Star Wars Zero Company Best Team & Squad Composition

Star Wars Zero Company Best Team & Squad Composition

The best team in Star Wars Zero Company isn't simply the four Operators with the highest damage ceiling. My preferred squad is Hawks as Medic, Trick as Soldier/Scoundrel, Jae as Scout/Gunslinger, and Tel-Rea as Padawan/Wayseeker. The reason is resource balance: Hawks keeps the squad functioning, Jae generates Advantage and cleans up weakened enemies, Trick sets up priority targets without demanding the entire shared resource pool, and Tel-Rea gives you the premium damage and battlefield control worth saving that Advantage for.

Jump To Section:
Best Team & Squad
Why This Team Works
Hawks – Medic
Trick – Soldier/Scoundrel
Jae – Scout/Gunslinger
Tel-Rea – Padawan/Wayseeker
Best Turn Order
Best Alternative Operators

Best Star Wars Zero Company Team

My best overall four-Operator team is:

Hawks: Medic
Trick: Soldier + Scoundrel
Jae Mordant: Scout + Gunslinger
Tel-Rea Vokoss: Padawan + Wayseeker

This isn't a composition built around having four separate carries. It works because each Operator contributes something the other three aren't already fighting to provide.

Hawks protects the run and buffs the squad. Trick creates favorable targets and provides flexible damage. Jae supplies the Advantage economy while finishing enemies that other Operators leave alive. Tel-Rea then converts your positioning and resources into high-impact Force plays.

If you're choosing classes for custom Operators rather than these specific characters, my Star Wars Zero Company Specialization tier list ranks the eight standard options separately.

The Best Squad Doesn't Compete With Itself

Every Operator gets three AP per turn, but Advantage belongs to the entire team. That distinction matters enormously when you're building a squad.

You can easily create four individually powerful Operators who all want to spend the same shared Advantage on their best abilities. The result looks great on the character screen and becomes awkward as soon as combat starts.

This team deliberately avoids that problem.

Jae's Scout side is primarily a resource generator. Trick has excellent low-cost actions through his Rifle, Identify Weakness, Scoundrel's Instinct, and Brutal Strike, meaning he doesn't need to consume Advantage every round. Hawks can contribute through Combat Stim and normal support actions. That leaves a much cleaner resource path toward Tel-Rea's expensive Force abilities when they're actually worth using.

The team therefore has a simple economy:

Jae generates the opportunity. Trick improves the target. Tel-Rea exploits the battlefield. Hawks prevents the plan from collapsing.

That is more important to me than squeezing another dedicated damage character into the fourth slot.

Hawks – Medic

I use Hawks as the team's Medic because your protagonist is already an important part of story squads, and I would rather put that slot into a role that improves everybody else than turn Hawks into another character competing for kills.

Combat Stim is the core ability. It increases an ally's Health, Melee Damage, and Ranged Damage for two turns, which means Hawks can improve Tel-Rea's survivability and offense before she commits forward, buff Trick before a difficult engagement, or increase Jae's damage when the fight calls for it.

Medic also provides insurance against one of Zero Company's most expensive tactical failures: getting an Operator Downed.

First Responder gives the Medic a Medpac without consuming the normal utility slot, while allies rescued through Rally return fully healed and capable of acting again. Lifesaving Measures improves Medpac healing, and Morale Boost gives the squad another way to stabilize over time.

That's why I rank Medic so highly overall. Damage classes solve enemies; Medic solves situations where your previous plan didn't work.

Hawks is also particularly suitable because support doesn't require him to dominate one narrow position on the battlefield. He can operate around the middle of the squad, where heals, buffs, assists, and objective movement remain accessible.

I cover the choice in more depth in my best class for Hawks guide.

For his weapon, I prefer a Blaster Rifle. The first shot each turn costs only 1 AP, so Hawks can contribute respectable damage without sacrificing the actions his support role actually needs. My best Medic weapon guide breaks down that setup.

Trick – Soldier/Scoundrel

Trick is the hinge of this team.

I don't build him as Heavy here. For My Brothers already gives Trick an unusually strong safety net if he gets Downed, so I would rather spend his secondary Specialization adding something the squad doesn't have.

Scoundrel does exactly that.

Identify Weakness makes an enemy Vulnerable, guaranteeing that the next damaging attack against it critically hits. This lets Trick spend only part of his turn creating a premium attack for somebody else.

That attack doesn't even need to come from Trick.

If Tel-Rea or another squadmate has the stronger payoff available, Trick can apply Vulnerable to the priority target, shoot a different enemy with his Rifle, and let the bigger attack consume the guaranteed critical.

Scoundrel's Instinct also gives Trick Defense Penetration, improving his own attacks into protected enemies without consuming AP or Advantage.

Soldier remains valuable because Rocket Strike gives the squad a completely different answer when enemies cluster behind cover. Instead of concentrating everything into one Vulnerable target, Trick can destroy a defensive position and open several enemies for the team at once.

