Star Wars: Zero Company – Best Operators Tier List

Star Wars: Zero Company - Best Operators Tier List

The firefight had stopped, but something in the squad’s rhythm had broken—two Operators breathed hard, the map still lit with enemy blips. I watched a single passive decide which of them would survive the next turn. In that pause I realized talent isn’t everything; passives are the quiet assassins of Zero Company.

I’ve played the story missions, tested dozens of compositions, and organized teams that win when pressure is highest. You’re about to get a clear, no-fluff ranking of every story Operator and how they fit into today’s meta.

On a training range, one mistake costs a squadmate. Complete Star Wars Zero Company Operators tier list

Seven Operators arrive through the campaign, and their passives change fights more than their base guns do. I sort them into three tiers—S, A, and B—based on how often their passive swings an outcome in your favor. General-purpose Operators are excluded because their value rides on the Specializations and weapons you give them.

Screenshot by Moyens I/O

S-tier

Operator Reason
Tel-Rea Tel-Rea is the only Operator who can choose Padawan/Wayseeker Specialization, a pairing that dominates control play. Her dual mode gives you tempo control—disrupting enemy plans and forcing mistakes. Strong with the Force starts her with two Harmony stacks that boost Deflection and Lightsaber attacks, but it’s the Specialization that makes her special.
Jae Jae’s passive reads like pure execution: if an enemy is left at 4 HP or less after an ally hits them and she has line of sight, she auto-fires her blaster and finishes the target—even with zero AP. It turns drawn-out scrambles into tidy sweeps; Jae often reads fights like a scalpel cutting loose ends.
Kabb Kabb comes early and never stops being useful. His Uppercut restores all used AP if it kills its target, which lets you chain full turns. Use all AP, land the kill, and you effectively get a free turn—pressure exploded and then reset.

Who are the best Operators in Star Wars Zero Company?

If you want immediate answers: Jae, Tel-Rea, and Kabb. Jae closes fights automatically. Tel-Rea shifts tempo with Wayseeker tools. Kabb pays for aggressive plays by returning spent AP. Those three win sticky, high-stakes exchanges you can’t afford to botch.

A-tier

A sharpshooter aiming at enemies in Star Wars Zero Company
Screenshot by Moyens I/O
Operator Reason
Luco Luco shines when your team is built around ranged damage. Combat Gas grants three stacks of Sharpened Senses; each stack raises hit chance by 5% and adds +1 damage to ranged attacks, and a stack only expires after a ranged shot. If your squad is melee-heavy, Luco’s effectiveness drops.
Hawks Hawks’ Fearless Leader passive boosts Assist Damage for the whole squad and can be upgraded for extra offense and defense. He can convert Advantage into +1 AP for an ally, and his Specializations and weapon options make him highly flexible in player-built comps.

How do I build a team in Zero Company?

Match Specializations and passives like you would match tools in a workshop. If you run a ranged crew, slot Luco and prioritize accuracy-enhancing mods. Need control? Tel-Rea with Wayseeker tools suppresses enemy tempo. Hawks is the duct-tape player—use him to stretch AP or amplify assists. Kabb is the engine for aggressive, reset-heavy loops.

Platforms matter for picking builds: community guides on Steam, posts on Reddit and Discord channels, and reviews from outlets like IGN or Kotaku will show common compositions and niche combos other players are using on PC, PlayStation, and Xbox.

B-tier

Operator Reason
Cly Cly’s Combat Jump is fun and useful to close distance; it bypasses Overwatch and Retaliation and pushes enemies away. The problem is the follow-through—the jump’s impact rarely reshapes an encounter the way a clean kill or an AP reset can.
Trick Trick revives automatically the first time he goes down, returning at half HP next turn. That one free-life can swing a desperate round, but if you don’t get knocked down his passive sits idle—situational insurance rather than a constant advantage.

There are eight Specializations that affect both Hawks and general Operators. Learn how they stack with weapon types and passives—Discord channels and Steam guides will often post spreadsheets showing synergy numbers if you want the spreadsheets to do the heavy math.

Between a Jae finishing burst and Kabb’s AP-reset loop, matches can flip in a single turn—sometimes that flip looks like thunder, other times like a scalpel. Which Operator will you bench and which will you ride into the next firefight?