Build
Full Clone Trooper Squad Build
A themed all-clone company, confirmed as possible once clone recruitment unlocks — with one story-mission caveat.
- Confidence
- Strongly supported
- Verified
- 4 August 2026
Build summary
Players who want a thematically unified company rather than an optimised one.
- Campaign phase
- mid
- Difficulty
- Standard, permadeath enabled
- Game version
- Pre-release evidence — retail verification pending
- Strong against
- Separatist droids
This build has not been tested
Every mechanic cited below is confirmed and all of them exist in the retail build. The combination of them is our reasoning rather than anything played: this squad has not yet been tested by Zero Company Builds. It will be re-labelled when it has.
Loadout
The four bays
Weapon choices below are role-based. Damage and Action Point costs are in the database from launch-build reporting; accuracy is not, and no squad here has been tested end to end — so treat these as reasoned starting points rather than optimised picks.
Bay 4
Gunslingerpistol
Multi-target output and the Combat Stim target, keeping one confirmed synergy inside the theme.
Reasoning
Why it works
Mechanic by mechanic. Anything stated as confirmed traces to a source listed at the bottom of this page.
- EA has confirmed that Clone Troopers can support a full themed team once their recruitment options unlock.
- Clone customization is supported, so the squad can be visually unified as well as mechanically.
- Species and faction do not provide superior weapon proficiency, so committing to a theme costs nothing in optimization terms — an unusually player-friendly design decision.
- The composition still carries the confirmed Medic-plus-Gunslinger synergy, so the theme does not require giving up effectiveness.
Interactions
Synergies in this squad
Found by running these four Operators through the same engine the Squad Builder uses, so this page cannot claim a pairing the builder would not report.
- Combat Stim + GunslingerConfirmedA flat damage buff applied to the Operator who attacks most often in a turn.
- Bulwark gathers, Rocket Strike punishesTheorycraftManufacturing the clustered group that an area attack is normally waiting for.
- Heavy + MedicTheorycraftTurning squad-wide chip damage into damage on one predictable Operator.
Execution
Example opening turn
An AP and Advantage plan. Costs are unpublished, so the order matters more than the exact budget.
- Step 1
Play it as the Combat Stim squad: apply the Medic buff to the Gunslinger, hold the line with the Heavy, and open with the Soldier's explosives against groups.
Strengths
- Officially confirmed as possible, not a fan hypothesis.
- No mechanical penalty for the theme, since species does not affect proficiency.
- Retains a confirmed damage synergy inside the constraint.
- High shareability — themed squads are what players post.
Weaknesses
- Hawks is required for story missions, so a fully clone squad is limited to skirmish missions.
- Requires clone recruitment to unlock, and when that happens is unpublished.
- Whether recruited clones differ mechanically from other Custom Operators is unknown.
- Loses access to the confirmed displacement tools, which belong to authored non-clone Operators.
Alternatives
Safer and more aggressive versions
Including what to do when an authored Operator in this squad is permanently lost.
- For story missions
- Field Hawks in one slot and three clones. The theme is diluted but the squad is legal everywhere.
- More aggressive
- Swap the Heavy clone for a Scoundrel to add the critical-hit setup, at the cost of the frontline.
What still needs testing
When clone recruitment unlocks, how many clones can be recruited, and whether they differ mechanically from other Custom Operators. All three are visible in the retail build and none has been checked by us yet.
Mechanics this build depends on
Other builds
Sources
- Answering the Internet's Biggest Questions about Star Wars Zero Company
Electronic Arts · Tier 1 — Official · accessed 6 August 2026
Supports: Squad limit of 4, with additional characters controllable in certain missions; roster starting at 7 and capped at 20, raised by Den upgrades, story progression and authored Operators joining; no species or faction weapon-proficiency advantage; Clone Trooper and astromech recruitment; permadeath default and toggleable; Hawks required on story missions. The headline itself is the evidence for the game's abbreviation: "Answering the Internet’s Biggest Questions about SWZC"