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star wars zero company hawks build guide

Build the star wars zero company hawks build with Medic, Scout, Sharpshooter, Gunslinger, Fearless Leader, weapons, Bonds, and squad support for story missions.

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

What is the best Hawks build

There is no single confirmed best Hawks build in STAR WARS Zero Company. A support Hawks uses Medic first and Scout second with a long range weapon, while a precision Hawks uses Sharpshooter and Scoundrel with a Longarm. Gunslinger with a Pistol is the direct damage alternative when the other three Operators already cover recovery and setup.

Hawks is always deployed on story missions in the game. That makes his class choice a squad decision, because the other three slots must cover the roles Hawks does not take. His authored Talent stays with him through a standard-class respec, so the build can change without removing his identity support.

Hawks’ fixed Talent

Fearless Leader is Hawks’ signature Talent. Fearless Leader improves Assist Damage for Operators while Hawks is present, with later ranks adding other support or defensive benefits. Exact rank ceilings and numerical bonuses remain To be confirmed.

Hawks can also spend shared Advantage to refresh one squadmate’s Action Point once per turn. That action gives the squad another way to convert a setup into damage or movement, yet it competes with the same resource used by class Ultimates. Keep Advantage for the action that changes the current turn.

The Talent is valuable even when Hawks is not the main damage dealer. A Medic or Scout Hawks can improve the actions of the other Operators, while a Gunslinger Hawks can use the same support layer during a pistol attack sequence. Build the class around the squad and let Fearless Leader remain active in every version.

Medic and Scout support build

Medic as the Primary Specialization gives Hawks First Responder, Combat Stim, Med Pack and Rally support, and Morale Boost. Combat Stim can improve an ally’s survivability and damage for a limited duration, making it useful before another Operator takes a dangerous turn. Exact duration and bonus values are To be confirmed.

Scout as the Secondary Specialization adds Combat Recon, Spotter, Tactical Timing, and Ambush. Combat Recon can reveal an area and generate Advantage, Spotter can reduce some distance and smoke penalties after a blaster hit, and Ambush converts the shared Advantage pool into a surprise attack. The final scan range and resource values remain To be confirmed.

This build makes Hawks a support leader who can still finish a priority target. Use Medic before the squad’s damage turn, let Scout provide information and Advantage, then choose between a normal attack and Ambush. It works best when the remaining Operators already have a Heavy or Assault frontline and a dedicated damage role.

Sharpshooter and Scoundrel precision build

The authored recommendation uses Sharpshooter as Hawks’ Primary Specialization, Scoundrel as the Secondary Specialization, and Longarm as the weapon. Zero In builds Lethal stacks that improve accuracy and Critical Chance, while Identify Weakness applies Vulnerable so a following attack can become a Critical hit. Protect Hawks’ firing position because movement or displacement can break the Sharpshooter setup.

One build uses Longarm as a two Action Point weapon with high Critical Damage. The final weapon card, damage values, and modifiers are To be confirmed. Use the weapon when the map offers a stable sightline and enough cover for Hawks to stay in place.

The Scoundrel pairing makes Hawks part of the target preparation chain. Mark the enemy, let the next attack use the Vulnerable window, and preserve Fearless Leader’s Assist benefit for the surrounding Operators. This plan has less value when the squad cannot reach the same target in one turn.

Gunslinger and Pistol alternative

Gunslinger gives Hawks a more active personal damage turn. Quick Draw is a fast sidearm action that can restore its Action Point when it defeats an enemy, Onslaught rewards repeated primary fire, and Open Fire can make multiple attacks through shared Advantage. The build recommendations uses Pistol for this playstyle.

Pistol supports movement and repeated shots in one build. A weak target can start the turn, and a successful Quick Draw can return the Action Point needed for another attack or movement. The final hit penalty, damage growth, and rank values remain To be confirmed.

Choose this route when Medic and Scout are already covered elsewhere. Hawks still supports Assist Damage and the Action Point refresh, yet his own turn becomes the primary reason to bring the setup. Keep enough Advantage for a decisive Open Fire or squadmate refresh instead of spending it on every action.

Assault and Soldier movement build

Another gameplay plan starts Hawks with Assault and adds Soldier after the second Specialization unlocks. Bull Rush gives movement and can push an enemy or create an environmental kill, while Soldier adds Brutal Strike, grenades, and Rocket Strike. This direction treats Hawks as an objective runner and close range controller.

The movement build is useful when the map has ledges, blocked firing lanes, or an objective far from the starting position. It needs a safe landing position and an exit route after Bull Rush, because Hawks still has to act in every story mission. The exact class timing and Focus order are To be confirmed.

Assault and Soldier also give Hawks a way to help a melee focused squad. A Heavy can draw attention, Scout can reveal the route, and Hawks can push a target into a better lane. Use this build when the other three slots already carry recovery and long range damage.

Weapon and utility choices

The game gives Pistol, Longarm, Blaster Rifle, and Repeater directions for Hawks in different recommendations. Longarm supports precision, Pistol supports repeated attacks, and Blaster Rifle supplies a more flexible direct shot. The complete weapon matrix and exact Action Point costs are To be confirmed.

Utility should cover the selected role. A support Hawks needs to preserve actions for Combat Stim, Combat Recon, or the squadmate refresh, while a Gunslinger Hawks wants the position and target sequence for Quick Draw. Grenades and other utilities are mission choices, and the final item limits remain To be confirmed.

Bonds and squad position

Hawks’ mandatory story deployment gives him repeated opportunities to build Bonds with the Operators who accompany him. Bonds form a progression route that can unlock stronger passive choices, and cross-training can add Focus Points to both Operators. Exact thresholds and every Bond passive are To be confirmed.

Keep Hawks near the Operators who need his support. A long range Hawks can sit behind the frontline, while a Gunslinger or Assault Hawks needs a route through the same fight as the allies receiving Assist or Action Point support. A build loses value when Hawks is too far away to participate in the action chain.

How to choose the build

Choose Medic plus Scout when the squad needs recovery, information, and shared-resource generation. Choose Sharpshooter plus Scoundrel when the group already has a Medic and wants Hawks to prepare and finish priority targets. Choose Gunslinger plus Pistol when direct personal damage and movement matter most.

Use Assault plus Soldier when the objective and enemy formation reward close range movement. These options come from recommendations with different goals, so none is a universal ranking. Test the version that fills the role missing from the other three slots.

What remains To be confirmed

The Hawks identity, story deployment rule, Fearless Leader support layer, Action Point refresh, and class directions are available. Final Talent ranks, weapon modifiers, Focus timing, ability costs, and any map specific ranking remain To be confirmed.

The practical Hawks build is the one that helps the fixed story slot answer a squad problem. Use Medic and Scout for team support, Sharpshooter and Scoundrel for precision setup, Gunslinger and Pistol for fast damage, or Assault and Soldier for movement. Recheck the choice after the rest of the roster is assigned.

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