Best Starting Class
PC Gamer recommends Scoundrel as its best starting class for Hawks. Its tools make enemies vulnerable, cut through defense, and increase the value of assist attacks. A vulnerable target can take a guaranteed critical hit, which helps the whole squad finish a dangerous enemy.
This role also fits Fearless Leader, Hawks' fixed character talent. Fearless Leader improves assist damage and defense for other Operators while Hawks is present. Scoundrel gives the squad more chances to use that bonus.
Your first recruits already cover several common jobs. Kabb begins as a Scoundrel, Trick is a Soldier, and Jae joins as an Assault. Running two Scoundrels can still work because assists are free attacks and help generate advantage. If you want every squad member to have a different role, pick Gunslinger instead.
All Eight Classes Compared
| Class | Main Role | Best For | Early Verdict |
|---|---|---|---|
| Scoundrel | Debuffs and assists | Hawks and team-focused play | PC Gamer's starting recommendation |
| Gunslinger | Mobile ranged damage | Finishing weak targets and keeping turns active | Best damage start |
| Heavy | Defense and threat control | Hard modes and protecting fragile allies | Strong but slower |
| Medic | Healing and buffs | Long fights and safer squads | More useful as difficulty rises |
| Scout | Advantage generation | Feeding shared squad resources | Powerful after you learn the systems |
| Assault | Mobility and area pressure | Moving enemies and attacking at close range | Flexible frontline choice |
| Sharpshooter | Single-target ranged damage | Bosses, elites, and open sightlines | Map dependent |
| Soldier | Reliable damage | New tactics players and simple turns | Safe and easy to learn |
Best Alternatives
Gunslinger: best for direct damage
Gunslinger is a clear second choice. It can finish weak enemies, gain more value from action points, and keep pressure on several targets. The class works well without a perfect firing position. It is also easy to understand during the first missions.
Heavy: best for a safer squad
Heavy controls which Operator the enemy wants to attack. That becomes more valuable on hard settings, where injuries and mistakes cost more. Trick is a natural Heavy candidate because his unique talent can revive him once per mission.
Scout: best for shared advantage
Scout creates advantage for the whole squad. Advantage pays for strong actions, so this class can improve every Operator's turn. It may feel less dramatic at first because its value appears through other characters.
Medic: best for long fights
Medic does more than restore health. Combat Stim can improve an ally before a key attack and help that Operator stay active. Healing may be more than you need in early fights, but it becomes important at higher difficulty.
Recommended Hawks Build
- Begin with Scoundrel. Focus on tools that expose a priority target and improve assists.
- Use Fearless Leader. Keep Hawks with Operators who can trigger or benefit from assist attacks.
- Cover the frontline. Let Trick or another durable recruit handle the Heavy role.
- Add direct damage. Use Jae, a Gunslinger, or a Sharpshooter to finish exposed targets.
- Test changes at Cycle 3. Respec if your squad already has enough support or if the mission calls for more damage.
Build Around the Squad
A class is only strong when it fills a real need. A balanced early team should have a durable frontline Operator, a source of direct damage, and at least one support or control role. Scoundrel Hawks covers support. Trick can protect the team. Jae brings mobile area damage after she joins.
Later, dual specializations let most Operators combine two roles. Heavy and Assault can mix defense with movement. Medic and Scoundrel can turn support actions into critical-hit setups. Scout can feed advantage to a Gunslinger or another damage dealer.
Your primary slot deserves more care than the secondary slot. One supplied class analysis notes that the primary tree reaches its highest tier and costs fewer Focus Points to develop. A secondary tree is best used for a small set of skills that completes the main role.
Video-tested combinations
- Heavy + Assault: adds movement and Bull Rush to a tank that already draws enemy attention.
- Medic + Scoundrel: combines healing and Combat Stim with Identify Weakness, letting the support Operator prepare a guaranteed critical hit.
- Gunslinger + Scout: uses Spotter and Advantage generation to support repeated Quick Draw attacks. This is a creator recommendation, not a required build.
Frequently Asked Questions
Yes. Standard specializations can be changed at Cycle 3. Changing a specialization refunds its Focus Points, so you can test another role without restarting the campaign.
There are eight standard specializations: Assault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter, and Soldier.
Yes. Two Scoundrels can create more assist opportunities and help the squad focus one dangerous target. Pick Gunslinger if you prefer a wider mix of roles.
Sources and Further Reading
This guide compares recommendations from released-game coverage and operator build analysis. Mechanics can change with balance updates.
- PC Gamer class recommendation ↗
- Epic Games Store operator build guide ↗
- Class, build, and specialization combinations ↗
- Specialization tier-list analysis ↗
- All eight classes ranked for the primary slot ↗
- Official STAR WARS Zero Company site ↗