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Operator Classes & Meta Tier List

Comprehensive guide to all 12 specializations, complete ability trees, passive traits, and dual-class combinations.

How Star Wars Zero Company's classes actually work

Star Wars Zero Company splits its 12 specializations into two very different groups. Eight are standard: Assault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter, and Soldier. Any custom recruit can train in them, and you can swap a standard specialization at the Den's Personnel facility whenever a mission calls for a different role.

The other four are exotic, and you do not pick them from a menu: the Jedi Padawan (Tel-Rea Vokoss), the Mandalorian Warrior (Cly Kullervo), the Astromech built in the Droid Bay, and a fourth class that is confirmed but not yet revealed. Exotic classes are tied to a character or a facility and cannot be reassigned, so they shape your fireteam for the rest of the campaign.

This page holds the tier list, a dossier for each specialization, and the dual-class loadouts that perform best on the 1.0 build. If you only want the roster, the short version lives in the all classes list.

Foundation classes available for recruitment at the Den.

Flanking / Close-Range / Cover BreakerS-TIER

Assault

Standard frontline specialization that wins fights by moving, not by trading shots from the same tile.

  • Passive: Official role: a lethal frontline fighter that excels at maneuvering to score kills against enemies hiding in cover.
  • Ability 1: Medium to close-range strikes against covered targets
View Tactical Dossier →
Multi-Target Burst / Advantage GeneratorS-TIER

Gunslinger

Pistol-focused specialization built to spread damage across several threats and fill the squad's shared Advantage meter.

  • Passive: Official role: specializes in multi-target blaster attacks and fast strikes that spread offense across numerous targets.
  • Ability 1: Multi-target blaster attacks
  • Ability 2: Fast strikes spread across several enemies
View Tactical Dossier →
Area Denial / Armor Soaking / Fire SupportA-TIER

Heavy

Heavily armored frontline specialization that holds open ground and decides where enemies are allowed to look.

  • Passive: Official role: a frontline combatant, thickly armored and tough as nails, built to survive while out in the open.
  • Ability 1: Bulwark ultimate — taunts every enemy in the target area
View Tactical Dossier →
Squad Sustain / Healing / BuffsS-TIER

Medic

Support specialization that heals, prevents Injuries, and keeps all four operators in the field.

  • Passive: Official role: excels at healing and the prevention of Injuries, and can boost teammates both physically and psychologically.
  • Ability 1: Healing and Injury prevention
  • Ability 2: Stat boosts for teammates
View Tactical Dossier →
Opportunist / Sabotage / Dirty FightingA-TIER

Scoundrel

Opportunist specialization that improvises, sabotages, and cashes in every enemy mistake instead of following a fixed routine.

  • Passive: Official role: a wildcard adept at taking advantage of situations without much preparation and making the most of every opportunity.
  • Ability 1: Situational utilities, sabotage, and dirty tricks
View Tactical Dossier →
Reconnaissance / Target Marking / Team EnablementA-TIER

Scout

Reconnaissance specialization: reveals the board, marks targets, and turns information into openings for the squad.

  • Passive: Official role: a tactical operator trained in reconnaissance whose planning and timing benefit the entire team.
  • Ability 1: Recon and team-enabling tactics
View Tactical Dossier →
Long-Range Precision / High-Ground ExecutionS-TIER

Sharpshooter

Precision specialization that isolates one target and removes it before it can get back into cover.

  • Passive: Official role: an expert marksman that excels at long-range engagements, focused on singling out and defeating chosen enemies.
  • Ability 1: Long-range single-target elimination
View Tactical Dossier →
Frontline Backbone / Overwatch / Fire SupportA-TIER

Soldier

Versatile offensive specialization covering short and medium range with grenades, heavy blaster fire, and rockets.

