star wars zero company class builds guide
Build star wars zero company class builds with the right Specialization, weapon, Talent, second class, role, and squad pairing for each mission.
What makes a class build
A STAR WARS Zero Company class build has more than one selection. The class overview separates Talent, Weapon Class, Primary Specialization, and Secondary Specialization into different build layers. A good setup connects those layers to one job, such as holding a lane, preparing a target, creating Advantage, or finishing enemies from range.
The standard system contains Assault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter, and Soldier. Most standard classes use one Ultimate, one Standard ability, and two Passives, while Heavy has a third Passive. Exact rank values and several weapon interactions remain To be confirmed.
Choose the primary Specialization
Assault is the movement and flanking build. Bull Rush adds movement and pushes a target, with an environmental kill possible when the enemy is thrown from a ledge. Sweeping Salvo provides a cone attack that damages and Disorients groups through shared Advantage.
Gunslinger is the pistol and repeated attack build. Onslaught rewards repeated primary fire in one turn, Quick Draw can restore its Action Point on a kill, and Open Fire can fire multiple times or split attacks across targets. It wants a reachable sequence of weak targets and enough safety to remain in pistol range.
Heavy is the defense and attention build. Armor, Defense, Taunt, Retaliation, and heavy weapon pressure define the role, while its extra Passive gives Heavy five ability slots in the class system. Use it when the squad needs a unit that can hold enemy focus.
Medic is the recovery and buff build. First Responder provides a Med Pack and Rally support without consuming a normal Utility slot in the ability description, and Combat Stim improves survivability and damage for a limited duration. Morale Boost uses shared Advantage for squad recovery and Morale support.
Scoundrel is the target preparation build. Defense Penetration helps its attacks against defended targets, Identify Weakness applies Vulnerable for a Critical opportunity, and Easy Mark sets up a Scoundrel Assist after the next ally attacks. It needs a follow-up Operator who can act on the mark.
Scout is the information and Advantage build. Spotter applies Spotted after blaster damage, Combat Recon scans an area and can generate Advantage, and Ambush spends the shared pool for a damage attack. Its value rises when hidden enemies, smoke, range, or resource timing makes other classes unreliable.
Sharpshooter is the stable long range build. Sharpshooter Training improves blaster accuracy, Zero In creates Lethal stacks, and Precision Shot always hits. The setup can break when the Operator moves or is displaced, so the map must provide a protected firing position.
Soldier is the generalist damage build. Arms Master is associated with extra Blaster and Grenade Damage, Brutal Strike can Daze or potentially Stun, and Rocket Strike damages a group. Soldier is useful when a mission asks for direct damage, melee control, and explosives in the same roster.
Add a weapon to the class
Longarm, Repeater, Rifle, and Pistol are Weapon Classes. It describes weapons as a separate choice that can be paired with standard Specializations, so class and weapon do not form a permanent one-to-one lock. The complete weapon matrix, modifiers, and limits are To be confirmed.
Some build patterns are more specific. Longarm appears in the Hawks and Luco recommendations, with one build using a two Action Point attack and high Critical Damage. Jae and Cly are paired with Blaster Pistol recommendations, and one build uses pistol shots that cost one Action Point. Those weapon costs remain To be confirmed.
Use the weapon that supports the class’s actual turn. A Sharpshooter needs a firing lane, a Gunslinger needs reachable repeated shots, and an Assault needs a way to survive the approach. If the weapon forces movement that breaks Zero In or consumes the Action Point needed for the class loop, the build may need a different secondary role.
Add a Talent
Every Operator has a Talent separate from Specialization. Authored Operators keep identity Talents such as Fearless Leader, Final Shot, Combat Gas, Combat Jump, Uppercut, Strong with the Force, and For My Brothers. Custom Operators select from Universal Talents instead.
Economic Talents create a clear tradeoff. Espionage gives 12 additional Intel after a mission, while Thievery gives up to 300 additional Credits. They do not stack, each uses 11 Focus Points in one setup, and only custom Operators can select them. The exact returns and Focus costs are To be confirmed.
The best Talent follows the class job and campaign need. A combat Talent supports the current mission, while Espionage or Thievery improves the strategic layer at the cost of another Talent choice. The final universal list and every rank value remain To be confirmed where final values are unavailable.
Add a secondary Specialization
A second Specialization unlocks deeper in the campaign through the Focus Tree. It adds abilities from another standard class to the Operator’s ability ring, and a class equipped in one slot is locked out of the other slot. The exact unlock Cycle is To be confirmed.
Good pairings connect different jobs. Scoundrel plus Sharpshooter prepares Vulnerable targets for a Critical attack, Medic plus Gunslinger turns Combat Stim into a ranged damage buffer, and Scout plus almost any damage class adds information and Advantage. Assault plus Soldier combines movement with direct damage, while Trick’s build uses Soldier and Heavy for offense plus survivability.
Do not pair classes only because their names sound similar. Ask what the second class adds to the turn and what it costs in Focus Points, Action Points, position, or shared Advantage. A secondary role is valuable when it fixes a repeated failure in the primary role.
Build examples from the authored roster
The authored recommendations pair Tel-Rea Vokoss with Padawan, Wayseeker, and Dual Lightsabers. Jae Mordant uses Scout, Gunslinger, and Blaster Pistol, while Hawks uses Sharpshooter, Scoundrel, and Longarm. These recommendations show how unique Talents and class roles can point toward a coherent turn.
Kabb Uppercut uses Assault, Soldier, and Blaster Rifle in the starting build. Luco Bronc uses Sharpshooter, Scoundrel, and Longarm, Cly Kullervo uses Mandalorian Warrior, Gunslinger, and Blaster Pistol, and Trick uses Soldier, Heavy, and Blaster Rifle. These are starting builds for planning, not a final ranking for every map.
Test the build in the squad
A class build cannot be judged outside the other three Operators. A Heavy needs allies who can use the protected time, a Scout needs a damage role that converts information, and a Scoundrel needs a follow-up attack. Medic, Scout, and Heavy each occupy a support or protection slot that may be more important than another damage option.
Read the map before locking the plan. Cover, line of sight, high ground, enemy density, and environmental hazards change the value of movement and range. Action Points and shared Advantage also limit how many abilities can connect in one turn.
Respec and refine
Most characters can respec into any standard class through The Den’s Personnel and Focus Tree systems . Authored Talents remain attached to their Operators, and exotic classes stay locked to their designated story characters. Use respec to test a role against a real mission rather than treating the first selection as permanent.
The exact Focus Tree interface, rank ceilings, and late campaign unlocks are To be confirmed because some details can conflict or remain incomplete. Keep the class role stable first, then refine the weapon, Talent, and secondary Specialization around the problem the squad actually faces.
What remains To be confirmed
Final weapon restrictions, complete Talent lists, rank values, second Specialization timing, and every cross-class modifier remain To be confirmed where final information is incomplete. The broad build framework and the named authored recommendations are reliable enough for planning.
The practical class build process is simple. Choose the job, add a weapon that supports its range, select a Talent that matches the campaign priority, and use the secondary class to solve a real weakness. Recheck the build after the map, enemy formation, and shared resources reveal what the squad needs.
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