Best Squads for Star Wars Zero Company — Top Team Compositions

Best Squads for Star Wars Zero Company — Top Team Compositions

Three breaths, one wrong move, and your four-man unit goes from confident to cratered. I stood over a replay where a wasted AP chain cost a mission—and a friend’s bad call taught me a simple rule. Read this and you won’t make the same mistake twice.

On a late-night run I watched a team wipe because one operator ran out of AP mid-rotation. Now the short version: you control Hawks and you can bring four Operators to a round—your choices decide whether fights feel surgical or sloppy.

I’ll keep this compact. You want squads that force tempo, recycle AP, and seal kills without gambling on chance. Below are the squads I use in two development phases of the game: before you have dual Specializations and after every Operator can take two roles.

What is the best squad composition in Star Wars Zero Company?

Before you get dual Specializations on everyone, pick roles that cover utility, finishing, AP recovery, and battlefield vision. My go-to quartet is Tel-Rea, Kabb, Hawks (as Scoundrel), and Jae.

  • Tel-Rea — the only Padawan Specialization early on, which gives team-level value and subtle durability.
  • Kabb — his Uppercut can refund all used AP if it kills; combine it with guaranteed crits and you chain long turns.
  • Hawks (Scoundrel) — I run him as a support: he farms Advantage stacks and converts them into AP for the team.
  • Jae — Scout with Final Shot: if she sees an enemy and an ally drops it below 4 HP, she fires a free, no-AP finishing shot.
A soldier firing a blaster in Star Wars Zero Company
Image via EA

Tel-Rea’s Padawan role is non-negotiable early—she brings passive advantages you can stack. Kabb’s Uppercut is the engine: kill with it and you regain a full AP pool, making long combo turns feel like second nature.

Jae’s Scout Final Shot is the small, quiet thing that turns messy damage trades into clean finishes. Hawks, played as Scoundrel, is the AP farmer: you want him turning Advantage into action, not into a missed opportunity.

How many operators can I use per round?

You can deploy up to four Operators each round. That limit forces you to prioritize roles: who brings vision, who secures kills, who refunds AP, and who performs flexible support. Treat each slot like a slot on a tight formation; a missing piece creates pressure elsewhere.

At an arcade I once watched a perfect combo fall apart because the support misread range. After that I rebuilt my priority list: vision, AP cycle, finishers, and flexible damage.

When every Operator can take two Specializations, the game opens up. You no longer have rigid role gaps—everybody can flex. Here’s how I reassign the same cast once dual Specializations are available to everyone.

  • Tel-Rea — Padawan / Wayseeker: Padawan keeps utility, Wayseeker adds mobility and target pressure.
  • Jae — Scout / Gunslinger: Scout controls free finishes; Gunslinger amplifies her blaster damage for reliable single-target takedowns.
  • Kabb — Soldier / Brutal Strike: Soldier adds reach and Brutal Strike increases melee lethality and AP refunds; he becomes a one-man chain machine.
  • Hawks — Scoundrel / Sharpshooter: keep Hawks as a support but give him Sharpshooter for occasional high-value pickoffs.

Your squad is a living orchestra that should play in tight rhythms. The mission map is a chessboard of shadows where tempo wins fights and wasted AP loses them.

Which operators are must-haves in Zero Company?

If you want a short list for long-term value: Tel-Rea and Jae are early must-haves for utility and finishing power; Kabb is the AP engine; Hawks is the support backbone. Together they cover the four needs every successful run has—sight, sustain, damage, and economy.

References: EA’s design decisions push players toward synergy; coverage and screenshots from Moyens I/O helped confirm animation windows and ability timing. If you track discussions on Steam or Twitter/X, you’ll see similar combos surface—because they solve the same mechanical problems.

Ready to swap roles mid-campaign and watch what your squad can do when AP stops being a liability and becomes your advantage—will you stick with the classic quartet or push one operator into an unexpected role to steal the meta?