Specialization
Zero Company Assault class guide
Mobile flanker that opens with an eleven-metre charge, pushes enemies off ledges, and sweeps groups with a disorienting cone.
- Confidence
- Confirmed
- Verified
- 14 August 2026
- Version
- Pre-release evidence — retail verification pending
Quick answer
Mobile frontline fighter operating at medium-to-close range, built to cross the map in one action and punish enemies out of cover.
- Range
- close, medium
- Ultimate
- Sweeping Salvo
- Build themes
- Stacking Fleet of Foot and Bull Rush movement · Crit chance against Exposed targets · Pushing enemies off ledges · Sweeping Salvo group disorientation
- Suggested weapons
- RifleRepeaterPistol
- Tags
- mobile, anti-cover, displacement, debuff, advantage-spender
Ultimate
Assault Ultimate: Sweeping Salvo
Every Specialization has exactly one Ultimate. It is the ability the class is built around, and the one it spends the squad's shared resources on.
Costs 4 Advantage rather than an Action Point. Sweeps a large cone with blaster fire, damaging everything inside it and applying Disoriented, which imposes a 20% chance-to-hit penalty on the affected enemies. Usable three times per combat, with no limit on how many of those come in one turn. Retail ability cards give its base damage as 14, 15, 16, 17 and 18 across the first five ranks, reaching 20 at the sixth, and its effective range as 12 metres widening to 18. It scales with blaster damage mods and effective range, and cannot critically hit until the sixth rank removes that restriction.
Build value: The only Ultimate that is a defensive tool bought with an offensive resource: dropping a group's accuracy by 20% mitigates more damage than most heals restore. At 4 Advantage it is also the cheapest Ultimate priced so far — under half of Open Fire's 9, and affordable twice over on a pool that caps at 10 — which makes the three-per-combat cap the real constraint rather than the price. Past the third use, saving Advantage for it is waste. The crit restriction is what makes the sixth rank worth reaching, because until then the Assault's own Strike the Flanks bonus does nothing for its biggest attack.
Abilities
Confirmed abilities
Only abilities named by an official source appear here. The complete kit has not been published.
Sweeping Salvo
Retail-reportedCosts 4 Advantage rather than an Action Point. Sweeps a large cone with blaster fire, damaging everything inside it and applying Disoriented, which imposes a 20% chance-to-hit penalty on the affected enemies. Usable three times per combat, with no limit on how many of those come in one turn. Retail ability cards give its base damage as 14, 15, 16, 17 and 18 across the first five ranks, reaching 20 at the sixth, and its effective range as 12 metres widening to 18. It scales with blaster damage mods and effective range, and cannot critically hit until the sixth rank removes that restriction.
Build value: The only Ultimate that is a defensive tool bought with an offensive resource: dropping a group's accuracy by 20% mitigates more damage than most heals restore. At 4 Advantage it is also the cheapest Ultimate priced so far — under half of Open Fire's 9, and affordable twice over on a pool that caps at 10 — which makes the three-per-combat cap the real constraint rather than the price. Past the third use, saving Advantage for it is waste. The crit restriction is what makes the sixth rank worth reaching, because until then the Assault's own Strike the Flanks bonus does nothing for its biggest attack.
Bull Rush
Preview-reportedA melee charge that grants 2 metres of bonus movement at first rank, rising to 8 across five ranks, then slams into the target and pushes it backwards. A pushed enemy that collides with anything takes 4 impact damage. Being melee, it cannot miss, and it still receives the Assault's Strike the Flanks critical bonus.
Build value: Stacked with a fully invested Fleet of Foot, the charge carries an Assault 11 extra metres on its first movement — often the length of the arena — which collapses a three-Action-Point crossing into one. The push is the other half: an enemy shoved off a cliff, into a void or down a turbolift shaft dies outright regardless of its health, which is the cheapest kill in the game and entirely free of the hit-chance roll.
