Classes
All Zero Company classes and Specializations
Most Operators take one of these eight as a primary Specialization. A secondary unlocks around the middle of the campaign, which is when dual-class builds become possible.
Assault
Mobile frontline fighter that closes distance and punishes enemies sitting in cover.
- mobile
- anti-cover
- displacement
close · medium range
Gunslinger
Fast blaster specialist that spreads many individual attacks across several targets.
- multi-target
- mobile
- advantage-generator
close · medium range
Heavy
Armored frontline unit built to survive in the open and absorb attacks aimed at the squad.
- mitigation
- taunt
- anti-cover
close · medium range
Medic
Healer and Injury preventer whose buffs raise both a teammate's damage and their survival odds.
- sustain
- injury-prevention
- advantage-spender
close · medium range
Scoundrel
Opportunistic wildcard that sets up critical hits and exploits situations with little preparation.
- critical-setup
- debuff
- single-target
close · medium range
Scout
Reconnaissance specialist whose planning and timing create openings for the whole squad.
- information
- mobile
- overwatch
medium · long range
Sharpshooter
Long-range precision specialist that singles out and removes priority targets.
- single-target
- high-ground
- critical-setup
long range
Soldier
Flexible offensive Specialization with melee, grenades, heavy fire and a rocket launcher.
- explosives
- anti-cover
- advantage-spender
- multi-target
close · medium range
What is missing from every class page
The game has not been released. These are open questions we have chosen not to guess at.
- The complete Ultimate, Standard and Passive ability list for all eight Specializations.
- AP and Advantage costs for every ability.
- Full Focus Trees: nodes, ranks, prerequisites and costs.
- Which Utilities each Specialization can equip, and how many slots it has.
- Whether every primary and secondary Specialization combination is legal.