That creates a useful decision:

Identify Weakness handles one important target cheaply. Rocket Strike handles an entire position expensively.

Because those actions solve different problems, Trick isn't forced into the same turn every fight.

Don't Let Trick Steal All of Tel-Rea's Advantage

The biggest mistake with this team is firing Rocket Strike every time Trick reaches the necessary Advantage.

Advantage is shared.

If three enemies are clustered behind destructible cover, Rocket Strike may be the best use of the resource. If the enemies are already exposed and Tel-Rea can turn the same Advantage into a devastating Force play, save it.

This is one reason the Scoundrel secondary is so important. Identify Weakness and Scoundrel's Instinct give Trick valuable turns without demanding the shared resource.

It allows him to contribute while effectively saying, "Tel-Rea can have the Advantage this round."

If managing the resource is giving you trouble, my Star Wars Zero Company Advantage guide covers how Advantage generation works.

Jae Mordant – Scout/Gunslinger

Jae is the engine rather than the centerpiece.

I would move her from the more obvious Assault setup into Scout once class changes are available, then eventually add Gunslinger as the second Specialization.

Combat Recon is why.

Scout can spend 1 AP assessing an area and generate Advantage based on the enemies caught in that assessment. Against a healthy group at the beginning of an encounter, that can effectively turn one small piece of Jae's turn into fuel for the strongest actions available to the rest of the squad.

That's exactly what this composition needs.

Tel-Rea wants expensive Force actions. Trick occasionally wants Rocket Strike. Hawks may have situational reasons to use Advantage as well. Jae keeps those choices from becoming once-per-mission luxuries.

Her own Final Shot Talent gives her another role without requiring her to dominate the action economy. Jae can automatically finish a sufficiently weakened enemy after another Operator attacks it, provided the trigger conditions are met.

That means other characters don't always need to waste another full attack finishing something that barely survived.

Think of that as hidden AP compression.

If Trick or Tel-Rea leaves an enemy just short of death, Jae can potentially turn "almost killed it" into "actually removed from the enemy turn" without forcing the original Operator to spend another action.

Why Gunslinger Is Jae's Second Specialization

Gunslinger gives Jae a strong plan for the turns when Combat Recon only consumes part of her AP.

Onslaught increases the damage of repeated primary blaster attacks during the same turn, while Quick Draw adds another fast attack and Open Fire provides additional shots when spending Advantage on Jae is actually justified.

I prefer a Pistol for that version of Jae because it keeps her normal attacks at 1 AP each.

This gives you a useful rhythm:

Need resources? Combat Recon first.

Need cleanup or status application afterward? Spend the remaining AP on multiple Pistol attacks.

Need something else entirely? You haven't committed most of her turn to one giant shot.

The Scout/Gunslinger pairing therefore keeps Jae functioning as a generator without making her helpless whenever Advantage generation isn't the only thing you need.

My best Gunslinger weapon guide explains why I favor the Pistol for repeated attacks, while my best Scout weapon guide covers the alternative Longarm approach for a more traditional Scout.

Tel-Rea – Padawan/Wayseeker

Tel-Rea is where the team finally cashes everything in.

Her Jedi Specializations give her something none of the standard classes can perfectly replicate: cheap Force displacement combined with high-impact melee and area damage.

Push and Pull are especially valuable because damage isn't their only purpose.

Moving an enemy out of cover can turn poor shots into clean attacks. Pulling a target toward the squad can save AP that a close-range Operator would otherwise spend moving. Pushing something into a better line can set up multiple allies instead of simply dealing damage with Tel-Rea herself.

That's why I view her as the squad's primary payoff Operator rather than merely "the melee character."

Wayseeker later adds Lightsaber Throw, which gives Tel-Rea a major multi-target option and interacts perfectly with the Advantage economy Jae is creating.

You don't need to fire it simply because you can.

But when several enemies can be lined up and Jae has already replenished the resource, this is exactly the kind of ability worth building the team's economy around.

Trick and Tel-Rea Solve Opposite Target Problems

This is one of the main reasons I like the composition.

Trick's Scoundrel side is excellent at telling the squad, "This one enemy needs to die."

Tel-Rea is excellent at telling the battlefield, "These enemies are standing in the wrong places."

Those are different problems.

If an elite enemy is the threat, Trick uses Identify Weakness and you funnel efficient damage into it.

If positioning is the threat, Tel-Rea moves enemies out of cover, separates them, groups them, or otherwise creates the geometry the rest of the team wants.

Neither Operator makes the other redundant.

That's an important test I use for team-building in Zero Company: if two squad slots consistently solve the exact same problem, one of them probably could be doing something else.

Best Turn Order for This Squad

There isn't one mandatory rotation, but I generally want Jae and Trick acting before Tel-Rea when setup is available.

Jae often goes early because Combat Recon is most valuable while more enemies are still alive. Generating Advantage after half the encounter is already dead obviously has a lower ceiling.

Trick then decides whether the fight is a single-target or multi-target problem.

