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 before launch
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.
Bulwark + Grit
Preview-reportedPull a whole group onto one Operator, then make two of their attacks do nothing at all.
- Heavy — Bulwark
- Grit Talent
Combat Stim + Gunslinger
ConfirmedA flat damage buff applied to the Operator who attacks most often in a turn.
- Medic — Combat Stim
- Gunslinger
Displacement into Overwatch
ConfirmedPushing an enemy into a prepared reaction cone instead of waiting for it to walk in.
- A displacement ability — Force Push, Uppercut or Combat Jump
- An Operator holding an Overwatch cone
Identify Weakness + Sharpshooter
ConfirmedA guaranteed critical spent on the one attack in the game that cannot miss.
- Scoundrel — Identify Weakness
- Sharpshooter — Precision Shot
Scout as the squad's Advantage battery
ConfirmedThe 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
ConfirmedA 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
ConfirmedRedirecting 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-reportedAn 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 nobody has played them. 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.
Assault + Sharpshooter
TheorycraftForcing enemies out of the cover that was protecting them from your best shot.
- Assault
- Sharpshooter
Bulwark gathers, Rocket Strike punishes
TheorycraftManufacturing the clustered group that an area attack is normally waiting for.
- Heavy — Bulwark
- Soldier — Rocket Strike
Hawks' AP support on a Gunslinger
TheorycraftBuying an Action Point with Advantage and spending it where a point buys the most.
- Hawks — the Advantage-priced AP grant
- Gunslinger
Heavy + Medic
TheorycraftTurning squad-wide chip damage into damage on one predictable Operator.
- Heavy
- Medic
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