Star Wars Zero Company: Best Class Combinations 

Sankar S
5 Min Read

The proper choice of classes in Star Wars Zero Company can make all the difference in a fight. There are certain combinations of classes that complement each other very well due to their synergy that can increase your Accuracy, Advantage Points and allow Critical Hits. In this guide, we’ll show you the combination of Scoundrel, Astromech, and Scout, along with the best way to use their abilities together for heavy damage.

Best Class Combination in Star Wars Zero Company

The best part about this setup is that you can repeat the same process on each turn when the abilities are available. With a sufficient amount of Advantage Points and a good long-distance weapon, you will be able to perform critical hits effectively and, at the same time, have a high percentage of hitting your opponents. For the weapon, choose a long-distance weapon with a high critical damage rating. This entire build aims to perform powerful critical hits. 

Scoundrel

Begin by selecting the Scoundrel class. The Identify Weakness skill that this class possesses is the most important feature of this build since it guarantees a critical hit on the opponent. The other benefit you will be getting is the skill called Easy Mark, which gives you an assisted shot without much extra effort.

Astromech

Following this, pick Astromech. The Comlink skill provides you with more AP, allowing you to perform additional actions during your turn. Enhanced Scanners is also useful because it increases your chance of hitting nearby enemies.

Scout

The next class that you should look for is Scout. The key attribute in this case will be Combat Recon, and if there is a group of enemies close to each other, it may provide a lot of Advantage Points.

How to Use the Combo

After building your character, first of all, use the ability Combat Recon if you have few Advantage Points left, since you need those points to start the combo, particularly if the enemies are together.

The next step would be to apply the ability Identify Weakness to your enemy, since this will make sure that your following attack will deal a critical hit. After that, you should use the ability Enhanced Scanners. Then use the abilities Call for Backup and Shoot. Because of the setup you’ve created, the attack will land as a critical hit. Your ally will then follow up with another shot through Chase My Shot, giving you even more damage.

Early Game Squad

Assault + Soldier + Scout + Sharpshooter

This gives you a balanced team with serious damage, Advantage generation and long-range support. A setup commonly used with this composition is:

  • Kabb as Assault
  • Trick as Soldier
  • Jae as Scout
  • Hawks as Sharpshooter

Kabb can regain Action Points with Uppercut, while Trick can make good use of grenades to damage groups of enemies. Jay helps finish weakened enemies and generates Advantage for the team. Hawks provides long-range support while also giving the squad his leadership bonuses.

Midgame Squad

Once Tel-Rea becomes available, you can change the composition to:

Assault + Scout + Sharpshooter + Tel-Rea

You keep the same three-class core but replace the fourth Operator with your Jedi. This gives you the benefits of Assault’s aggressive damage, Scout’s Advantage generation and Sharpshooter’s long-range support while adding Tel-Rea’s melee damage and Force abilities.

Late Game Squad

Once second specialisations become available, your squad can become much more flexible. One strong setup is:

  • Kabb: Assault + Soldier
  • Tel-Rea: Padawan + Wayseeker
  • Jae: Scout + Gunslinger
  • Hawks: Sharpshooter + Scoundrel

Now your four Operators are covering many more roles. Kabb can provide both Assault and Soldier abilities, Tel-Rea combines two Jedi specialisations, Jay brings both Scout utility and Gunslinger damage, and Hawks combines Sharpshooter’s long-range abilities with Scoundrel’s setup and assist bonuses. You are essentially getting much more coverage from the same four characters.

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