Squad

Best Squad Composition in Zero Company

How to build a balanced four-operative squad in STAR WARS Zero Company — role coverage, class pairings, synergies and starter line-ups for new commanders.

By Zero Company Wiki Team 6 min read

You deploy four operatives at a time in STAR WARS Zero Company, so squad composition is one of your most important decisions. A good squad isn’t four of your favourite class — it’s four roles that cover each other’s weaknesses and chain into synergies.

Think in four roles

Most reliable squads fill these jobs:

  1. Damage — someone to actually kill things: Assault, Sharpshooter or Gunslinger.
  2. Setup / control — someone to create openings: Scoundrel or the Jedi Padawan.
  3. Anchor — someone to hold ground: Heavy or Soldier.
  4. Safety — sustain or information: Medic or Scout.

Why balance beats stacking

It’s tempting to run three damage dealers, but in a game with permadeath, the ability to not lose operatives is as valuable as raw firepower. A Medic that prevents one death across a mission often does more for your campaign than a fourth gun. Likewise, a Scout that avoids one ambush saves you the operative you’d have lost to it.

Synergy pairings to aim for

  • Setup + burst: Jedi or Scoundrel pulls an enemy out of cover; Sharpshooter or Assault finishes it.
  • Anchor + flank: Heavy pins a position; Assault circles for the kill.
  • Vision + range: Scout reveals targets; Sharpshooter removes them.

Because bonds and synergies grow as operatives deploy together, commit to a core four and develop them. Rotating constantly keeps everyone shallow.

A solid starter squad

If you’re unsure, start with Assault + Scoundrel + Heavy + Medic. It covers damage, setup, durability and sustain, teaches every fundamental, and is forgiving while you learn. As you grow comfortable, fold in story operatives like Tel-Rea Vokoss and Cly Kullervo and build around their exotic strengths.

Frequently asked questions

How big is a squad in Zero Company?

You deploy four operatives per mission, each with three action points per turn.

What's a good starter squad?

A balanced four — a damage class, a control or setup class, a durable anchor and a Medic or Scout — covers most situations while you learn the game.

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