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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 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.

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.

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