The best Zero Company squads cover four problems at once: survivability, Advantage generation, enemy positioning, and efficient damage. Before dual Specializations unlock, that usually means giving every Operator a clear job. Once second Specializations become available, the strongest teams compress multiple jobs onto the same character and build around interactions such as Combat Stim plus Gunslinger, Scout-driven Advantage generation, displacement into Overwatch, and AP-refunding attacks.
That makes squad building less about picking the four individually strongest Operators and more about asking what each member enables for everybody else.
A fantastic Sharpshooter does not fix a squad that cannot reach objectives. Four damage dealers do not help much if nobody can heal an injured Operator, remove enemies from cover, or generate enough Advantage to use expensive abilities. Likewise, doubling up on the same role can leave part of the squad’s toolkit fighting for the same shared resources.
This guide separates team building into two phases: before you unlock a second Specialization and after dual Specializations open up. Each section includes Companion squads built from authored characters and Custom Operator squads for players who want to design the entire tactical machine themselves.
Method: These compositions are based on confirmed Specialization abilities, authored Operator talents, and documented interactions. Where a full four-person composition goes beyond an explicitly documented developer recommendation, it is presented as a practical synergy build rather than a claim that one squad has been mathematically proven optimal.
Table of Contents
- What every good squad needs
- Before unlocking a second Specialization
- Best Companion squad before dual Specializations
- Best Custom Operator squad before dual Specializations
- After unlocking a second Specialization
- Best Companion squads with dual Specializations
- Best Custom Operator squad with dual Specializations
- Best ability and class synergies
- Squad-building mistakes to avoid
- FAQ
What every good Zero Company squad needs
The cleanest way to evaluate a four-Operator squad is to check whether it can answer four tactical questions.
| Squad need | Typical answer | Why it matters |
|---|---|---|
| Someone who can absorb pressure | Heavy, defensive talents, durable authored Operator | You want to influence who the enemy attacks instead of letting fragile damage dealers take the punishment. |
| Advantage generation | Scout | Powerful abilities share the squad’s Advantage pool, so a deliberate generator gets expensive tools online sooner. |
| Sustain | Medic or Utilities | Injuries have campaign consequences, making damage prevention and healing valuable beyond the current battle. |
| An answer to cover and positioning | Assault, Tel-Rea, Kabb, Cly, grenades | Displacement can solve defensive positions more reliably than repeatedly shooting into favorable cover. |
You do not need four separate Operators dedicated to these four jobs forever. In fact, the late game becomes stronger precisely because one Operator can start covering two of them.
That is the main difference between the two phases of squad construction.
Before unlocking a second Specialization
Early and mid-campaign squads are easiest to build when every Operator has one obvious responsibility.
Do not worry about making everybody self-sufficient yet. Instead, build chains: one Operator creates Advantage, another buffs, another controls space, and your main damage dealer converts that setup into kills.
Learn more about specializations, your operator’s main source of cool abilities.
We’ve covered all of them, even the unique ones. Take a look!
Best Companion squad before dual Specializations
Hawks + Jae + Kabb + Trick
| Operator | Recommended Specialization | Job |
|---|---|---|
| Hawks | Scout | Advantage generation and squad support |
| Jae Mordant | Assault | Mobile damage, displacement, cleanup through Final Shot |
| Kabb Uppercut | Scoundrel | Assists, setup, AP-efficient melee cleanup |
| Trick | Soldier | Area damage and durable early-campaign firepower |
This squad works because each member creates an opportunity for somebody else.
Hawks as Scout feeds the shared Advantage pool, giving Jae and Trick more freedom to use expensive abilities. Fearless Leader also improves the other three Operators without costing Hawks an action.
Jae pressures cover with Assault tools and turns low-health survivors into kills through Final Shot. That matters when Trick’s Rocket Strike or another area attack leaves several enemies alive on a sliver of health.
Kabb supports attacks through Scoundrel, then finishes weakened enemies himself with Uppercut. If Uppercut gets the kill, its AP refund means Kabb can keep working rather than spending an entire turn on cleanup.
Trick supplies early area damage and has a built-in safety net through For My Brothers, making him well suited to the period of the game when equipment, Cross Training, and defensive options are still developing.
Best for: General missions, groups of medium-strength enemies, aggressive play.
Main weakness: No dedicated Medic. Bring healing Utilities or switch Hawks to Medic when attrition matters more than Advantage generation.
