
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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Zero Company has eight standard Specializations: Assault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter, and Soldier.
System reference
Confirmed facts
Mechanism flow
| Specialization | Main job | Works best when |
|---|---|---|
| Assault | Mobile offense | You need to close distance, reposition, or pressure a flank |
| Gunslinger | Repeated attacks | A turn can be built around several quick shots |
| Heavy | Front-line defense | The squad needs armor, attention control, and a durable position |
| Medic | Recovery and protection | Injuries or sustained damage threaten the mission plan |
| Scoundrel | Disruption | Enemy actions need to be delayed, redirected, or exploited |
| Scout | Information and setup | The squad benefits from marking targets and creating openings |
| Sharpshooter | Long-range precision | Clear sight lines and prepared positions are available |
| Soldier | Flexible direct combat | You want a readable mix of ranged damage, melee, and explosives |
Every standard Specialization has its own Ultimate, Standard, and Passive abilities. The labels describe a tactical role, not a fixed personality or species.
Soldier and Assault are the clearest starting points because their value is visible without a complicated setup. Soldier handles several ranges and brings straightforward damage, while Assault rewards active movement. Heavy is another forgiving choice when survival matters more than speed.
Medic becomes more important in a roster that is already producing enough damage. Scout, Scoundrel, and Sharpshooter are stronger when positioning and turn order are planned around them. Gunslinger wants enough Action Points and valid targets to convert repeated attacks into value.
Later progression lets an Operator add another Specialization. The second role can repair a weakness, such as adding survivability to an aggressive build, or strengthen an existing plan, such as pairing mark support with long-range attacks. A good combination still needs the right Weapon Class and squad partners.
Use the best-class guide for starting recommendations and best Weapon Class guide for the Action Point tradeoffs. The broader classes and weapons overview separates standard roles from authored-character classes.