Fleet of Foot
ConfirmedIncreases this Operator’s First Movement by 1.0m. Its Focus Tree ranks raise the figure; only the first is published.
Build value: Half of what makes the Assault a map-crossing class rather than a fast one, and the half that is easy to undervalue at a metre. It is bought together with Bull Rush’s charge distance, and the two compound: an Assault who has invested in both opens a fight several metres further forward than the squad, for the same single Action Point everybody else spends. The word that matters is **first** — it is a bonus on the opening movement of a turn, not on every movement, so it rewards deciding where to be before the shooting starts.
Strike the Flanks
ConfirmedThis Operator gains a +20% Critical Chance bonus against Exposed enemies.
Build value: The largest published critical-chance bonus in the game, and the reason the Assault’s whole kit points one way. Every weapon starts at 5% critical chance, so +20% against the right target is a fivefold increase rather than an improvement — and the Assault creates that target himself, because Bull Rush pushes enemies out of the cover that was keeping them unexposed. It applies to every attack including melee, so the charge that creates the condition also collects on it. A Scout in the same squad makes it a squad-wide plan rather than a personal one.
Squad partners
Who to pair the class with
Each pairing states whether the interaction is officially confirmed or our reading of confirmed mechanics.
- Scout
A Scout's shot applies Exposed, which is the exact condition Strike the Flanks pays out on. The Scout marks, the Assault crits.
- Sharpshooter
Bull Rush pushes enemies out of cover and Sweeping Salvo drops their hit chance; the Sharpshooter removes whatever is left standing in the open.
- Medic
Advancing into the open is the highest-exposure role in the squad, and Combat Stim's temporary health is applied on top of current HP.
- Heavy
A Heavy taunting the enemy line gives the Assault a safer lane to charge through.
Talents
Talents that suit the Assault
A Talent is chosen separately from a Specialization, so these are combinations you assemble yourself. The Squad Builder models the class half only.
Bull Rush is a melee attack that cannot miss, so +4 melee damage is applied on every charge with no accuracy risk attached.
Charging into the open is the most exposed thing a squad does, and Evasion cancels the first attack that punishes it.
The Operator most likely to be downed is the one that charges into the open, so it is the most likely to be fighting injured in the first place.
Charging out of cover is the most exposed action in the game, and Invulnerable covers the turn that exposure is paid for.
An Assault that has already charged into the open is going to be shot at; taunting the target it chose makes that exposure deliberate.
Sweeping Salvo damages a whole cone without killing much of it, so it manufactures the low-health targets this Talent cleans up for free.
Charging into the open is the fastest way to be Downed, and this is the only Talent that makes being Downed recoverable without spending an ally's turn.
Bull Rush and Uppercut are both melee displacement that cannot miss, and both take the Strike the Flanks crit bonus against the Exposed targets they create.
Strengths
- Strike the Flanks grants +20% crit chance against Exposed enemies — any target whose line of sight to the Assault is not blocked by cover, or one a Scout has already shot. It applies to every attack, melee included.
- Fleet of Foot adds 1 metre to the first movement and upgrades four times to 3 metres. Bull Rush adds another 2, rising to 8 at rank five. A fully invested Assault opens with 11 extra metres, which is the full length of many combat arenas.
- That collapses a move-and-attack into one Action Point. Crossing that distance and then attacking normally costs two or three.
- Bull Rush is a melee action, so it cannot miss — and it still takes the Strike the Flanks crit bonus.
- Bull Rush pushes its target and deals 4 impact damage if the enemy collides with anything. Pushing an enemy off a cliff kills it outright, whatever its health.
- Sweeping Salvo covers a cone with blaster fire, damaging and Disorienting everyone in it. Disoriented enemies take a 20% chance-to-hit penalty, so one action mitigates a whole group's damage.
- Sweeping Salvo spends Advantage rather than an Action Point, fires three times per combat with no per-turn limit, and scales with blaster damage mods and effective range.
