
Best Weapon Class in STAR WARS Zero Company
Blaster Rifles are the most flexible starting weapon, while Repeaters, Pistols, and Longarm Blasters reward more specialized turns.
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Soldier and Assault are the clearest beginner classes, but the best Zero Company Specialization depends on range, objective, and squad gaps.
Decision brief
Selection recommendation
Start with Soldier for the safest all-purpose introduction, or Assault if you want aggressive movement; fill the squad's missing job rather than following a universal tier list.
| Option | Best for | Strength | Trade-off |
|---|---|---|---|
| Soldier | First campaigns and flexible damage | Direct attacks, grenades, melee options, and an easy-to-read all-purpose role. | Less specialized than roles built around healing, long-range precision, or disruption. |
| Assault | Aggressive movement and objective pressure | Mobility tools help create flanks and reach time-sensitive positions. | Forward positioning can expose the Operator if the rest of the squad cannot support the move. |
| Specialist role | A squad with a clear support, range, durability, or control gap | Medic, Sharpshooter, Heavy, Scout, Gunslinger, and Scoundrel each solve a narrower tactical job. | The value changes with objective, cover, range, and the other three deployed Operators. |
Choose Medic when injury recovery and support are the weak point. Sharpshooter fits long sightlines; Heavy holds ground and sustains fire; Scout creates openings through mobility. Gunslinger rewards repeated attacks, while Scoundrel leans on disruption and opportunism.
No class wins every mission. Objective distance, cover, enemy range, Bond abilities, and the other three deployed Operators change the value of a role. Later dual-Specialization options also let an Operator cover a weakness or reinforce an existing job. Start with Soldier if you want the fewest assumptions, then adjust around the squad you actually field.
| If you want to... | Start with | Why |
|---|---|---|
| Learn positioning and attacks | Soldier | Direct damage, melee, grenades, and an all-purpose role |
| Move aggressively | Assault | Mobility tools support flanking and objective pressure |
| Survive exposed fights | Heavy | Armor and attention control create a durable front line |
| Keep the squad healthy | Medic | Healing and injury prevention protect long missions |
| Attack from range | Sharpshooter | Precision abilities reward clear sight lines |
| Set up tactical combinations | Scout or Scoundrel | Information and disruption create openings for teammates |
| Build around several shots | Gunslinger | Repeated attacks reward careful AP planning |
EA specifically recommends Soldier or Assault for players new to turn-based tactics. That makes them good starting answers, not permanent top-tier rankings.
A four-person deployment should cover damage, survival, movement, and the mission objective. Taking four high-damage roles can leave no safe way to recover or control enemies. Taking several support roles can make a timed objective harder if the squad cannot finish targets.
Check authored companions before duplicating their job. If a required story character already covers long-range damage or support, build Hawks or a custom recruit around the missing role.
Specializations for Hawks and custom Operators can be changed later, and progression can add a second Specialization. The campaign therefore rewards testing more than restarting for a theoretical perfect pick.
Use the Specializations reference for all eight roles. The best Weapon Class guide covers range, base damage, and Action Point costs.