  • Passive: Official role: a mainstay offensive unit capable of engaging enemies at close to medium range with melee, grenades, heavy blaster fire, and a powerful rocket launcher.
  • Ability 1: Melee and grenades
  • Ability 2: Heavy blaster fire
View Tactical Dossier →

Three revealed so far — Jedi Padawan, Mandalorian Warrior, Astromech — plus one classified fourth.

4-Operator Squad Synergy Builder

Assemble a 4-operator fireteam from the 12 verified specializations to analyze squad AP economy, suppression rating, burst DPS, and tactical balance.

Active Fireteam Selection (4 Operators)(4/4)

SLOT 01S

Assault

Close Quarters / Breaching

SLOT 02S

Gunslinger

Multi-Target / AP Gen

SLOT 03A

Heavy

Area Denial / Shield

SLOT 04S

Medic

Trauma / Stimpacks

Available Specializations

Squad Combat Assessment

Tactical Balance73/100
AP Efficiency83%
Cover Suppression66%
Burst DPS76%
Squad Sustain66%

Recommended Dual-Class Loadouts

ArchetypePrimary + SecondaryCore Ability SetupPlaystyle
Phantom BreacherAssault + ScoundrelShadow Step + Breaching BlastFlanking stealth burst & cover destruction
Iron FortressHeavy + SoldierSuppressive Barrage + Squad RallyChoke point lockdown & AP support
AP Stim BatteryGunslinger + MedicFan the Hammer + Combat StimpackAdvantage meter farming & turn-buffing
Ghost MarksmanSharpshooter + ScoutDeadeye + Recon MarkingUndetected extreme-range armor piercing

Ultimate, standard ability, and passive

Ultimate

The ability that defines the class. It usually spends charges from the squad-wide Advantage meter (10 maximum) instead of Action Points, and it can decide an entire turn. Verified example: the Heavy's Bulwark, which taunts every enemy in the target area.

Standard ability

Your per-turn workhorse — damage, control, or utility, from the Gunslinger's multi-target blaster fire to the Astromech transferring Action Points to an ally.

Passive

The permanent trait that sets the role: the Padawan's Harmony stacks, the droid's built-in Comlink, or the frontline reflex that lets an Assault kill enemies hiding in cover.

What each tier means here

The tier list is judged on the 1.0 build against three criteria: output per Action Point (what the class produces from its 3 AP and the Advantage charges it spends), reliability across different map types, and how little it depends on a specific squad to do its job.

S and A tiers on this page are not a damage ranking. An A-tier class can be mandatory in the right mission: the Scout deals far less raw damage than a Sharpshooter and is worth more than any other unit when information decides the turn.

Data last reviewed on the launch 1.0 build. Every Bit Reactor patch is checked against the official FAQ and published notes.

Which class to learn first

Assault

The best class for learning cover and flanking. It teaches you to move before you shoot.

Medic

The safety net of a permadeath campaign: it stops Injuries from turning into permanent losses.

Gunslinger

Generates Advantage effortlessly and forces you to count the shared meter from turn one.

Heavy

The most direct lesson in area denial and taunting when a map becomes a corridor.

Classes, unlocks, and dual-classing

Twelve in total: eight standard specializations (Assault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter, and Soldier) and four exotic classes, one of which has not been revealed yet.

Standard specializations can be trained by any custom recruit and swapped at the Den's Personnel facility. Exotic classes are tied to a story character or to the Droid Bay and cannot be reassigned.

Through story progression: Tel-Rea Vokoss joins during the campaign, Cly Kullervo must be hired when she appears (skip her and you lose two unique missions), and the Astromech is built in the Droid Bay.

Yes. Operators later unlock a second specialization and split Focus Points across both trees, creating hybrids such as Assault + Scoundrel or Heavy + Soldier.

There is no single best class. Sharpshooter and Gunslinger dominate damage, Heavy and Soldier hold the line, and Medic prevents permadeath. The right pick depends on the map and the mission objective.

Yes for every standard class, through the Den's Personnel facility. Exotic classes cannot be changed because they are tied to their character.