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star wars zero company best weapons guide

Compare star wars zero company best weapons by Weapon Class, Action Points, range, accuracy, critical damage, and Specialization build fit for each Operator.

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

What are the best weapons

There is no single confirmed best weapon in STAR WARS Zero Company. The right Weapon Class depends on the Operator’s Specialization, the map’s sightlines, the Action Point plan, and the target sequence. Longarm supports the Hawks and Luco recommendations, while Pistol supports the repeated attack patterns for Jae and Cly.

The four Weapon Classes are Longarm, Repeater, Rifle, and Pistol. Weapon selection is separate from Specialization. The final weapon matrix, damage table, range rules, and complete Action Point costs remain To be confirmed.

Longarm for precision damage

Longarm is the clearest choice for a long range precision build. The authored recommendation gives Longarm to Hawks and Luco, both of whom use Sharpshooter with a Scoundrel connection. One build uses Longarm as a two Action Point weapon with high Critical Damage, while the final weapon values remain To be confirmed.

Longarm works best when Sharpshooter can remain in a protected firing position. Zero In builds Lethal stacks that improve accuracy and Critical Chance, while Precision Shot is an attack that always hits. Scoundrel’s Identify Weakness can prepare a Vulnerable target for a Critical follow-up.

The Action Point cost makes movement an important part of the decision. A long range attack is less attractive when the Operator must spend the same turn crossing to a new lane or reaching cover. The final Longarm cost, range, Critical table, and weapon modifiers are To be confirmed.

Pistol for repeated attacks

Pistol is the clearest choice for a Gunslinger pattern. The authored recommendations give Blaster Pistol to Jae Mordant and Cly Kullervo, and one build uses pistol attacks that cost one Action Point. That listed cost supports multiple attacks in one turn, while the final weapon table remains To be confirmed.

Gunslinger adds Onslaught pressure when the primary weapon is fired repeatedly. Quick Draw can restore the Action Point it costs when it defeats an enemy, while Open Fire can attack one target multiple times or split attacks across targets. The hit penalty, damage growth, and final rank values are To be confirmed.

Pistol is strongest when targets are close enough to reach without wasting the turn. A shot from an unsafe position can leave the Operator open to retaliation, and a long range enemy may force too much movement. Read the health of the first target before spending the attack that should begin the chain.

Rifle for direct and flexible damage

Rifle appears in the authored recommendation for Kabb Uppercut and Trick, with Blaster Rifle listed for both. Soldier’s broad kit of blaster fire, grenades, melee control, and Rocket Strike fits a direct medium range weapon plan. The final Rifle values and exact class restrictions are To be confirmed.

Rifle suits a build that needs more than one damage mode. Soldier can use Brutal Strike when melee control is valuable, grenades against a group, and a rocket against a larger area. Assault can also use movement and Bull Rush before returning to a direct weapon attack.

A Rifle build still needs a position. The weapon does not remove the need for cover, line of sight, or a route after a close range action. Choose it when the Operator’s class can reach a useful lane without relying on a single long range or pistol sequence.

Repeater and missing weapon details

Repeater is named in the Weapon Class list, yet no final Repeater ranking is available. Its exact rate of fire, range, Action Point cost, and interactions with Gunslinger or other Specializations are To be confirmed. Do not fill the gap with a guessed damage profile.

The same caution applies to every weapon’s final statistics. The available combinations do not establish a complete launch database. Use the current weapon menu when a number changes a purchase, Focus choice, or campaign plan.

Match weapons to Specializations

Sharpshooter wants a weapon that supports a stable long range lane. Gunslinger wants repeated reachable shots, while Scout wants to deal a blaster hit that can apply Spotted before the next action. Scoundrel wants a weapon that lets it contribute after it prepares a target.

Assault wants a weapon that does not consume the movement needed for a flank. Heavy wants a weapon that works while it holds enemy attention, and Soldier wants flexibility between direct fire, melee, grenades, and rockets. Medic wants to preserve the Action Points needed for recovery and support, so the weapon should not force an unsafe attack pattern.

These are role directions rather than a complete best in slot list. Weapon Class is independent from Specialization, so the same weapon can serve different Operators when their maps and turn plans match. Final modifiers and exceptions remain To be confirmed.

Match weapons to authored Operators

The authored table gives Tel-Rea Vokoss Dual Lightsabers, Jae Mordant Blaster Pistol, Hawks Longarm, Kabb Uppercut Blaster Rifle, Luco Bronc Longarm, Cly Kullervo Blaster Pistol, and Trick Blaster Rifle. These pairings connect each identity Talent and Specialization plan to a usable weapon direction.

Tel-Rea’s weapon is tied to her Jedi Padawan identity in the recommendation, while Cly’s pistol supports the Gunslinger secondary around her Combat Jump. Jae’s pistol supports a Scout and Gunslinger turn, and Luco’s Longarm supports Sharpshooter and Scoundrel Critical setup. Exact weapon availability and respec behavior are To be confirmed.

Action Points and weapon choice

Weapon choice affects what the Operator can do after moving. The listed two Action Point Longarm and one Action Point Pistol patterns create different turns, while the final values for Rifle and Repeater are unavailable in the game. Count the movement, attack, support action, and safe exit before committing to a weapon.

A weapon should also fit shared Advantage planning. Precision Shot, Open Fire, Rocket Strike, Ambush, and Morale Boost compete for the squad’s resource, so a weapon that solves a target without an Ultimate may preserve more options. The best weapon is often the one that achieves the mission objective with the fewest risky actions.

Weapons and build testing

The system allows Weapon Class, Talent, and Specialization to be selected as separate layers. Use a weapon that supports the primary class first, then use the secondary class to solve a known weakness. If the result needs too much movement or leaves no cover, respec through the Focus Tree when the game allows it.

Custom Operators can take the same weapon classes as part of their own build, subject to the final weapon rules. Authored Operators have clearer recommendations, while custom builds should remain flexible until the weapon menu confirms the full matrix. Do not assign a weapon because its name sounds correct for a class.

What remains To be confirmed

The four Weapon Class names, the Longarm and Pistol observations, and the authored weapon recommendations are established. Final damage, range, accuracy, modifiers, Rifle and Repeater details, and every Action Point cost remain To be confirmed.

For current planning, use Longarm for a protected precision pattern, Pistol for repeated reachable attacks, and Rifle for flexible direct damage. Treat Repeater and all exact weapon statistics as open until the current game data provides the missing table.

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