All Star Wars Zero Company classes
By EA's count, Star Wars Zero Company has twelve classes: eight standard specialisations any operative can take, plus exotic classes locked to specific story characters. Three of those exotics are named in the game; the twelfth entry has never been identified. This page lists all of them — what each does, which Ultimate it brings, and how they combine once the campaign opens a second specialisation slot.
Class is only one of four independent choices per operative, so getting the other three wrong leaves a strong class underperforming. That matters more than in most tactics games, because operatives die permanently — a badly built squad is a loss you cannot reload away.
How class works in Zero Company
Each operative's kit is built from four parts, chosen separately and independent of each other: a Talent, a weapon class, a primary specialisation, and later a second specialisation. Any of the four weapon classes — pistol, rifle, longarm, repeater — pairs with any specialisation, so a Sharpshooter carrying a pistol is a legal build.
Combat runs on three action points per operative per turn, while every class Ultimate is paid from Advantage: a squad-wide pool that fills as your side deals damage and caps at ten. Upgrades run through each operative's Focus Tree in the Den's Personnel wing, paid for with Focus Points earned mainly by raising bonds between operatives. Ranking an ability up does not only raise its damage — it can also cut an Ultimate's Advantage cost.
The eight standard specialisations
Any recruit can take any of these, and any of them can be respecced at will from the Focus Tree. Every operative gets three action points a turn. Ultimates are special actions: they cost no action points and are paid from Advantage instead, which caps at ten, so a 10-cost Ultimate is a once-a-fight event and a 4-cost one is not. Where a cost or a use limit is missing below, it is missing because no source has published it — not because the ability is free or unlimited.
Assault
A frontline fighter built to close distance and punish enemies in cover. Bull Rush shoves a target backwards and can throw it off a ledge outright.
Sweeping Salvo
Sprays a cone for damage and leaves everything caught in it Disoriented.
3× per combat
Bull Rush
A melee charge that knocks the target back. A well-placed shove off a ledge is an outright kill.
AP cost and use limit not documented
Fleet of Foot
Adds 1.0m of movement. Caps at rank V rather than VI.
Strike the Flanks
Adds 20% critical chance against Exposed targets.
Gunslinger
The volume-of-fire class. Quick Draw refunds the action point it cost if the shot kills, so a good turn clears several weak targets for nothing.
Open Fire
Fires twice at any combination of enemies. Ranking it up cuts the cost from 9 to 7.
Use limit not documented
Quick Draw
A fast sidearm pistol shot, fired from a separate weapon to the operative's main one.
1 AP · refunded on a kill · use limit not documented
Keen Eye
Adds 6% critical chance on ranged attacks.
Onslaught
Each attack in a turn adds 1 blaster damage to the next.
Heavy
The squad's tank, and the only class that taunts without help. It is the one specialisation with three passives, so its kit fills five ability slots where the other seven fill four.
Bulwark
Taunts everything in an area and raises the Heavy's own defence for the turn. Only Cly's Electroweb Surge is as cheap.
1× per turn
Unstoppable
Grants two stacks of Retaliation, striking back at whatever attacks it.
1× per turn · AP cost not documented
Conditioning
Adds 4 maximum health.
Heavy Armor Training
Adds 2 defence.
Intimidating Posture
Turns an ordinary blaster hit into a taunt, pulling enemies off fragile operatives from across the map.
Medic
Healing and injury prevention, which matter more here than in most tactics games, because injuries are what lead to permadeath.
Morale Boost
Puts four stacks of Morale on the operative and those around it.
1× per combat
Combat Stim
Grants an ally Stimulant, raising their damage and health.
Use limit not documented
Lifesaving Measures
Adds 5% to medpac healing.
First Responder
A free medpac slot, and a Medic's Rally restores a downed ally to full health where any other class leaves them short.
Scoundrel
The opportunist, adept at making the most of a situation without much preparation. Its attacks ignore a slice of enemy defence.
Easy Mark
Marks an enemy and makes the Scoundrel assist the next ally who attacks it. Ranks down from 7 to 5.
1× per turn · rank VI removes the limit
Identify Weakness
Applies Vulnerable for 1 action point, so the next attack on that target critically hits.
Fast action · use limit not documented
Never Play Fair
Adds 1 damage to assists.
Scoundrel's Instinct
Ignores up to 4 points of enemy defence.
Scout
A reconnaissance specialist who gathers intelligence and generates tactical advantages for the whole team.
Ambush
The odd one out: instead of a set price it spends the squad's entire Advantage pool and converts every point into damage.
1× per turn
Combat Recon
Grants Advantage for every enemy it assesses and reveals hidden ones, for 1 action point.