- It costs 4 Advantage — the cheapest Ultimate priced so far, and under half of Open Fire's 9. On a pool that caps at 10 the Assault can fire it twice before an ally's Ultimate is affordable once.
- Retail ability cards give its base damage as 14 rising to 18 across five ranks and 20 at the sixth, with effective range widening from 12 metres to 18.
Weaknesses
- Sweeping Salvo cannot critically hit until its sixth rank removes the restriction, so Strike the Flanks does nothing for it until then — and the sixth rank is the last one, so that is the full climb rather than most of it.
- Three Sweeping Salvo uses per combat is a hard cap. Extra Advantage buys a fourth on the same turn, not a fourth for the fight.
- The mobility is back-loaded. Before its ranks are bought the Assault has 1 bonus metre and a 2-metre charge, which is not a map-crossing class.
- The ledge kills depend on map geometry. An arena without drops gives back only the 4 impact damage.
- Advancing into the open trades away the cover bonuses that reduce incoming hit chance.
Still unverified
The retail game is out. These are the points we have not yet reproduced or measured reliably enough to state as fact — recorded rather than guessed at.
- Whether Sweeping Salvo's three uses reset per combat or per mission. The record says combat and the previewer who priced it said mission, and no retail source has settled it.
- Bull Rush's base damage at each of its five ranks.
- How far Bull Rush pushes its target.
- Sweeping Salvo's cone angle and range in metres.
- Focus Point costs for each rank.
Builds using the Assault
- Dual Specialization squad TheorycraftOpen in Squad Builder →
Other Specializations
- Zero Company class tier list — the Assault is A tiertheorycraft, not yet tested
- Zero Company Gunslinger class guide
- Zero Company Heavy class guide
- Zero Company Medic class guide
- Zero Company Scoundrel class guide
- Zero Company Scout class guide
- Zero Company Sharpshooter class guide
- Zero Company Soldier class guide
Sources
- Star Wars Zero Company: How Some of the Greatest Minds in Tactics Games are Pushing the Genre, Again
Xbox Wire · Tier 2 — Developer interview · accessed 6 August 2026
Supports: Greg Foertsch and James Brawley on the eight Specializations, Combat Stim + Gunslinger synergy, Advantage, and Specialization changes on authored characters
- Lead Zero Company To Victory on August 27
Electronic Arts · Tier 1 — Official · accessed 6 August 2026
Supports: Operator introductions; 3 Action Points per turn; Advantage caps at 10; the eight Specializations; Bonds in the Personnel Facility; Hawks' species options
- Ultimate Star Wars Zero Company Assault Build and Class Guide
Hack the Minotaur · Tier 3 — Retail review · accessed 28 August 2026
Supports: Sweeping Salvo ability table — "Costs 4 Advantage"; base damage "Tier 1: 14" rising 15, 16, 17, 18 to "Tier 6: 20"; effective range expanding from 12.0m at Tier 1 to 18.0m at Tier 6; "This attack cannot score Critical Hits" printed on Tiers 1 through 5 and "can now Critically Strike" at Tier 6. Bylined Hack The Minotaur, updated 2026-08-27
- Star Wars Zero Company: Specializations Tier List
GameRant · Tier 3 — Retail review · accessed 28 August 2026
Supports: Assault entry — "Sweeping Salvo, which acts as a close-range AoE Disorient (-20% Chance-To-Hit) that also deals solid damage, is up there with the best offensive abilities in the game, and it costs just 4 Advantage." Soldier entry — "Rocket Strike (Ultimate): Fire a powerful rocket that explodes on impact, damaging all targets in the blast", "Brutal Strike (Standard): Rush and strike a target, dealing Melee Damage and Dazing", "Armsmaster (Passive): Increases Blaster Damage and Grenade Damage by +2", with no Advantage cost given for Rocket Strike. Gunslinger entry — "Open Fire (Ultimate): Fire 2 Times at any combination of enemies", with no cost given. Bylined William Parks, published 2026-08-27