Safer Companion variation: Hawks as Medic
If injuries are becoming a campaign problem, change Hawks from Scout to Medic.
You lose intentional Advantage generation, but Combat Stim and healing make the team much more forgiving. Trick’s self-revive becomes a second layer of protection, while Kabb and Jae can continue handling movement and cover.
This is the better version for longer missions, higher difficulty, or campaigns where permanent losses matter more than finishing fights one turn faster.
Control variation after Tel-Rea joins
Once Tel-Rea is available, a strong single-Specialization control team is:
Hawks (Scout) + Jae (Assault) + Kabb (Scoundrel) + Tel-Rea (Padawan)
Tel-Rea’s Force Push gives the squad another way to remove enemies from good positions. That can expose a target for Jae, create safer lines for Kabb, or simply remove a dangerous unit from the part of the map where it wants to fight.
The trade-off is again sustain. This group wins through control and action efficiency rather than healing.
Best Custom Operator squad before dual Specializations
Heavy + Medic + Scout + Gunslinger
For a fully customized squad, this is one of the cleanest general-purpose foundations because every Operator solves a different problem.
| Operator | Specialization | Priority |
|---|---|---|
| Custom 1 | Heavy | Absorb enemy pressure and protect the backline |
| Custom 2 | Medic | Healing, Combat Stim, injury prevention |
| Custom 3 | Scout | Fill the Advantage pool and create openings |
| Custom 4 | Gunslinger | Convert buffs and Advantage into repeated attacks |
The centerpiece is Medic + Gunslinger.
Combat Stim improves an ally’s combat output, and Gunslinger is particularly good at extracting value from a temporary damage increase because it specializes in making several attacks during one turn.
The Scout keeps the Advantage pool healthy, while the Heavy reduces the chance that your buffed Gunslinger or support character becomes the enemy’s preferred target.
That gives the squad a simple turn plan:
- Use Scout tools to establish Advantage and favorable targets.
- Let Heavy occupy the dangerous part of the battlefield.
- Buff Gunslinger with Combat Stim when a high-value offensive turn is available.
- Use the Gunslinger’s repeated attacks to convert that setup into several kills or heavily wounded targets.
It is straightforward, but that is exactly why it works well before dual Specializations. Each Operator has one role and no one is competing with themselves for Focus Points.
After unlocking a second Specialization
Dual Specializations change squad construction more than simply giving everybody more buttons.
The real advantage is role compression.
Your tank can gain displacement. Your healer can become the Advantage generator. Your ranged damage dealer can gain assist and defense-penetration tools. Your mobile attacker can add crit scaling or AP recovery.
Instead of four people covering four jobs, four people can cover seven or eight.
Best Companion squads after dual Specializations
Best all-round authored squad
| Operator | Recommended Specializations | Role |
|---|---|---|
| Hawks | Medic + Scout | Sustain, buffs, Advantage, passive team support |
| Jae Mordant | Assault + Gunslinger | Mobile burst, multi-target pressure, finishing |
| Kabb Uppercut | Heavy + Soldier | Frontline durability, melee cleanup, area damage |
| Luco Bronc | Sharpshooter + Scoundrel | Long-range damage, assists, defense penetration |
This is a strong general-purpose squad because almost every interaction has a natural follow-up.
Hawks can use Combat Stim on Jae before a Gunslinger-heavy burst turn, while Scout tools help pay for the squad’s Advantage abilities. Fearless Leader quietly improves Jae, Kabb, and Luco on top of that.
Jae’s Assault + Gunslinger pairing gives her mobility, displacement, repeated attacks, critical-hit support, and Final Shot. She can create a lot of damage events in one turn, which makes her an excellent target for Hawks’ buffs.
Kabb’s Heavy + Soldier build puts survivability around an Operator who naturally wants to enter close range. Heavy lets him withstand the consequences, Soldier improves his offensive options, and Uppercut can still refund AP when it secures a kill.
Luco’s Sharpshooter + Scoundrel combination reinforces what he already does well. Sharpened Senses improves ranged performance, Sharpshooter provides the long-range framework, and Scoundrel adds assist and defense-penetration value rather than merely duplicating more damage.
Best for: Most story missions, mixed enemy groups, campaigns where you want one stable four-person core.
Main weakness: Less extreme battlefield manipulation than a squad built around Tel-Rea and Cly.
Best Companion control squad
Hawks (Medic + Heavy) + Jae (Assault + Gunslinger) + Tel-Rea (Padawan + Wayseeker) + Cly (Warrior + Scout)
This version is built around dictating where enemies stand and who they are allowed to attack.
