STAR WARS ZERO COMPANY GUIDE

Best Hawks Builds — Scoundrel Assist Engine and All 8 Class Directions

Build Hawks around Fearless Leader and the job your squad is missing. Compare all eight classes and weapon choices.

Hawks, the customizable leader of Zero Company

For a strong starting answer, use Scoundrel Hawks as an assist-and-critical setup engine. Fearless Leader improves assist damage for the whole squad, while Scoundrel creates assist windows and guaranteed critical-hit openings.

Hawks can change class and later add another Specialization, so use the starting build to cover the job your squad needs now rather than chasing one permanent meta answer.

Eight-class decision table

What the squad lacksHawks classWeapon directionKey reason
Assist and critical setupScoundrelRifle or PistolEasy Mark enables an assist; Identify Weakness guarantees the next damaging critical
Advantage and Spotted supportScoutPistolCombat Recon generates Advantage; blaster damage applies Spotted; Pistol shots cost 1 AP
Mobile pressureAssaultRifle or PistolBull Rush displaces; Sweeping Salvo damages and Disorients a cone
Multi-attack tempoGunslingerPistol or RepeaterQuick Draw can refund 1 AP on an elimination; Open Fire attacks twice
Threat controlHeavyRepeaterBulwark area-Taunts; Unstoppable grants two Retaliations
Recovery and buffsMedicRifle or PistolCombat Stim buffs an ally; Morale Boost restores Health over turns
Long-lane accuracySharpshooterLongarmPrecision Shot always hits; Zero In improves hit and critical chance if position holds
Direct explosive planSoldierRifleRocket Strike supplies area damage; Brutal Strike Dazes once per enemy per battle

Open the Hawks Build Planner to switch between all eight directions and campaign-risk settings.

Build A — Scoundrel Hawks

Scoundrel specialization screen showing its ability kit

Turn job: create the reliable follow-up; do not force Hawks to be the finisher.

  1. Pick the enemy that must die this turn.
  2. Use Identify Weakness to apply Vulnerable.
  3. Follow with the squad’s hardest appropriate attack.
  4. Use Easy Mark when an assist converts another ally’s action into free damage.
  5. Let Fearless Leader improve the assist engine while Hawks remains present.

Why it fits: Never Play Fair improves Scoundrel assist damage, Scoundrel’s Instinct adds Defense Penetration, and Fearless Leader improves assist damage across the squad.

Weapon: start with Rifle for a flexible 1 AP opening shot and medium range, or Pistol when several low-cost actions matter more than one hit. Do not choose Longarm only because it has the largest critical bonus; 2 AP shots can make the setup turn awkward.

Build B — Scout Hawks

Scout specialization screen showing its ability kit

Scout is a tactical alternative when the squad needs Advantage and hit reliability more than another damage class.

Scout is not automatically best early. Its value rises when hit penalties, smoke, or expensive squad actions actually create a bottleneck.

Focus order

Use a needs-based order:

  1. the active ability that defines the build;
  2. the passive that makes the squad interaction work;
  3. reliability or survival needed by the current difficulty;
  4. conditional burst only after the loop is dependable.

Exact Focus Tree node names, percentages, ranges, and point costs are not listed here yet. Plan the job first, then check the current in-game tree before committing the last points.

Weapon breakpoints

WeaponDamageCrit bonusRangeAP patternHawks use
Blaster Pistol6+4Short1 AP per shotMore actions for Scout or mobile turns
Blaster Rifle10+6MediumFirst shot 1 AP; later shots 2 APSafe generalist opener
Repeater8+4MediumDamage scales with AP committedDedicated stationary damage turn
Longarm Blaster12+12Long2 AP per shotLong-lane precision role