Guides · Squad Building

STAR WARS Zero Company Best Class

There is no single best class supported by every supplied guide. PC Gamer recommends Scoundrel as a strong start for Hawks, while other sources favor Scout, Medic, Heavy, or Gunslinger for different jobs and difficulty levels.

Last updated: September 3, 2026 · Based on supplied guides

Quick answer: Pick by role, not by one universal ranking. Scoundrel supports assists, Gunslinger offers direct ranged pressure, Scout builds shared Advantage, Medic supports allies, and Heavy controls enemy attention.

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

ClassMain RoleBest ForEarly Verdict
ScoundrelDebuffs and assistsHawks and team-focused playPC Gamer's starting recommendation
GunslingerMobile ranged damageFinishing weak targets and keeping turns activeBest damage start
HeavyDefense and threat controlHard modes and protecting fragile alliesStrong but slower
MedicHealing and buffsLong fights and safer squadsMore useful as difficulty rises
ScoutAdvantage generationFeeding shared squad resourcesPowerful after you learn the systems
AssaultMobility and area pressureMoving enemies and attacking at close rangeFlexible frontline choice
SharpshooterSingle-target ranged damageBosses, elites, and open sightlinesMap dependent
SoldierReliable damageNew tactics players and simple turnsSafe 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

  1. Begin with Scoundrel. Focus on tools that expose a priority target and improve assists.
  2. Use Fearless Leader. Keep Hawks with Operators who can trigger or benefit from assist attacks.
  3. Cover the frontline. Let Trick or another durable recruit handle the Heavy role.
  4. Add direct damage. Use Jae, a Gunslinger, or a Sharpshooter to finish exposed targets.
  5. Test changes at Cycle 3. Respec if your squad already has enough support or if the mission calls for more damage.
Do not treat the first choice as permanent. Standard specializations can be changed early, and spent Focus Points are refunded. Named character talents, such as Fearless Leader, are fixed.

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.

Sources and Further Reading

This guide compares recommendations from released-game coverage and operator build analysis. Mechanics can change with balance updates.

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