
Star Wars Zero Company: All Classes & How They Work
All part of the strategy.
Star Wars Zero Company offers a range of different classes that you can utilize throughout your Operatives, each one enabling a different kind of playstyle for your combat missions. Understanding what these classes are and how they function is key to creating a strong roster of operatives and strategy for your missions, as well as knowing how to progress your builds as you continue through the story. Everything you'll need to know about every class in Star Wars Zero Company and how it works has been included in the guide below.
How Do Classes Work in Star Wars Zero Company?
In Star Wars Zero Company, the classes system is labelled Specializations. Every Operator will have a base Specialization, and can add a second choice at later level for a multi-classing effect to further strengthen your build. There are 8 standard classes in total, and 3 special classes labelled Exotic.
Technically, there are 4 Exotic classes, but one of these is tied to the story and won't be acquired until the late game. To avoid spoilers, information on this 12th class has not yet been included in this guide.
Exotic classes are restricted to specific story-based companions and can not be played on any other character. This means that if any of these Exotic class companions receive three injuries and die, they will be gone permanently, and you will no longer have access to that class for the rest of your playthrough.
Choosing a fairly balanced team for your preferred playstyle is key to navigating each combat with efficiency, so understanding how they should be played and the greatest advantages and disadvantages of each Specialization is important.
Furthermore, each individual class can be tweaked slightly with their choice of weapon, which may influence aspects such as their range, AP usage per shot, and more. This enables you to create specific roles and lineups in your squad such as a frontline tank, a flanking ambusher, a backline sniper, or a hyper-mobile rush character, just to name a few.
All Classes (Specializations) in Star Wars Zero Company
Assault
Assault is your classic offensive mid-close ranged fighter, gaining the advantage of increased movement per turn and getting around cover to inflict consistent damage. They also have increased critical damage
| Ability Name | Ability Type | Description |
|---|---|---|
| Strike the Flanks | Passive | +20% Critical Chance bonus against Exposed enemies. |
| Fleet of Foot | Passive | Operator's first Movement increased by 1.0m. |
| Bull Rush | Standard | Charge into an enemy, dealing Melee Damage and pushing it backwards |
| Sweeping Salvo | Ultimate | Deals damage and Disorients all enemies within a large cone. Can be casted 3 times per combat. |
Gunslinger
Gunslingers have the ability to deal damage to multiple targets with a single attack, which makes them very efficient at securing picks on the opposition. Firing multiple attacks in a turn stacks bonus damage, and critical hit ratio is improved from range.
| Ability Name | Ability Type | Description |
|---|---|---|
| Onslaught | Passive | Each attack within a single turn grants this Operator +1 Blaster Damage. Only applies only to attacks with primary Blaster. |
| Keen Eye | Passive | Increases this Operator's Critical Chance for all Ranged Attacks by +6% |
| Quick Draw | Standard | Fire a lightning-fast sidearm pistol shot. Defeating an enemy restores 1 AP. This shot does not trigger Overwatch or Retaliation. |
| Open Fire | Ultimate | Fire 2 Times at any combination of enemies. |
Heavy
The Heavy is your main frontline tank character. They are armored efficiently, enabling them to take attacks in the open in order to hold space, find an angle, and set up for the next turn. They can also counterattack, thanks to Retaliation, making them a strong threat when within enemy range.
| Ability Name | Ability Type | Description |
|---|---|---|
| Conditioning | Passive | Max Health +4. |
| Heavy Armor Training | Passive | Defense +2. |
| Intimidating Posture | Passive | Primary Blaster Attacks Taunt the target on a hit. |
| Unstoppable | Standard | Gain 2 Stacks of Retaliation - each stack permits a counter against the next incoming attack. |
| Bulwark | Ultimate | Taunts all enemies in the target area, forcing them to attack this Operator. Also increases Defense by +2 for the rest of this turn. |
Medic
Medics are strong utility picks for your squad, offering healing options for themselves and their allies. If you need strong survivability, then a Medic is a nice pick. They have permanent Medpacs on hand, grant extra healing from Medpacs, offer full healing from a Rally, and can utilize Morale for passive heals across each turn.
| Ability Name | Ability Type | Description |
|---|---|---|
| First Responder | Passive | This Operator is permanently equipped with a Medpac that does not use a utility slot. When this Operator rescues an ally with Rally, that ally is Fully Healed. |
| Lifesaving Measures | Passive | Medpacs used by this Operator restore an additional +5% Health |
| Combat Stim | Standard | Grants Stimulant to an ally for 2 Turns, increasing Max Health, Melee Damage, and Ranged Damage. |
| Morale Boost | Ultimate | This Operator and all nearby allies increase to 4 stacks of Morale. (At the start of each turn, Morale restores 2 HP per stack before losing one stack. Operators with Morale ignore Chance-to-Hit penalties.) |
Scoundrel
Scoundrels are a versatile class that can set themselves and their allies up for attack and extra damage-dealing opportunities. They operate by proccing critical hits on the enemy, increasing assist damage, bypassing defense numbers, and marking enemies to assist with extra attacks when an ally hits them.
| Ability Name | Ability Type | Description |
|---|---|---|
| Scoundrel's Instinct | Passive | All of this Operator's attacks Penetrate the target's defenses, ignoring up to 4 points of Defense. |
| Never Play Fair | Passive | Increases this Operator's Assist Damage by +1. |
| Identify Weakness | Standard | Makes a chosen enemy Vulnerable, allowing the next attack to Critically Hit. |
| Easy Mark | Ultimate | Marks the chosen enemy, allowing this Operator to Assist the next ally that attacks that target. Marks do not expire at the end of a turn and the Assist attack also crits if the ally attack crits first. |
Scout
Scouts are a damage and utility class that open up opportunities for their entire team by ambushing the enemy, providing advantage for their attacks, and Spotting enemies from their attacks.