Hawks combines sustain with a sturdier frontline role. Jae can pressure cover and capitalize on wounded enemies. Tel-Rea brings Force Push and Force Pull, while Cly can use her jetpack and Electroweb abilities to exploit clusters and distant positions.
Cly’s recommended Scout secondary is especially important because her Warrior kit spends Advantage. Tactical Timing and Combat Recon help her contribute to replenishing the same pool she consumes.
Tel-Rea does not choose conventional Specializations. Her Padawan and Wayseeker progression is fixed, so the squad should be designed around her rather than trying to retrain her into another job.
This team becomes particularly effective on maps with chokepoints, dangerous cover, or objectives where simply killing the nearest target is less important than controlling movement.
Best Custom Operator squad after dual Specializations
A strong four-Custom squad can effectively fit all eight standard Specializations into four deployment slots.
Heavy + Assault / Medic + Scout / Gunslinger + Soldier / Sharpshooter + Scoundrel
| Operator | Specializations | Purpose |
|---|---|---|
| Custom 1 | Heavy + Assault | Tank, disruption, displacement, frontline pressure |
| Custom 2 | Medic + Scout | Healing, buffs, Advantage generation, spotting |
| Custom 3 | Gunslinger + Soldier | Repeated attacks plus area damage |
| Custom 4 | Sharpshooter + Scoundrel | Precision damage, assists, defense penetration |
Heavy + Assault: control the frontline
Heavy wants enemy attention. Assault wants to move into dangerous spaces and push enemies around.
Putting them together creates a frontliner who can survive where the displacement tools are most useful. Assault’s Sweeping Salvo also interacts particularly well with a Heavy build using Intimidating Posture because the Heavy passive can turn attacks into taunts.
For a custom talent, Grit is a strong fit if available, giving the Operator another way to survive the attention the build deliberately attracts.
Medic + Scout: make the support slot do two jobs
This pairing is less about one flashy combo and more about efficiency.
The same Operator keeps the team healthy, buffs the main attacker, and helps replenish Advantage. That frees the other three deployment slots to lean much harder into damage and control.
Mobility is important here. The character needs to maintain sightlines for Scout abilities while staying close enough to support allies.
Gunslinger + Soldier: turn one damage dealer into two
Gunslinger is strongest when it can fire repeatedly. Soldier gives the same character a different answer when the enemy refuses to cooperate by standing apart.
Use Gunslinger tools against scattered or weakened targets. Use Soldier’s explosive and area-focused kit when enemies cluster.
This Operator should usually be the Combat Stim target because multiple attacks make temporary damage bonuses more valuable.
For a Custom talent, Cold-Blooded can reinforce burst turns by supplying a guaranteed critical opportunity, while The Bigger They Are is attractive when building specifically for elite and boss missions.
Sharpshooter + Scoundrel: precision plus setup
This is one of the strongest conceptual pairings because Scoundrel adds utility a pure sniper lacks.
Scoundrel’s tools can improve assists, create favorable targets, and help attacks penetrate defenses. Sharpshooter then converts those openings into reliable long-range damage.
The particularly clean interaction is Identify Weakness into Precision Shot: one side of the build prepares the critical opportunity, while the other supplies a precision attack built to capitalize on it.
Best Zero Company squad synergies to build around
Combat Stim + Gunslinger
This is one of the most straightforward combinations in the game.
A damage buff becomes more valuable when the recipient attacks several times before the effect expires. Gunslinger is designed around exactly that behavior.
Best setup: Medic on one Operator, Gunslinger on another.
Scout + Advantage-heavy squad
Advantage belongs to the team, not the individual Operator.
A Scout therefore supports every expensive Ultimate and Advantage ability in the squad. This matters especially with Cly, whose Warrior abilities and Combat Jump directly compete for that shared resource.
Best setup: One dedicated Scout in most teams. Add a second only when the squad genuinely spends Advantage fast enough to justify it.
Displacement + Overwatch
Overwatch usually waits for an enemy to move through the firing cone.
Displacement lets you become less patient.
Force Push, Uppercut, Assault movement tools, or other knockback effects can force enemies into places where prepared ranged Operators can punish them.
Best setup: Tel-Rea, Kabb, or Assault supporting a Sharpshooter.
Scout marking + Assault
Assault gains extra critical potential when enemies are exposed and out of cover.
