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STAR WARS Zero Company Wiki

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Released August 27, 2026
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Wiki updated September 2, 2026
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Classes & Builds · reference

Star Wars Zero Company Classes and Specializations

Star Wars Zero Company classes and Specializations include eight standard roles, each with distinct Ultimate, Standard, and Passive abilities.

How Specializations work

“Class” is the common search term, but Zero Company calls its standard combat roles Specializations. Each standard Specialization has a signature framework made from an Ultimate ability, a Standard active ability, and a Passive. Upgrades add more Passives and improve the role as the Operator develops.

Most Operators can change Specialization through the Personnel systems, and later progression can add a secondary Specialization. Authored Operators can also have a fixed Signature Talent or unique role that normal recruits cannot copy, so changing their standard class does not erase everything distinctive about them.

The eight standard Specializations

Specialization Official role Best fit
Assault Mobile frontline pressure at medium and close range Flanking and forcing enemies out of cover
Gunslinger Fast blaster attacks spread across multiple targets Clearing weakened enemies and repeated shots
Heavy Armored frontline survival and enemy attention Tanking, taunting, and protecting fragile allies
Medic Healing, Injury prevention, and ally boosts Recovery and combat support
Scoundrel Exploiting exposed or vulnerable situations Critical-hit and assist setups
Scout Reconnaissance, timing, and team opportunities Advantage generation and tactical setup
Sharpshooter Long-range focus on selected enemies Overwatch lanes and priority targets
Soldier Straightforward close-to-medium offense Blaster fire, melee, grenades, and rockets

“Best fit” is a practical interpretation of the official descriptions, not a tier ranking. Weapon, Talent, squad partner, and mission layout can change how the same Specialization performs.

Abilities, AP, and Advantage

Standard active abilities generally participate in the normal AP economy. The most powerful abilities may instead spend the shared Advantage resource, letting an Operator activate them without giving up the rest of the turn. A good build therefore needs both a personal action plan and a reason to consume or generate Advantage for the whole squad.

Do not compare classes only by their Ultimate. A strong Passive applies across far more turns, while a Standard ability can solve the positioning or support problem that occurs every mission.

Weapons are a second layer, not a class lock

The official guide treats Specialization and Weapon Class as separate build decisions. A weapon changes range, AP cost, and firing behavior, so two Operators with the same Specialization can fill different lanes. The four broad weapon groups described in EA’s gameplay material are Longarm, Repeater, Rifle, and Pistol.

For a new tactics player, EA recommends Soldier or Assault with a blaster rifle because that combination teaches movement, positioning, and attacks with fewer dependencies. Players comfortable coordinating status effects may get more from Scoundrel, Scout, or a specialist role earlier.

What is not part of the standard eight?

The authored cast includes archetypes such as a Jedi, Mandalorian, and astromech. Their unique kits are not additional choices in the normal eight-role recruitment menu. Treat those roles as character-specific options and protect them accordingly when permadeath is active.

References

  1. Star Wars Zero Company Specializations — Electronic Arts
  2. Specialization and Weapon Class Guide — EA Help