
Best Class in STAR WARS Zero Company
Soldier and Assault are the clearest beginner classes, but the best Zero Company Specialization depends on range, objective, and squad gaps.
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Blaster Rifles are the most flexible starting weapon, while Repeaters, Pistols, and Longarm Blasters reward more specialized turns.
Decision brief
Selection recommendation
Choose the Blaster Rifle as the flexible default, then switch when a build consistently benefits from cheaper repeated shots, sustained fire, or long-range precision.
| Option | Best for | Strength | Trade-off |
|---|---|---|---|
| Blaster Rifle | Flexible medium-range turns | A 1 AP first shot preserves options for movement or an ability. | It does not match the specialized range or turn pattern of the other weapon classes. |
| Repeater | Committed sustained-fire turns | Supports a durable damage dealer who can hold a firing lane. | Requires more Action Point commitment and good positioning before firing. |
| Blaster Pistol | Mobile turns and repeated cheap attacks | Low-cost shots leave more room for movement and abilities. | Lower base damage and shorter effective range. |
| Longarm Blaster | Prepared long-range precision | Highest listed base damage and strong range control. | A 2 AP shot depends on clear sight lines and protection from close threats. |
The Blaster Rifle is the safest default because its Fast first shot can leave room for movement or an ability. It suits Operators who need to adapt after the mission reveals enemy positions.
The Repeater asks for a stronger commitment to firing. It fits a durable damage dealer who can reach a good lane before spending the turn. The Blaster Pistol trades raw damage for cheap attacks and mobility. The Longarm Blaster rewards sight lines, range control, and a squad that can keep enemies away from the shooter.
| Play style | Strong starting pairing | Reason |
|---|---|---|
| Learning the system | Soldier or Assault + Blaster Rifle | Flexible range and readable AP choices |
| Maximum pressure | Gunslinger, Soldier, or Heavy + Repeater | Converts a committed firing turn into damage |
| Mobile turns | Assault or Gunslinger + Blaster Pistol | Preserves AP for movement and repeated attacks |
| Long-range control | Sharpshooter + Longarm Blaster | Aligns precision abilities with the weapon's range |
| Squad support | Medic, Scout, or Scoundrel + situational choice | The ability plan matters more than one fixed weapon |
EA's own play-style guidance uses the same principle: the weapon supports the Specialization rather than replacing it.
Base damage is only the first comparison. Critical chance, critical damage, optimal range, Strike Penalties, talents, equipment, and the Operator's second Specialization can change the better choice. Test a build against the mission's expected range and objectives instead of treating the table as a permanent tier list.
The best-class guide covers starting roles. Use the gameplay overview for the Action Point and positioning rules behind these recommendations.