Fast action · 1× per turn
Tactical Timing
A 20% to 100% chance of an extra Advantage on a kill. Caps at rank V.
The Spotter
Blaster hits leave the target Spotted.
Sharpshooter
An elite long-range marksman that trades mobility for damage, and the most reliable shooter in the squad.
Precision Shot
Simply cannot miss.
1× per turn
Zero In
Three stacks of Lethal for 1 action point: 15% hit chance and 9% critical chance, held for as long as it stays put.
Use limit not documented
Pick Them Off
Adds 5% Overwatch hit chance and 2 Overwatch damage.
Sharpshooter Training
Adds 10% blaster hit chance.
Soldier
The versatile all-rounder, effective at close and medium range with melee, grenades, heavy blaster fire and a rocket launcher.
Rocket Strike
The widest area of effect in the game.
1× per combat
Brutal Strike
Rushes a target for 1 action point and leaves it Dazed, costing the enemy its turn.
Melee action · 1× per turn
Strength
Adds 2 melee damage and 2.0m of grenade range. Caps at rank V.
Armsmaster
Adds 2 blaster and grenade damage.
The exotic classes
Exotic classes are restricted to specific story characters and cannot be reassigned to generic recruits. Three of them are named in the game. EA's own class count implies a fourth, and it has still not been identified. With one exception, only one of each can be fielded at a time.
Jedi Padawan
Built around Force abilities and dual-lightsaber combat, including Force Push, which moves an enemy out of cover and can shove it into a friendly Overwatch zone. There is no custom Jedi recruit, and if Tel-Rea dies to permadeath the class is gone for that campaign.
Shockwave
The Ultimate the Padawan tree carries. Tel-Rea gains a second one once Wayseeker opens: Lightsaber Throw.
Use limit not documented
Strong with the Force
Her own talent rather than a class ability, built on Harmony stacks and ranking to V.
Always on · 2 to 6 Harmony stacks a turn by rank
Dual lightsabers
Fixed. The Jedi Padawan is one of two classes that does not take a blaster weapon class.
Force Push
Moves an enemy out of cover, and can push it into an ally's Overwatch zone.
Costs and use limit not documented
Mandalorian Warrior
Centred on her jetpack and Mandalorian gear. The jetpack is her own unique talent rather than a class ability, so it stays with her even if she respecs into a standard class. Lose Cly to permadeath and the class goes with her.
Electroweb Surge
Cly's Ultimate. Only the Heavy's Bulwark is as cheap.
Use limit not documented
Combat Jump
A jetpack leap of up to 23m that applies Burning stacks. Ranks to IV.
Jump range 14m to 23m by rank · costs not documented
Beskar armour
She is the only operative who wears Mandalorian armour.
Survives a respec
Because the jetpack is a talent and not a class ability, it stays with her in a standard specialisation.
Astromech
The exception. Astromech is not tied to a single character but to any droid created in the droid builder, where each unit type has different abilities and its own personality. Astromechs unlock early, and every slot except Hawks can hold one, so a full droid squad is legal.
Coordinated Support
Hands every operator on the squad extra action points. The cost falls with each rank, down to 6 at the top, where the grant is +2 each. Nobody can exceed 3 AP, and Locked operators are unaffected.
1× per combat
Three utility slots
More carrying capacity than any other class, with extra uses on top.
Comm-link action point donation
Hands action points to an ally.
Built-In Comlink
The one talent no other class can take. Its rank values have not been shown.
1 AP · 1× per turn · +1 AP to one ally
Not one per squad
R2, R3, R4 and BR-1 chassis. Every slot but Hawks can hold a droid.
Talents sit outside class
Every operative also carries a Talent: an always-on bonus that stays with them regardless of which specialisation they hold, and survives any respec. Authored story characters have fixed talents tied to their identity, so Hawks keeps Fearless Leader whatever class he holds.
Custom operators choose from a pool of ten universal talents, with an eleventh, Built-In Comlink, reserved for Astromechs. Two of them pay out on the strategy layer rather than in combat: Thievery in credits, Espionage in intel. Talents rank up in the Focus Tree the same way abilities do.
The second specialisation
Operators start with one specialisation, but a second slot unlocks partway through the campaign and is chosen from the same Focus Tree tab. The selection screen labels them Spec 1 and Spec 2, and a class equipped in one slot is locked out of the other, so no operative can double up on the same specialisation. Launch guides reported that droids and Jedi were shut out of the second slot altogether. They are not: Tel-Rea unlocks Wayseeker and the Astromech unlocks Analytics, both confirmed in play.
