Skip to content
Zero Company Builds

Synergies

Star Wars Zero Company class and squad synergies

The interactions worth building a squad around, and the honest line between the ones somebody has evidenced and the ones we worked out. Every entry states how it works, what it costs, and what would prove it wrong.

Evidenced, not invented

Interactions the developers described or previewers watched happen

None of these pairings originated here. Some were set out by EA or by the developers; others were watched by a previewer playing a pre-release build, which is weaker evidence and is marked as such on every card. What this site added is the mechanism, the cost and the list of things that would change the advice.

Astromech as the squad's Utility carrier

Retail-reported

The one unit with three Utility slots from the start, on a body that was never going to shoot anything.

  • An astromech
  • Two or more Utilities equipped on it

Bulwark + Grit

Preview-reported

Pull a whole group onto one Operator, then make two of their attacks do nothing at all.

  • Heavy — Bulwark
  • Grit Talent

Combat Stim + Gunslinger

Confirmed

A flat damage buff applied to the Operator who attacks most often in a turn.

  • Medic — Combat Stim
  • Gunslinger

Displacement into Overwatch

Confirmed

Pushing an enemy into a prepared reaction cone instead of waiting for it to walk in.

  • A displacement ability — Force Push, Uppercut or Combat Jump — or a Concussion Grenade in any Operator's Utility slot
  • An Operator holding an Overwatch cone

Identify Weakness + Sharpshooter

Confirmed

A guaranteed critical spent on the one attack in the game that cannot miss.

  • Scoundrel — Identify Weakness
  • Sharpshooter — Precision Shot

Ion Modulator + Droid Popper

Retail-reported

The two published answers to a ray shield, carried by the same squad.

  • Ion Modulator — a Weapon Mod
  • Droid Popper — a grenade in a Utility slot

Ion Modulator on a Pistol

Retail-reported

A per-attack bonus fitted to the weapon that attacks three times a turn.

  • Ion Modulator
  • A Pistol

Scout as the squad's Advantage battery

Confirmed

The one class that fills the shared pool on purpose rather than as a side effect of shooting.

  • Scout — Combat Recon and Tactical Timing
  • Any second Operator

Scout marking into the Assault's crit bonus

Confirmed

A critical bonus that normally costs a flanking manoeuvre, bought with somebody else's shot.

  • Scout — a shot that applies Exposed
  • Assault — Strike the Flanks

Taunt without a Heavy

Confirmed

Redirecting one dangerous attacker for the price of a Talent rather than a squad slot.

  • Taunt Talent
  • Any squad without a Heavy

Zero In into a Quick Draw chain

Preview-reported

An accuracy buff poured into the one attack that pays its Action Point back on a kill.

  • Sharpshooter — Zero In
  • Gunslinger — Quick Draw

Reasoned from confirmed mechanics

Combinations that follow from the rules, untested

Nobody has stated these, and none of them has been played. Every step is argued from a mechanic that is confirmed, and the step that is ours is named on each page — along with the observation that would disprove it.

Check your own squad

The Squad Builder applies all of these

Every synergy on this page is a rule the builder checks against any four-Operator combination, alongside seven warnings about squads that cannot afford their own turn. It labels each finding with the same evidence status you see here.

Open the Squad Builder