Star Wars Zero Company How to Get Advantage

You get Advantage in Star Wars Zero Company by damaging enemies during combat. Each time your squad damages an enemy, you gain 1 Advantage in the shared pool shown in the bottom-left corner of the screen. Because Advantage is generated per damaging attack rather than based on how much damage the attack deals, hitting enemies more often can build the resource faster than relying entirely on a few huge shots.

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How to Get Advantage
Fastest Ways to Build Advantage
Using Scout for Advantage
Maximum Advantage
What Advantage Is Used For

How to Get Advantage in Star Wars Zero Company

The normal way to generate Advantage is simply to deal damage. When one of your Operators successfully damages an enemy, 1 Advantage is added to the squad's shared pool.

That last part matters: Advantage belongs to the entire squad rather than the Operator who generated it. One character can spend their turn building Advantage and another can immediately use those points on a stronger Special Action.

This also means the amount of damage you deal isn't the important part for generation. A smaller attack that successfully damages an enemy can still contribute Advantage just like a much heavier hit.

I wouldn't read that as a reason to intentionally use weak weapons, but it does make attack frequency surprisingly important. If one Operator can land several damaging attacks during a turn, they're also giving the squad several opportunities to increase its Advantage pool.

The Fastest Way to Build Advantage

If you need Advantage quickly, prioritize actions that let your squad damage enemies multiple times rather than spending an entire round waiting for one enormous attack.

Gunslinger is especially interesting for this because the specialization is built around repeated attacks. Open Fire can attack multiple times, while Gunslinger's normal weapon setup can also favor a larger number of shots during the same turn.

That's one more reason I like the Blaster Pistol on the class. Its repeated 1 AP attacks aren't only useful for Onslaught and crit opportunities; multiple successful damaging attacks can also keep feeding the squad's Advantage pool. My best Gunslinger weapon guide breaks down the Action Point difference between Pistol and Rifle in more detail.

You don't need Gunslinger to generate Advantage, though. Any Operator dealing damage contributes. The real goal is to avoid turns where too much of your squad is repositioning, healing, or performing non-damaging actions without anyone actually connecting with the enemy.

Scout Is the Best Specialization for Generating Extra Advantage

If you specifically want to build around Advantage, Scout is the specialization I'd look at first.

Combat Recon gives Scout another way to generate Advantage beyond simply shooting enemies. It assesses enemies within an area and can add Advantage based on the targets detected, allowing Scout to contribute to the resource pool before or alongside its normal attack.

That makes Scout fundamentally different from a high-rate-of-fire character. Gunslinger can generate Advantage quickly by repeatedly damaging enemies; Scout can directly accelerate the resource economy through its specialization.

Scout also has Tactical Timing, which can generate additional Advantage when Scout defeats an enemy. That gives the class several different routes into the same resource instead of relying exclusively on the basic damage mechanic.

This is a big part of why I put Scout at the top of my Star Wars Zero Company specialization tier list. Advantage isn't just a Scout resource. Scout generates something every other Operator can potentially turn into a powerful ability.

If you're actually building one, I also recommend Longarm as the best Scout weapon because its 2 AP attack fits neatly behind a 1 AP Combat Recon turn.

Do Multiple Hits Generate More Advantage?

Yes. Since the normal generation rule awards Advantage whenever your squad damages an enemy, multiple damaging attacks give you multiple opportunities to add points to the pool.

That's different from a system where Advantage scales with total damage. A character dealing 20 damage in one hit isn't automatically generating more Advantage than somebody landing several smaller attacks.

This creates an interesting tradeoff when choosing what to do with your AP. The strongest attack in raw damage isn't always the action that builds your shared resources fastest.

Of course, killing the enemy is still more important than farming Advantage. I wouldn't leave a dangerous target alive just to squeeze out another point. But if two sequences are otherwise similar, the one containing more successful damaging attacks can leave you with more Advantage afterward.

Maximum Advantage Is 10

Your squad can hold a maximum of 10 Advantage.

Once the pool reaches 10, additional generation can't push it any higher, so this is where you want to pay attention to timing. Sitting at the cap while continuing to land attacks means you're creating Advantage that you can't actually store.

I try to avoid entering a long offensive sequence already sitting at 10 if I have a worthwhile Special Action available. Spend some of the pool first, then let the attacks that follow start rebuilding it.

That creates a much healthier rhythm than treating Advantage like an emergency consumable you should hoard forever.

What Is Advantage Used For?

Advantage is primarily spent on powerful Special Actions, including specialization abilities that can cost a large portion of the shared pool.

Because everyone draws from the same resource, the important decision isn't just whether an ability is good. It's whether that ability is the best use of the squad's Advantage right now.

A Scout may be responsible for generating a large portion of the pool and still never be the character who should spend it. If another Operator has an ability that can eliminate a priority enemy or completely change the current turn, that's often where the Advantage should go.

That's the biggest thing I'd keep in mind when learning the system: Advantage isn't a personal meter. Think of it as another squad-wide resource alongside your individual Operators' Action Points.

Best Way to Farm Advantage During Combat

For normal play, the easiest method is to keep damaging enemies consistently. For a squad deliberately built around Advantage, bring a Scout and use Combat Recon whenever you can detect enough enemies to make the AP investment worthwhile.

Then use high-attack-count characters such as Gunslinger to keep the pool climbing through regular damage.

The ideal pattern isn't necessarily to reach 10 and stay there. Generate Advantage, spend it on a high-impact Special Action, then use the rest of your squad's attacks to refill the pool. Once I started looking at Advantage as something that should constantly flow through the squad rather than something to save indefinitely, the entire system made much more sense.


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