Star Wars Zero Company Guide – All Specializations/Classes And The Best Ones To Choose

Learn all about the Specialization class system in Star Wars Zero Company with this guide, and which of them are the best.

Posted By | On 04th, Sep. 2026

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There are twelve Specializations to select from while setting up operators for your squad in Star Wars Zero Company, of which eight are standard and another four are unique or exotic. As the equivalent of a class system, Specializations are the real manner in which distinctions are made between your operators, unlike Species.

This Star Wars Zero Company guide is a tiered listing of the eight selectable Specializations to be found, in descending order from best to least useful in battle.

Soldier

The squad staple operator, Soldiers do a little bit of everything with some explosive Rocket fire as a cherry on top.

Brutal Strike is a rush attack for Melee Damage and Dazing enemies.

The Strength passive raises Melee Damage further, and lobs Grenades farther.

Armsmaster boosts Blaster damage as well as Grenade damage.

The Rocket Strike Ultimate fires an area-of-effect explosive rocket, with upgrades doing ever-increasing rates of base damage before eventually applying Vulnerable to victims as well.

Gunslinger

This class is all about multiple ranged attacks, for sweeping up as many enemies as possible within a single turn.

Quick Draw lets off a super-quick sidearm shot for 1 AP, but further penalizes the chance to actually land it. That penalty is lowered as the ability is upgraded, from 25% all the way down to 5%. Eliminating a target restores the 1 AP cost at its highest tier, potentially allowing for chain kills in a single turn.

Keen Eye raises Critical Chance, starting from a 6% bonus to a max of 18%.

Onslaught comes in really handy in conjunction with Quick Draw, as it adds an automatic +1 damage to the primary Blaster for each attack conducted within the same turn.

Open Fire is the Gunslinger’s Ultimate and begins with simply the ability to fire twice at enemies for 9 Advantage, with successive upgrades granting bonuses to hit chance, before topping off with a third shot at its highest tier.

Sharpshooter

This long-range specialist is a foundational element for any squad of operators, and is essential for reducing enemy ranks while outside their range.

Zero In improves accuracy, stacking Lethal, and raising both hit chance and Critical Chance, for 1 AP.

The Pick Them Off passive increases hit chance specifically during Overwatch, adding some bonus damage on top as well.

Sharpshooter Training grants an additional 10% hit chance to Blaster attacks, useful in a close quarters pinch.

The Sharpshooter’s Ultimate is the Precision Shot, which guarantees a Blaster hit plus does Critical Damage, for the cost of 6 Advantage.

Heavy

Essentially the tank class, the Heavy best serves as the operator that draws fire while other Specializations position themselves for their own attacks. A favorite foundational operator for permadeath or Beskar runs.

Taking attacks is how Unstoppable is triggered, which adds two stacks of Retaliation or counter-attack. This increases in potency with upgrades.

The Conditioning passive raises maximum Health, starting from four all the way to twenty points.

Heavy Armor Training raises Defense, but only by two points with no further upgrades.

A uniquely third passive in the form of Intimidating Posture really drives home the point of the Heavy’s primary purpose of attracting attention: Blaster attacks will Taunt the target, if the shot actually lands.

For 4 Advantage, the Bulwark Ultimate takes Taunting to its limits, drawing all the fire from enemies in the target zone, with another two points of Defense for the Heavy’s benefit, but only during that turn. At its highest tier, it also makes the Heavy Impervious and Immovable.

Assault

An ideal class for bold, decisive tactics if you want to take the fight right to the enemy.

Bull Rush to charge into enemies and deal Melee Damage while also Pushing them away, at a cost of 1 AP.

Increase initial movement by between 1.0-3.0m with the Fleet of Foot passive.

The Strike The Flanks passive lets them gain a bonus 20% Critical Chance versus enemies that are clear of cover.

The Sweeping Salvo Ultimate both damages and Disorients enemies caught within its fairly large cone-shaped attack area, at a cost of 4 Advantage. 

Scout

A support class, best paired with the Sharpshooter, the Scout is all about spotting enemies before they spot your squad.

Combat Recon assesses all enemies in the target zone, earning you one point of Advantage per threat, which will come in handy later.

The passive Tactical Timing is all about Advantage farming, with an ever-increasing chance to gain one point of Advantage for each enemy takedown.

The Spotter highlights any enemy attacked by the Scout’s Blaster.

The Ambush Ultimate consumes the entirety of all that Advantage you have been farming, at a minimum of four to trigger. In exchange, the Scout performs a surprise attack for a starting bonus of two Damage per Advantage, up to a maximum of five.

Medic

The healer class is a must-have in permadeath or Beskar modes, in order to mitigate the mechanic where three Injuries lead to irrecoverable death. Still, you may or may not have one of these in your squad based on choice of difficulty, and experience with the game.

Combat Stim actually buffs allies, starting with two additional damage and eight more points to Max Health, for just two turns, with the latter increasing over multiple upgrades. By the final tier, an ally will have three bonus damage and twelve more Max Health for the full encounter

Lifesaving Measures restores health by percentages, starting at a mere 5% all the way up to 30%.

The First Responder passive simply locks a Medpac to the operator without consuming a utility slot, and Rally fully restores an ally’s health.

The Morale Boost Ultimate gives both the Medic and allies in proximity four stacks of Morale for a start, eventually topping off at ten stacks through upgrades. Each stack restores two points of Health per turn, but a single stack is then discarded as the turn passes. Morale-boosted operators shrug off the hit chance penalizations from being injured as an additional bonus.

Scoundrel

Another support class that sets up other operators for success, the Scoundrel has a bevy of buffs to apply to allies.

For 1 AP, Identify Weakness causes the next hit on the target to be a Critical Hit, with upgrades simply improving range, until the last one which allows for an additional stack of Vulnerable.

The Never Play Fair passive increases Assist Damage by one point, all the way to five points by the end.

Scoundrel’s Instinct does Penetrating damage right through four points of Defense.

Easy Mark is the Scoundrel’s Ultimate and marks a target so that the operator can Assist the next ally that also attacks it. The cost of 7 Advantage is steep, but mirrors any Critical Hit done by the ally, as well as doing increasing Critical Damage on its own.


Those are all of the Specialization classes in Star Wars Zero Company as a tier list from the best to the least recommended.


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