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Zero Company Builds

Classes

All Zero Company classes and Specializations

Most Operators take one of the eight standard Specializations, and a secondary unlocks around the middle of the campaign. A few Operators cannot: they carry an exotic class instead, which is fixed and cannot be swapped.

There are 8 standard Specializations and 4 exotic classes. Any Operator can take any of the eight, and none of them is locked to a weapon. The exotic classes work differently: they belong to a specific character or kind of Operator, cannot be changed, and rule out the standard eight for whoever has one.

Assault

Mobile flanker that opens with an eleven-metre charge, pushes enemies off ledges, and sweeps groups with a disorienting cone.

  • mobile
  • anti-cover
  • displacement
  • debuff

close · medium range

Gunslinger

Attack-stacking damage dealer whose damage climbs +1 per shot each turn and whose Quick Draw refunds its own Action Point on a kill.

  • multi-target
  • mobile
  • advantage-generator
  • advantage-spender

close · medium range

Heavy

Tank with flat damage reduction whose ordinary shots taunt on hit, and whose Bulwark taunts an area while making it immune to status effects.

  • mitigation
  • taunt
  • anti-cover
  • advantage-spender

close · medium range

Medic

Healer with a free med pack, a Combat Stim that grants damage and temporary health, and a Morale Boost that heals the squad for ten turns.

  • sustain
  • injury-prevention
  • advantage-spender

close · medium range

Scoundrel

Crit enabler that ignores four points of enemy Defense, forces guaranteed criticals with Identify Weakness, and rides ally attacks through Easy Mark.

  • critical-setup
  • debuff
  • single-target
  • advantage-spender

close · medium range

Scout

Advantage battery and accuracy enabler: it banks one Advantage per enemy scanned, deletes range and smoke penalties, and converts the whole pool into one enormous hit.

  • advantage-generator
  • advantage-spender
  • information
  • critical-setup

close · medium · long range

Sharpshooter

Reliable long-range damage: +10% innate hit chance, a self-buff worth +40% hit and +24% crit, and an Ultimate that never misses.

  • single-target
  • high-ground
  • critical-setup
  • overwatch

long range

Soldier

All-round damage with a stunning melee strike, a long grenade arm, and Rocket Strike — the most destructive area attack in the game.

  • explosives
  • anti-cover
  • advantage-spender
  • multi-target

close · medium range

Exotic classes

The classes you cannot choose

Each belongs to one character or one kind of Operator and cannot be swapped. Taking that Operator spends the slot on this kit — no amount of re-specialising turns it into one of the eight.

Astromech

Non-combatant force multiplier that carries more equipment and hands Action Points to the Operators that spend them best.

Astromechs use this class and cannot take a standard Specialization, as a primary or a secondary. Unlike the other two it is not tied to one named character — any astromech has it.

Jedi Padawan

Close-range battlefield control through Force displacement and lightsaber deflection.

Exclusive to Tel-Rea Vokoss. None of the eight standard Specializations is ever offered to her — not as a primary, and not as a secondary — and no other Operator can take hers. She is not short of a second Specialization, though: the game gives her one and padlocks it, so both of hers are fixed rather than chosen.

Mandalorian Warrior

Highly mobile close-to-medium attacker that repositions by jetpack and scatters enemies on landing.

Exclusive to Cly Kullervo as a primary, and she cannot change it — 'gunslinger' in her official description is flavour, not a Specialization. She can add any of the eight as a secondary once dual Specializations unlock.

A fourth exotic class is confirmed to exist and has not been named. It has no entry here rather than a placeholder — nobody has described a single thing it does, and an empty page invites exactly the guesswork this site exists to avoid.

What is missing from every class page

Points the shipped game has not yet answered for us, or that need a controlled comparison to state as fact — recorded rather than guessed at.

  • Action Point and Advantage costs for most abilities, and the middle-rank values for nearly all of them.
  • 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. The game padlocks the class already taken in the other slot, so a class cannot pair with itself — nothing says whether any pair of different classes is refused.
  • The complete kits for the exotic classes, and the name of the unannounced fourth.