Against a priority enemy, use Identify Weakness and preserve the Vulnerable stack for whichever teammate has the best attack.

Against a cluster in cover, consider whether Rocket Strike is worth taking priority over Tel-Rea's expensive abilities.

Tel-Rea can then use the battlefield and resource state those first two Operators created.

Hawks is the flexible slot. If Combat Stim needs to be applied before the damage turn, move Hawks earlier. If nobody needs support yet, leave Hawks until later so you don't spend support AP solving a problem that Trick, Jae, or Tel-Rea eliminates first.

That flexibility is itself valuable. I don't want my Medic automatically healing the first scratch of damage when the enemy responsible might be dead before the turn ends.

What a Strong Team Turn Looks Like

Imagine there is one dangerous enemy behind cover with several weaker units nearby.

Jae opens with Combat Recon, generating Advantage from the group while preserving AP for Pistol attacks.

Trick uses Identify Weakness on the priority enemy rather than immediately consuming the Vulnerable effect himself.

Tel-Rea then uses Push or another appropriate action to change the enemy's position, or consumes the setup with the stronger attack if killing that target is the priority.

Hawks uses Combat Stim where it produces the largest benefit, or simply contributes a cheap Rifle attack if the squad doesn't currently need support.

Now compare that with four pure damage Operators.

They might produce a larger theoretical damage total, but they're much more likely to spend actions fixing positioning, competing for Advantage, finishing enemies left at tiny amounts of Health, and recovering teammates after something goes wrong.

This composition is built to remove those taxes.

Why There Isn't a Heavy in My Best Team

I rank Heavy highly, so leaving it out may look strange.

The reason is that this squad already has multiple ways to prevent dangerous enemy turns before they happen.

Tel-Rea can reposition enemies. Trick can Daze one through Brutal Strike or help burst it down through Identify Weakness. Jae can help remove low-health enemies before they act. Hawks provides emergency recovery if the plan fails.

A Heavy would make the team safer, but it would also replace one of the pieces driving the setup-resource-payoff loop.

That makes Heavy my first defensive substitution rather than a permanent member.

Best Alternative Operators and Team Swaps

If you're struggling to keep Operators alive, replace Trick or Jae with a Heavy-built Operator. You lose some setup or resource generation, but gain direct control over which enemies are attacking your vulnerable squad members.

If you want more straightforward damage, a Gunslinger or Assault Operator can replace Trick. The team becomes easier to pilot but loses Identify Weakness, Defense Penetration, and Trick's unusual safety net.

Sharpshooter is a good replacement when the map provides long sightlines and you already have enough battlefield control to keep that Operator stationary. I don't use one in the default composition because the entire point of this squad is adaptability rather than assuming the firing lane will remain perfect.

Custom Operators are also completely viable. Once you understand the four jobs, the names matter less:

Support/Recovery
Advantage Generation
Setup/Flexible Damage
High-Impact Payoff

If you can reproduce those four functions with recruited characters you prefer, you're still following the same team-building principle.

If you need more custom options in the roster, my guide to recruiting Clone Operators covers how custom Clones enter the recruitment pool.

Best Team Before the Full Build Is Available

You obviously won't have this exact setup from the beginning of the campaign.

Early on, I wouldn't obsess over recreating the final Specializations immediately. Focus on preserving the same role coverage with whoever is currently available.

Keep one Operator capable of helping the squad recover, one strong ranged or flexible damage dealer, one Operator with control or disruption, and one character capable of producing reliable kills.

Once class changes open up, you can start moving characters toward the finished composition rather than restarting or abandoning Operators you've already invested in.

My Star Wars Zero Company class change guide explains how to respecialize Operators and what happens to your spent Focus Points.

Best Star Wars Zero Company Squad Summary

My best overall Star Wars Zero Company team is Hawks as Medic, Trick as Soldier/Scoundrel, Jae as Scout/Gunslinger, and Tel-Rea as Padawan/Wayseeker.

But the important part isn't the four names.

It's the economy underneath them.

Jae generates Advantage instead of constantly consuming it. Trick can create guaranteed-crit opportunities and penetrate Defense without demanding the shared resource every turn. Tel-Rea gives the squad a high-impact place to spend the Advantage Jae generates, while her Force abilities solve positioning problems that raw damage cannot. Hawks supports all three, prevents injuries and Downings from becoming mission-ending problems, and doesn't need to compete with the rest of the team for offensive spotlight.

That gives you four Operators doing four different jobs while still contributing damage when their primary role isn't needed.

For me, that's a better definition of the best team than simply putting the four highest-ranked characters together and hoping their individual kits don't get in each other's way.


GamerBlurb Team

We’re a group of gamers from the United States. We write about the games we love, from big releases to niche hits, with a focus on clear guides and tips to help you level up.

https://gamerblurb.com/about-us
Previous
Previous

Star Wars Zero Company Cly Build Guide

Next
Next

Star Wars Zero Company Specialization Tier List