Gaming Guide

Star Wars Zero Company Best Team Compositions and Builds

A reliable four-operative squad, the builds and weapons behind it, and the specialization swaps that carry you to the end.

A reliable four-operative squad, the builds and weapons behind it, and the specialization swaps that carry you to the end.

Tactical missions in Star Wars Zero Company punish sloppy squad building. Enemy placement is procedurally generated, injuries stick between fights, and a downed operative can die for good. A team that covers ranged damage, a durable frontline, healing, and a reliable cleanup role survives almost anything the Infinite Coil throws at it.

Quick answer: Run Hawks as a Gunslinger, Kabb Uppercut as a Soldier, Trick as a Heavy, and Jae Mordant as a Medic. This covers critical damage, area control, a self-reviving tank, and dedicated support, and it holds up from the opening cycles to the finale.

Image credit: Electronic Arts

The core four-operative squad

This lineup works because each operative’s fixed talent lines up with its specialization. Hawks returns action points and lands critical hits, Kabb’s melee refunds AP on a kill, Trick can fall and get back up, and Jae executes weakened enemies from the backline. Build the Focus Trees as shown below.

OperativeSpecializationSignature talentFocus Tree passives
HawksGunslingerFearless LeaderKeen Eye, Quick Draw, Open Fire
Kabb UppercutSoldierUppercutStrength, Brutal Strike, Rocket Strike
TrickHeavyFor My BrothersConditioning, Unstoppable, Bulwark
Jae MordantMedicFinal ShotLifesaving Measures, Combat Stim, Morale Boost

Trick as a Heavy leans on For My Brothers, which grants him a second life in a fight and keeps him on the field far longer than most operatives. Conditioning, Unstoppable, and Bulwark stack extra survivability on top. Jae belongs at the back, where Final Shot can eliminate a low-health target after an ally has already hit it.

Image credit: Electronic Arts / Jay Dunna

OperativeWeapon loadout
HawksBlaster Rifle and Blaster Pistol
Kabb UppercutBlaster Rifle with Second Generation Amplifier mod
TrickRepeater
Jae MordantBlaster Rifle with Ion Modulator mod

The Blaster Rifle fires once per turn as a fast 1 AP weapon, with extra shots costing 2 AP each. The Blaster Pistol trades damage for unlimited 1 AP shots, which is why Hawks carries both and can pivot between pressure and finishing blows depending on the turn.

Image credit: Electronic Arts

How the squad works together

The engine of this team is the shared Advantage pool. You build it by damaging enemies and spend it on ultimates, so you cannot fire everyone’s ultimate in the same turn. Hawks pushes the pace by refreshing one squadmate’s action point once per turn, which lets Kabb chain an Uppercut kill for an AP refund or gives Trick a free grenade.

Kabb’s job is to rush into melee, knock a target back, and score the kill that returns his spent AP. Trick anchors the line and absorbs pressure, confident that a downed turn is not the end of him. Jae hangs back to heal, buff with Combat Stim, and snipe finished-off enemies with Final Shot. Hawks’ Fearless Leader talent quietly raises the whole squad’s assist damage and defense the entire time he is deployed.

You know the composition is working when reinforcements die before they act, Trick self-revives at full health, and Jae is regularly cleaning up wounded targets without spending her own attack on the killing shot.

Image credit: Electronic Arts

Alternative specialization compositions

If you want to build around raw specializations rather than specific characters, several four-role blueprints cover different playstyles. Because specializations can be respecced freely and most operatives gain a second specialization later, you can slot your roster into any of these.

CompositionWhat it does
Heavy, Scout, Soldier, SoldierHeavy Taunts to shield two Soldiers who Daze and wipe groups with their ultimates; Scout’s Combat Recon feeds Advantage every turn.
Droid, Sharpshooter, Assault, SoldierSupport Droid grants AP and debuffs enemies; Sharpshooter uses the extra AP for Overwatch while Assault and Soldier close in.
Scoundrel, Sharpshooter, Scout, AssaultScoundrel guarantees crits with Identify Weakness for the Sharpshooter’s Precision Shot; a strong single-target combo with Assault covering AoE.
Gunslinger, Heavy, Medic, SharpshooterMedic’s Combat Stim boosts the Gunslinger’s rapid fire; Heavy Taunts to protect it while the Sharpshooter feeds AP and assists.
Medic, Medic, Medic, MedicA meme squad where everyone runs Combat Stim, Anticipation, and Grit, making the whole team nearly impossible to bring down.

You can also reshape the core four for a specific need. For an aggressive, healer-free setup, run Hawks as Assault, Kabb as Scoundrel, Trick as Soldier, and any recruit as Scout. For a ranged approach, use Hawks as Assault, Trick as Soldier, a Gunslinger, and a Medic. Moving Hawks to Scoundrel and Jae to Sharpshooter are both powerful swaps that scale into the endgame.

Image credit: Electronic Arts

Adjusting the squad as you unlock operatives

New authored characters change the math as the campaign moves forward. A clean progression uses Kabb as Assault, Trick as Soldier, Jae as Scout, and Hawks as Sharpshooter early on, then adapts as you gain access to Tel-Rea and secondary specializations.

Once Tel-Rea Vokoss joins, swap her in for Trick. Her exclusive Padawan specialization delivers heavy lightsaber melee and uses Push to knock enemies out of cover and into your ranged operatives’ line of fire.
When secondary specializations open up, layer them onto your foundation. Kabb picks up Soldier’s Strength for stronger Uppercut kills, Tel-Rea adds Wayseeker for the devastating Lightsaber Throw, Jae takes Gunslinger’s Onslaught for more blaster damage, and Hawks gains Scoundrel to guarantee crits on Precision Shot.
When Jae is unavailable for a mission, bring in Luco as a Sharpshooter and Scoundrel, hand him Hawks’ backline role, and shift Hawks into the mid-range Scout and Gunslinger slot with a Blaster Pistol and status-effect mods to keep the debuffing job covered.

Whatever roster you end up with, keep the same four pillars in place. Consistent damage, a body that can hold the line, healing, and a cleanup finisher will carry a squad through every cycle, and running the same operatives together builds Bonds that hand you extra Focus Points and tactical synergy on top.