STAR WARS ZERO COMPANY GUIDE

All 8 Specializations Compared — Roles, Abilities and Combo Logic

Compare Assault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter, and Soldier by role, abilities, AP needs, and dual-Specialization planning.

Zero Company operatives advancing together across a rocky landscape

There are eight standard Specializations: Assault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter, and Soldier. Later in the campaign, Operators can add an additional Specialization, so the useful question is not “which class is #1?” but “what job does this kit do, and what second kit covers its blind spot?”

The eight standard kits

SpecializationUltimateStandardMain jobBest when…
AssaultSweeping SalvoBull RushMobile frontlineYou need to reposition, pressure cover, and exploit exposed targets
GunslingerOpen FireQuick DrawFast multi-attack damageYou can chain attacks and convert kills into AP tempo
HeavyBulwarkUnstoppableTank / threat controlThe squad needs a durable anchor and taunts
MedicMorale BoostCombat StimHealing / rescueInjuries and Rally risk are shaping the campaign
ScoundrelEasy MarkIdentify WeaknessSetup / assistsYou want to force a high-value crit and improve team follow-ups
ScoutAmbushCombat ReconAdvantage / spottingEnemy density is high and the squad benefits from better hit reliability
SharpshooterPrecision ShotZero InLong-range burstYou can hold position and exploit long sightlines
SoldierRocket StrikeBrutal StrikeExplosive all-rounderYou want a clear damage plan with grenades, melee, and AoE

The most important combo principle

Later dual-Specialization planning should solve one of three problems:

  1. AP mismatch: a powerful kit has too little AP left to reposition or support.
  2. Setup and finisher mismatch: one Operator creates Vulnerable, Spotted, or Advantage but does not capitalize on it alone.
  3. Survivability mismatch: a damage kit is excellent until Hard or Expert pressure, or Permadeath, makes one mistake too expensive.

That is why mechanically coherent pairs matter more than an arbitrary S-tier list.

Examples with a clear mechanical reason

Zero Company character customization interface with equipment options

Good starting points

Player preferenceGood starting pickWeapon
New to turn-based tacticsSoldier or AssaultBlaster Rifle
Maximum damageGunslinger, Soldier, or HeavyRepeater
Long-rangeSharpshooterLongarm Blaster
MobilityAssault or GunslingerBlaster Pistol
Tactical planningScout or ScoundrelFlexible
Squad supportMedicFlexible

Those are starting points, not immutable builds. The game gives Hawks and custom Operators room to change Specializations, while some story characters have fixed elements.

Do not ignore Weapon Class

A class label does not lock the weapon. A Scout can use a pistol to land more 1 AP tagging shots; a Sharpshooter naturally benefits from Longarm range and crit damage; a Heavy can choose between a Repeater damage commitment or a cheaper weapon when it needs AP for control actions.

Use the Specialization Planner for a decision-oriented recommendation instead of treating this table as a tier list.