pushes an enemy, and can create an environmental kill when the target is thrown from a ledge. Sweeping Salvo damages and Disorients groups in a cone through the shared Advantage pool.

Heavy is the more forgiving frontline direction. It combines armor, Defense, Taunt, Retaliation, and heavy weapon pressure, and its area Ultimate can draw enemies toward the Heavy while adding a temporary defensive effect. The exact name and rank table for some Heavy abilities remain To be confirmed.

Assault rewards a player who reads the map before charging. Heavy rewards a player who wants to hold a lane and let the other Operators work around it. Choose between them by asking whether the squad needs to reach a target or survive the enemy’s response.

Choose a ranged or information class

Sharpshooter is the long range choice. Sharpshooter Training improves blaster accuracy, Zero In builds Lethal stacks that improve accuracy and Critical Chance, and movement can break the setup. Precision Shot always hits, while its final cost and use limits are To be confirmed.

Gunslinger is the rapid pistol choice. Onslaught rewards repeated primary fire in one turn, Quick Draw can refund its Action Point when it defeats an enemy, and Open Fire can attack one target multiple times or split attacks across targets. The class is easier to use when weak targets are and the pistol range does not force unsafe movement.

Scout is the information choice. Spotter applies Spotted after blaster damage, Combat Recon scans an area and can generate Advantage, and Ambush converts the shared resource into a damage attack. Scout helps new players learn where threats are before a move, although exact scan and Advantage values are To be confirmed.

Scoundrel prepares a target for an ally. Defense Penetration partially ignores Defense, Identify Weakness applies Vulnerable for a following Critical opportunity, and Easy Mark creates a Scoundrel Assist after the next ally attack. Pick Scoundrel when the squad already knows how it wants to finish one priority target.

Hawks and the starting class decision

Hawks is required on story missions, so his Specialization choice affects the squad even when the player is thinking about a general starting class. Guide recommendations include Scoundrel, Medic, Gunslinger, and Scout directions for Hawks, each solving a different problem. Fearless Leader remains Hawks’ identity Talent through a standard-class change.

Scoundrel gives Hawks Vulnerable and Assist setup, Medic gives recovery and Combat Stim, Gunslinger creates repeated pistol pressure, and Scout supplies information and Advantage. None is a universal answer in the game. The best direction is the role the other authored Operators do not already cover.

A simple first squad plan

Start with one frontline class, one recovery or information class, and two damage directions. Medic plus Soldier gives a new player recovery and flexible offense, while Heavy plus Sharpshooter gives protection and a stable firing lane. Assault plus Scout creates a movement and information team that asks for more map reading.

Do not make all four Operators compete for the same range. A squad with several close range users needs a way to manage enemy attention, and a squad with several long range users needs a route when sightlines disappear. Cover, line of sight, Action Points, and the shared Advantage pool should guide the final choice.

Respec and the second Specialization

The first class choice is not necessarily permanent. Most characters can respec into any standard class through the Focus Tree, while authored Talents stay tied to their character. A second Specialization unlocks deeper into the campaign and lets an Operator carry abilities from two standard classes.

The exact campaign point for the second Specialization is To be confirmed. Use the early class to learn the Operator’s role, then adjust after the squad has enough information about the map and its missing tools. Avoid choosing a class only because an unconfirmed value looks large.

What remains To be confirmed

Role descriptions and named abilities are established, yet no final universal ranking is confirmed. Healing amounts, accuracy percentages, Action Point costs, Advantage costs, rank ceilings, and the exact second Specialization unlock point remain To be confirmed where final values are unavailable.

For most new players, Medic is the safest learning direction and Soldier is the broadest damage direction. Choose Assault or Heavy for a frontline, Scout for information, Sharpshooter for protected long range fire, Gunslinger for pistol chains, and Scoundrel for target setup. The right answer is the class that fixes the squad’s next problem.

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