| Ability Name | Ability Type | Description |
|---|---|---|
| The Spotter | Passive | When this Operator damages an enemy with their blaster, that enemy is Spotted. |
| Tactical Timing | Passive | Provides a 20% chance to gain +1 Advantage when this Operator defeats an enemy. |
| Combat Recon | Standard | Assess threats in the target area, granting Advantage for each enemy in the assessment area. |
| Ambush | Ultimate | Execute a well-timed surprise attack on an enemy. The more Advantage used in this attack, the greater the damage. |
Sharpshooter
Sharpshooters are your long-ranged damaged dealers, utilizing advantageous positioning from the backline and points of high ground. Sharpshooters have the benefit of being able to increase their chance to hit, critical hit ratio, and even utilize shots that cannot miss. Essentially, they operate as some of the most consistent damage dealers in the game.
| Ability Name | Ability Type | Description |
|---|---|---|
| Sharpshooter Training | Passive | This Operator has a +10% Chance-To-Hit bonus on all Blaster Attacks |
| Pick Them Off | Passive | Increases Overwatch Chance-To-Hit by +5% and Overwatch Damage by +2. |
| Zero In | Standard | Set up a position for accurate shooting and gain 3 Stacks of Lethal, increasing Chance-To-Hit by +15% and Critical Chance by +9%. |
| Precision Shot | Ultimate | Fires a calculated blaster shot that Always hits. |
Soldier
The Soldier is a close-to-mid-ranged damage dealer specializing in throwing grenades, dealing explosive damage, rushing targets, and boosting both explosion and Blaster damage. This means they are somewhat versatile, as they have natural boosts to the effectiveness of both thrown explosives and Blasters.
| Ability Name | Ability Type | Description |
|---|---|---|
| Armsmaster | Passive | Increases Blaster Damage and Grenade Damage by +2. |
| Strength | Passive | Increases Melee Damage by +2 and increases the throw range of all Grenades by +2.0m. |
| Brutal Strike | Standard | Rush and strike a target, dealing Melee Damage and Dazing. |
| Rocket Strike | Ultimate | Fire a powerful rocket that explodes on impact, damaging all targets in the blast. |
Jedi Padawan (Elite)
The Jedi Padawan is one of the Elite Specializations, meaning it is tied to a specific story-based Operator. Tel-Rea Vokoss is the Jedi Padawan character in this game, so if she gains 3 injuries and dies, you will have no other access to playing this specific class. Tel-Rea dual-wields Lightsabers, and unlike other Operators who can equip utility items such as smoke bombs and explosives, she can equip Force Mutations.
| Ability Name | Ability Type | Description |
|---|---|---|
| Padawan Training | Passive | Allows Tel-Rea to Deflect Blaster attacks and provides a base Deflection chance of 30%. |
| An Elegant Weapon | Passive | For Tel-Rea's Lightsaber attacks, increase critical damage by +2 and critical chance by +6%. |
| Push | Standard | Forcefully pushes an enemy in the chosen direction, dealing Force damage. |
| Pull | Standard | Forcefully pulls an enemy towards Tel-Rea, dealing Force damage. |
| Noble Stance | Standard | Increase Deflection by defending in place (selected area) from Blaster attacks. Any Blaster attack in the selection is Reflected if Tel-Rea blocks it. |
| Shockwave | Ultimate | Drive the Force outward in a focused burst, dealing Force damage, and Pushing nearby enemies back. |
Mandalorian Warrior (Elite)
Mandalorian Warrior is the Elite Specialization locked to Cly Kullervo. Cly can use her Combat Jump to leap to enemies, and her ability lineup enables her to hit enemies with dart attacks and electrical blasts. Her jetpack makes her one of the best mobility characters in the game.
| Ability Namw | Ability Type | Description |
|---|---|---|
| Mandalorian Armor Training | Passive | Cly Gets a base Defense level and a Jetpack, enabling her to execute free vertical transitions. |
| Ruthless | Passive | Increases Cly’s Critical Damage |
| ElectroWeb Dart | Standard | Fire an electrified dart that Shocks the target and can be detonated by ElectroWeb Surge. This ability does not trigger Overwatch or Retaliation and ignores Evasion. |
| ElectroWeb Surge | Ultimate | Emit electrical blast around Cly and each enemy with a Dart. These blasts Ignore Defense. Targets in multiple surges take extra damage. |
Astromech (Elite)
Unlike other Elite Specializations, Astromechs are not tied to a single character. Instead, this class is tied to the Droid Building mechanic. Unlike normal classes that use specific weapons to attack, Astromechs use utility items that can be upgraded as you make progress through the game.
| Ability Name | Ability Type | Description |
|---|---|---|
| Hardened Frame | Passive | Increases the Astromech’s Defense by +2. |
| Extended Storage | Passive | All Utility Items that have limited uses can be used +1 additional time. |
| Storage Optimization | Passive | All Utility Items that have limited uses can be used +1 additional time. This effect stacks with Extended Range. |
| Built-in Thrusters | Passive | Allows this Operator to jump vertically without restrictions. |
| Improved Motors | Passive | Increases the Astromech’s Movement by +1.0m. This bonus affects all movements. |
| Enhanced Scanners | Standard | Enemies in range are Scanned, negating all Defense and making them easier to hit. |
| Coordinated Support | Ultimate | Grant all Operators 1 AP (Operators cannot have more than 3 AP). |


