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Zero Company Builds

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Zero Company Squad Builder

Choose four Operators, and the readout tells you which synergies are officially confirmed, which are our reading of confirmed mechanics, and where the squad has a gap. No account required, and nothing is uploaded.

Start here

Two ways in

Load a squad that already has a confirmed synergy in it and change what you like, or build one from nothing. Either way the readout updates as you go, and nothing needs an account.

Try an example

Medic + Gunslinger Combat Stim

Put the Medic's damage buff on the Operator that attacks most often — the clearest confirmed synergy in the game, and the one EA and the developers describe most directly.

Start from scratch

Choose four Operators

Pick a character and a Specialization for each slot. Confirmed synergies, conflicts and coverage gaps appear as soon as two slots are filled.

Or load another curated squad

✓ built on a confirmed interaction · ◇ our reading of confirmed mechanics

Squad evaluation

Fill a squad slot and the squad is rated across nine dimensions here, with the reasoning in the readout.

Bay 1

Empty bay

Nothing assigned

Who fills this bay

Hawks is required somewhere in the squad

The mechanics behind the readout

Questions

What the builder can and cannot let you do

The squad rules the readout enforces, and where they come from.

How many classes does Zero Company have?
Eight standard Specializations any recruit can take, plus exotic classes locked to droids or specific characters.
Is Hawks required on every mission?
On story missions, yes. Skirmish missions allow any combination.

Every question, answered with its sources

Something not looking right?

If the readout contradicts what the game actually does, tell us. Most of this database was written before launch, so a report from somebody who has played is worth more than anything we can check from a source.