The result is that every operative ends up a two-class hybrid whose ability ring carries abilities from both kits at once. This is where builds stop being class choices and start being combinations — and it is why maximising synergy through class combination and positioning is the real game underneath the tactics.
Wayseeker
Tel-Rea's second specialisation, and it is hers alone. It sits on top of Jedi Padawan rather than replacing it, and it is where the Force abilities the Padawan tree only gestures at actually arrive. The values below are measured from the in-game Focus Tree.
Lightsaber Throw
Throws both sabers down a line and spends every Harmony stack for 4 extra damage each. Nothing in the game costs more.
1× per turn
An Elegant Weapon
Lightsaber attacks gain +2 critical damage and +6% critical chance at rank I, rising to +8 and +15% at rank IV.
Pull
Drags an enemy towards Tel-Rea for 12 force damage, plus 4 more for every object it strikes on the way.
1× per turn
After Luco Bronc
Wayseeker opens once Luco Bronc joins the company — the same story beat that opens the second slot for everyone else.
Analytics
The Astromech's second specialisation. Launch guides reported that droids were shut out of the second slot; they are not. Analytics turns the droid from a carrier into the squad's spotter. The values below are measured from the in-game Focus Tree.
Predictive Analytics
Every ally gains +2 defence for the rest of the turn, rising to +6 with rank.
2× per combat
Deep Target Scan
Scans and spots a target and strips all of its evasion, out to 14.0m at rank I and 24.0m at full rank.
Use limit not documented
Telemetry
+5% chance to hit for every operator on the team, not only the droid itself.
Self Preservation
The droid gains an action point whenever an overwatch or retaliation attack hits it.
Combinations the studio has named
Medic and Gunslinger. Combat Stim grants Stimulant, raising ranged damage across the Gunslinger's high shot count.
Scoundrel and Sharpshooter. Identify Weakness applies Vulnerable so the Sharpshooter's next attack critically hits — and because Precision Shot cannot miss, that critical hit is guaranteed.
Bit Reactor has also cited a Gunslinger build that gains action points on a kill, and using Bull Rush to push an enemy into a void as an instant kill for the Assault.
What is not confirmed yet
One question, and it has outlived the launch. EA's own class count says four exotic classes. Three are named in the game; the fourth appeared in no launch review and did not surface in a full campaign playthrough. Clone turned out to be an origin rather than a class, and whether Wayseeker counts as the fourth exotic or as an extension of Jedi Padawan is something no source states either way. The second specialisation unlock has settled, at least: it follows the Luco Bronc mission. We are not guessing at the rest — the release date, editions and everything else the studio has confirmed are tracked on our Star Wars Zero Company page, and this page is kept current as class details land.
Star Wars Zero Company classes FAQ
How many classes does Star Wars Zero Company have?
Twelve. Eight standard specialisations open to any operative — Assault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter and Soldier — plus exotic classes locked to specific story characters. EA counts four of those. Three are named in the game and the fourth has never been identified.
What are the exotic classes?
The Jedi Padawan, locked to Tel-Rea Vokoss; the Mandalorian Warrior, locked to Cly Kullervo; the Astromech, which belongs to any droid you build rather than to a named character; and, by EA's count, a fourth that has never been named — not before launch, not in any launch review, and not across a full playthrough.
Can an operative have two classes?
Yes, and that includes the operators launch guides said were excluded. A second specialisation slot unlocks after the Luco Bronc mission, so every operative ends up a two-class hybrid. Tel-Rea's second slot is Wayseeker and the Astromech's is Analytics; neither is one of the eight standard specialisations. One class cannot fill both slots, so no operative can double up on the same specialisation.
Can you change class after character creation?
Standard specialisations can be respecced freely at any time from the Focus Tree in the Den's Personnel facility, and that applies to Hawks, story characters and custom recruits alike. Exotic classes cannot be reassigned.
Is each class locked to a weapon?
No. Weapon class is a separate choice from specialisation, and any of the four — pistol, rifle, longarm, repeater — pairs with any class. The exceptions are the exotics: the Jedi Padawan uses lightsabers, and Astromechs carry no weapon at all.
What is the best class in Star Wars Zero Company?
There is no single best class. The eight standard specialisations are balanced against each other, and the answer depends on who else is in the squad and which second specialisation you pair in. The question that does have an answer is which class to give Hawks, because he deploys on every story mission and his slot is never free: we make the case for Medic in our guide to the best starting class for Hawks.
Sources: EA's Star Wars Zero Company Specializations Hub and community Q&A, the Xbox Wire tactics interview with Greg Foertsch and James Brawley, and the March and August 2026 hands-on previews. Last updated: 30 August 2026.