star wars zero company trick build guide
Build the star wars zero company trick build with Soldier, Heavy, For My Brothers, Taunt, Retaliation, weapons, and frontline survival for early combat.
What is the best Trick build
The strongest STAR WARS Zero Company Trick build uses Soldier as the Primary Specialization, Heavy as the Secondary Specialization, and Blaster Rifle as the recommended weapon. It combines direct damage and Rocket Strike with Heavy’s Taunt and survivability. A role focused alternative uses Heavy with Scout and a Pistol to spread Taunt and Spotted targets across the enemy line.
Trick is a useful frontline Operator because his For My Brothers Talent can bring him back after he is downed. The exact health, injury, and upgrade outcome remains To be confirmed. Build him around the amount of enemy attention he can safely absorb rather than around kills alone.
Trick’s fixed Talent
For My Brothers is Trick’s authored Talent. It can automatically revive Trick after he is downed, with the recovery improving at higher ranks. One rank still leaves an injury, while another listed rank avoids it, so the final upgrade table is To be confirmed.
The Talent changes how Trick can take a risk. A Heavy build can deliberately draw enemy attention and still have a recovery route when the front line collapses. Medic should remain close enough to respond because a revive safety net does not replace cover, target priority, or a second recovery option.
For My Brothers stays with Trick when he changes standard Specializations. That lets the player move between Soldier offense, Heavy protection, and Scout setup without losing the character’s defining safety tool. Exotic classes are separate and cannot be assigned through a normal respec.
Soldier and Heavy authored build
Soldier gives Trick Arms Master, Brutal Strike, Strength, and Rocket Strike. Arms Master increases Blaster and Grenade Damage, Brutal Strike can Daze a target and may Stun at a higher rank, and Rocket Strike damages all targets in a blast. Strength supports melee damage and grenade throw range in one build.
Heavy adds armor, Defense, Taunt, Retaliation, and the extra Passive in the class overview. Unstoppable grants Retaliation stacks, while Bulwark can Taunt enemies in an area and add temporary Defense. The exact rank values and the final area Taunt card are To be confirmed.
This pairing gives Trick an answer to both a single target and a group. Use Brutal Strike when Daze or Stun denies a dangerous turn, then use Heavy tools to keep enemy attention on Trick. Rocket Strike is saved for a group where the shared Advantage cost changes the next exchange.
Heavy and Scout frontline alternative
The early squad plan uses Trick as a Heavy with Scout as the secondary class. Scout adds Spotter, Combat Recon, Tactical Timing, and Ambush, while Trick’s attacks can mark enemies as Spotted for easier allied follow-up. This build values team setup and control more than the Soldier pairing’s raw flexibility.
A Pistol supports that role focused plan. One build uses a Pistol shot that costs one Action Point, allowing Trick to damage several enemies in one turn. Heavy can then Taunt the enemies he has touched, while Scout’s Spotted effect helps the dedicated damage Operator attack them. The final cost is To be confirmed.
The build is strongest when Trick does not need to kill every target. His job is to make the enemy formation manageable, take attention, and leave the priority kill to Sharpshooter, Gunslinger, Soldier, or Hawks. The final weapon and class interaction table remains To be confirmed.
How to pilot Trick
Move Trick into a position where several enemies can attack him without bypassing the rest of the squad. Use the main weapon or a control action to create attention, then activate Unstoppable when Retaliation can punish the response. Bulwark is more valuable when the area includes the enemies the damage roles need time to finish.
Do not spend the entire turn on movement. Check whether Trick can reach cover, preserve an Action Point for the defensive action, and remain close enough to Medic or Hawks. A tank who draws attention outside the squad’s support range creates a new problem.
Use Scout or Scoundrel setup before the damage turn. Spotted targets can become easier to hit, while a Vulnerable target can receive a Critical follow-up through Scoundrel and Sharpshooter. Trick’s value comes from the attack chain he makes possible.
Weapon choices
The authored build table lists Blaster Rifle for Trick, while the role focused squad plan uses Pistol. Blaster Rifle gives a stronger direct attack direction, and Pistol lets Trick touch multiple enemies for Taunt and Spotted setup in the plan. The final weapon costs, modifiers, and every Heavy interaction are To be confirmed.
Choose Blaster Rifle when Trick needs to contribute direct damage after drawing attention. Choose Pistol when spreading status and Taunt matters more than a single large shot. Repeater appears in the weapon system, yet its final behavior and fit for Trick are not established.
Utility should support survival and control. Grenades can help Soldier pressure groups, while another Utility may improve the Heavy’s ability to hold a lane. No final Utility limit table is available, so use current in-game information for exact equipment choices.
Trick in the squad
Hawks is required on story missions and can support Trick with Fearless Leader’s Assist layer and an Advantage-fueled Action Point refresh. Medic can apply Combat Stim before Trick enters the front line and hold Rally for a downed ally. A Sharpshooter or dedicated damage Operator can then use the safe time Trick creates.
Scout is useful when the team needs information and Advantage. Scoundrel is useful when Trick’s attacks are meant to prepare one target for a Critical hit. Assault can add another movement and push tool, but two close range Operators need a clear attention plan.
For My Brothers makes Trick an attractive anchor for a new or difficult squad. The Talent does not make him invulnerable, and the exact revive result depends on rank. Keep a cover route and a recovery action even when the plan expects the revive to trigger.
Focus and respec priorities
The early build recommends improving For My Brothers, Heavy survivability, Retaliation, and the area Taunt when using the frontline plan. The exact order is a recommendation from one build, not a final universal table. Spend Focus Points on the effect the next mission needs most.
Most Operators can respec into standard classes through the Focus Tree in The Den. Trick can therefore change from Soldier to Heavy, add Scout later, or use another standard direction when the squad changes. The exact Focus Point refund, class timing, and rank ceilings remain To be confirmed.
What remains To be confirmed
Trick’s authored Talent, the Soldier and Heavy combination, the Heavy and Scout alternative, the Blaster Rifle and Pistol directions, and the broad frontline role are established. Final For My Brothers health and injury outcomes, weapon modifiers, class costs, and rank values remain To be confirmed.
The practical Trick build is a durable frontline that turns enemy attention into time for the team. Use Soldier and Heavy for direct damage plus protection, or Heavy and Scout with a Pistol for Taunt and Spotted setup. Keep Medic and the damage role close enough to turn Trick’s risk into a result.
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