
Star Wars Zero Company: Scout Class Guide - Playstyle, Best Combinations, & More
Here's how to build the Scout Class in SWZC!
Scout is one of the eight class specs you can choose for your companions in Star Wars Zero Company. Unlike Sharpshooter, the Scout class does not land the killing blow itself but makes sure everyone else can.
While it can sound a bit complicated at first, this guide breaks down and simplifies all the important builds, playstyle and everything you would need for the best Scout class build in Star Wars Zero Company.
Star Wars Zero Company Scout Class, Explained
The Scout is your squad's reconnaissance specialist, who excels at generating the shared Advantage pool your whole team draws from rather than dealing damage directly. Where the Sharpshooter picks off single targets and the Heavy holds the line, the Scout's job is to reveal hidden enemies and feed Advantage to everyone else.
It's less flashy than the damage-focused classes, but a well-built Scout is the difference between your squad procing their skills every turn versus every three turns. If you like playing a class that shapes the fight before it starts and fuels your team's bigger plays, the Scout should be your go-to specialization.
Scout Class Abilities
| Ability | Effects | Upgrades |
|---|---|---|
| Ambush (Ultimate) | Exercise a well-timed surprise attack on an enemy. The more Advantage used, the greater the damage. Costs all Advantage, requires at least 4 | Tier 1: Advantage spent increases DMG by +2 Tier 6: Advantage spent increases DMG by +5 |
| Combat Recon (Standard) | Assess threats in the target area, granting Advantage for each enemy detected and revealing hidden enemies. 1 AP | Tier 1: 16m range, 4m area Tier 6: 24m range, 7m area |
| Tactical Timing (Passive) | Chance to gain Advantage when this Operator defeats an enemy | Tier 1: 20% chance Tier 5: 100% chance |
| The Spotter (Passive) | When this Operator damages an enemy with a blaster, that enemy is Spotted | Cannot Upgrade |
How To Play Scout Class in Star Wars Zero Company
The core playstyle of the Scout class is about setting the table before the rest of the squad starts their plays. You get three Action Points per turn, and with the Scout you should spend the bulk of them on positioning and Combat Recon rather than chasing damage directly.
When playing Scout, open your turn with Combat Recon on the biggest cluster of enemies you can find. This banks Advantage for the squad and reveals anything cloaked in the area before it becomes a problem. Once that Advantage is on the board, let your actual damage dealers spend it on their Ultimates rather than hoarding it for Ambush every time.
Tag priority targets with a blaster shot to apply Spotted, since that benefit carries over to every other operator's attack on the same enemy for the rest of the fight. Save Ambush specifically for turns where Advantage has already piled up past what the rest of the squad immediately needs.
Because the Scout spends a lot of time scanning and repositioning rather than trading shots, don't let it wander too far from support. Reposition before you overextend and let your frontline and Sharpshooter do the actual finishing.
RELATED: If you want to learn how to play the Assault class in SWZC, check out our complete guide here!
Best Build Combination for Scout Class
Best Talent Specialization
The best talent for the Scout is Cold Blooded, which stacks Vicious and guarantees your next attack is a Critical Hit. It's the most consistent way to squeeze burst damage out of a class that otherwise isn't built for it, letting the Scout land a hard hit whenever the moment calls for.
If your Scout tends to end up exposed or in the enemy's crosshairs, Anticipation is worth considering instead. It grants stacks of Evasion that fully negate the next incoming hit for a cheap 1 AP, which can keep your forward-positioned Scout alive long enough to keep scanning.
Best Secondary Specialization
For the Scout Class, we recommend the Medic as your Secondary Specialization. Scout and Medic are one of the strongest support pairings in the game, letting a single operator swing between generating Advantage early in a fight and keeping the squad alive once things get messy.
| Ability | Effects |
|---|---|
| Morale Boost (Ultimate) | This Operator and nearby allies gain stacks of Morale, restoring Health each turn and ignoring Chance-to-hit penalties from Injuries |
| Combat Stim (Standard) | Grants Stimulant to an ally, increasing Max Health, Melee Damage, and Ranged Damage |
| Lifesaving Measures (Passive) | Medpacs used by this Operator restore additional Health |
| First Responder (Passive) | Permanently equipped with a Medpac that uses no utility slot. Rescuing an ally with Rally fully heals them |
NOTE: If want to lean fully into single-target elimination instead of healing, you can alternatively pick the Sharpshooter specialization. Your passive skills get it clean shots and then you can finish the job with Ambush or a Precision Shot.
Best Weapon for Scout Class
The Blaster Rifle is the best weapon for the Scout because it matches the class's medium-to-long range playstyle without locking you into the slower profile of a Longarm. It lets you contribute real damage, trigger The Spotter on hit, and still reposition freely between scans. Alternatively, you can commit harder to the long end of the range with the Longarm Blaster, though it trades away some of the Blaster Rifle's flexibility to move and fire in the same turn.

