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There is no official universal operator ranking for Star Wars Zero Company. This practical tier list is an editorial guide to the named operatives and the specializations you can assign—not a claim that one fixed squad is best for every mission. It weighs action economy, damage and support, survivability, and team synergy, with flexibility in mind across a campaign.
Star Wars Zero Company is a single-player, turn-based tactics game set near the end of the Clone Wars. You lead Hawks and a customizable squad through missions and investigations; operator bonds can unlock combat synergies. Each operator has three action points (AP) per turn to spend on movement, attacks, and abilities, so a strong pick is one that makes useful contributions with limited actions. Difficulty can be adjusted outside combat. (EA; StarWars.com; StarWars.com gameplay guide)
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| 1 |
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Star Wars Zero Company - PS5 | $54.99 | Buy on Amazon |
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Lego Star Wars Skywalker Saga PS5 | $28.51 | Buy on Amazon |
How to read this Star Wars Zero Company tier list
The ranking separates named operators from specializations. An operator brings a signature talent, weapon, and sometimes restrictions on which specialization they can use; a specialization is a selectable class that may be moved between eligible characters. The table ranks specializations for general campaign usefulness, then gives a cautious view of named operators where the available roster information supports it.
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These are editorial placements, not official ratings. They assume a mixed squad, a range of mission types, and a campaign where customization is available. A class’s position can shift with difficulty, mission goals, injuries, team composition, and the operator’s talent. One current specialist tier-list analysis and a PC Gamer guide provide useful but differing evaluations; neither establishes a universal best build. PC Gamer’s August 27, 2026 starting-class guide favors Scoundrel and notes that specializations can be changed from Cycle 3. (Specialist class tier-list analysis; PC Gamer starting-class guide)
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- Command an elite squad through a gritty and authentic Star Wars story set in the twilight of the Clone Wars. Step into the role of Hawks, a former Republic officer leading Zero Company against an emerging threat that could consume the galaxy.
Specialization tier list
| Tier | Specialization | Why it belongs here |
|---|---|---|
| S | Scoundrel | Strong general-purpose damage potential, with vulnerability, defense penetration, and assist synergy cited by PC Gamer. Particularly attractive when the squad can capitalize on exposed targets. |
| A | Support and healing options | Team protection and recovery can preserve a squad’s ability to keep acting, especially when difficulty is high or injuries make a mission less forgiving. Their value depends on how much the mission pressures the squad and what other support is present. |
| A | Single-target damage specialists | Focused damage is valuable for removing a dangerous elite, but can be less efficient against several weaker enemies than a broader damage option. |
| B | Other damage or utility classes | Useful when their specific abilities fit the objective or squad plan, but the available evidence does not support a precise ordering among every remaining specialization. |
The table intentionally avoids inventing exact class names or mechanical values that are not established by the cited materials. A tier letter is a shortcut, not a substitute for checking AP cost, cooldown, targeting, and team interactions in the game.
Why Scoundrel is the safest starting recommendation
Scoundrel is the strongest evidence-backed general starting pick in the available guides: PC Gamer highlights vulnerability, defense penetration, and assist synergy. These traits point toward a class that can help both its own attack and follow-up damage from teammates. In a squad built to focus fire, that combination can turn a valuable target into a coordinated team opportunity.
Rank #2
That does not make Scoundrel the automatic choice for every operator or encounter. Consider how often its abilities can be used within the three-AP turn, whether they have cooldowns, and whether another squad member can exploit the setup. If the mission centers on a single elite, a dedicated single-target damage option may be preferable; if the squad needs recovery or protection, support can be more valuable than another attacker.
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A named operator cannot be ranked reliably by name alone when specialization and loadout can change their job. Compare each character’s signature talent and weapon with their available classes, then ask whether the talent improves the chosen specialization or covers a weakness elsewhere in the squad. The operator reference includes Tesh Hawks, Trick, Jae Mordant, Kabb Uppercut, Luco Bronc, Cly Kullervo, and Tel-Rea Vokoss, but it is secondary material rather than an official universal ranking. (Operator reference)
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For a useful in-game comparison, inspect the character sheet and loadout rather than assuming a character’s name determines their tier. A signature effect that adds reliable damage or improves team actions can make an otherwise ordinary specialization stand out; a restricted class can also limit that operator’s flexibility. Because detailed, verified talent-by-talent mechanics are not established here, assigning every named character a definitive letter grade would imply more certainty than the evidence supports.
Choose a class by what your squad needs
- Need a flexible opener? Start with Scoundrel, particularly if allies can take advantage of vulnerability or assist effects.
- Struggling to remove an elite? Consider a focused damage specialist, while accounting for its weaker efficiency against groups.
- Taking too much attrition? Add support or healing; its payoff rises when survival and injury management matter more than burst damage.
- Building around a signature talent? Match the specialization to the operator’s talent and weapon rather than selecting solely by tier.
- Unsure what fits a mission? Check ability AP costs and cooldowns, then consider whether your squad can generate or spend Advantage and follow up on setup effects.
How customization changes the ranking
Hawks’ combat specialization and appearance are customizable, and other original or custom-made characters can have tailored appearances, loadouts, and abilities. Bonds between squad members can also unlock combat synergies. That flexibility means a tier list is a starting point for assembling a team, not a fixed roster order: a lower-ranked class may become the right answer when its abilities complement a particular operator or mission plan. (EA; StarWars.com)
Rank #4
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PC Gamer reports that specialization can be changed from Cycle 3, so an initial class choice need not define the whole campaign. Treat this as a guide-specific detail and confirm the current in-game options, since game updates or progression changes may affect availability. (PC Gamer starting-class guide)
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What to check before committing to a tier pick
Compare a class’s AP cost and cooldown with its damage or support payoff. Then look at whether it generates or spends squad Advantage, how dependable its attacks are, and whether the operator’s talent improves those effects. Also factor in your squad’s defensive and healing coverage. These checks explain why a class that looks powerful on paper may be a poor fit for a particular team: its best ability may compete for actions, fail to complement allies, or solve a problem the squad does not have.
Best Value
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This is a snapshot of available evaluations as of October 11, 2026, not a permanent meta verdict. Class rankings and build discoveries can change as the game is updated and players test different squad combinations.
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