A Scout can help create that state without forcing the Assault Operator to spend its own movement and attacks setting everything up first.
Best setup: Scout creates the opening, Assault spends the turn exploiting it.
Zero-In + Quick Draw
Sharpshooter can improve the reliability of a high-value attack, while Gunslinger’s Quick Draw refunds AP if it secures a kill.
That creates a useful AP-economy chain on a dual-specialized attacker: increase the odds that the finishing shot lands, secure the elimination, and recover part of the turn.
Jae + anyone who deals spread damage
Final Shot means Jae loves teammates who leave multiple enemies nearly dead.
Rocket Strike, Sweeping Salvo, grenades, and other multi-target attacks can turn Jae into the cleanup mechanism that prevents the squad from wasting another full attack on one wounded enemy.
Kabb + setup damage
Kabb wants something slightly different: one enemy left at exactly the sort of health Uppercut can finish.
Do the setup with somebody else, use Uppercut to secure the kill, recover its AP cost, and keep Kabb moving.
Jae and Kabb therefore solve the same problem from opposite directions. Jae can remove a low-health target without taking another normal action, while Kabb spends AP and gets it back if the finishing blow succeeds.
Squad-building mistakes to avoid
Four ranged specialists
A squad where everyone wants the same long sightline becomes fragile when the mission pushes you indoors, breaks line of sight, or requires somebody to move onto an objective.
Range diversity matters.
Too many expensive Advantage abilities
The Advantage pool is shared and capped.
Giving all four Operators expensive Ultimates is not automatically a problem, but building the whole team around firing them together can be. Somebody has to generate the resource, and the squad still needs useful turns before the pool fills.
No plan for injuries
You can technically run without Medic, especially with Utilities and aggressive play.
But repeated injuries cost more than HP. They affect the campaign layer, availability, and potentially an Operator’s survival.
A no-Medic squad should be a deliberate trade rather than something that happened because every damage class looked fun.
Duplicating jobs without gaining a new interaction
Two Scouts can be excellent if Cly is consuming Advantage constantly.
Two Scouts in a squad that barely spends Advantage is wasted role coverage.
The same applies to Heavy, Medic, and Sharpshooter. Duplication is useful when the second copy unlocks a plan, not simply because the class is individually strong.
Ignoring Bonds when changing the squad
A theoretically ideal replacement may be weaker in practice if the existing four have substantially better Bonds and Cross Training.
For more on that progression layer, see our broader Star Wars Zero Company guide megapost. Our Zero Company review also discusses how the Bond system naturally pushes players toward a smaller core team.
Build your own Zero Company
If the squad-building has you ready for another campaign, check the current Star Wars Zero Company marketplace offers on G2A.COM.
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Zero Company team composition FAQ
What is the best team before second Specializations unlock?
For authored Companions, Hawks as Scout, Jae as Assault, Kabb as Scoundrel, and Trick as Soldier gives you Advantage generation, displacement, assist support, area damage, and several ways to clean up weakened enemies. Switch Hawks to Medic for a safer version.
What is the best Custom Operator squad early on?
Heavy + Medic + Scout + Gunslinger is the cleanest all-purpose setup. Heavy handles pressure, Medic provides sustain and Combat Stim, Scout generates Advantage, and Gunslinger converts the setup into repeated attacks.
What is the best Companion squad after dual Specializations?
A strong balanced core is Hawks with Medic + Scout, Jae with Assault + Gunslinger, Kabb with Heavy + Soldier, and Luco with Sharpshooter + Scoundrel. It covers healing, Advantage, close-range durability, mobility, burst damage, long-range damage, assists, and AP-efficient cleanup.
What is the best fully Custom dual-Specialization squad?
A particularly flexible setup is Heavy + Assault, Medic + Scout, Gunslinger + Soldier, and Sharpshooter + Scoundrel. It fits all eight standard Specializations into four Operators while preserving clear battlefield roles.
Should every Operator have a different Specialization?
No. Duplicate Specializations are useful when the squad benefits from the same role twice. The key question is whether the second copy creates another useful interaction or merely repeats something you already have enough of.
More Star Wars Zero Company on G2A News
- Zero Company review – a triple treat – our full review of the tactical combat, Bonds, strategic layer, story, and campaign.
- Star Wars Zero Company: Release Date, Editions, Gameplay, and Story Guide – the broader guide to the game and its systems.
- Zero Company vs. XCOM and Midnight Suns – how Bit Reactor’s squad tactics compare with two of the clearest influences.