Ranked, and labelled
Zero Company class tier list
Scout and Heavy lead, because one funds the shared Advantage pool everything else spends and the other decides who gets shot at. Gunslinger, Soldier and Assault are strong picks that ask something of the rest of the squad. Medic, Sharpshooter and Scoundrel are conditional: all three are excellent inside a squad built for them and weak inside one that is not.
- Confidence
- Theorycraft
- Verified
- 21 August 2026
- Version
- pre-release (no retail build)
Nobody has played the retail game. This ranking is theorycraft.
What is being ranked, and for what
The question these bands answer
A ranking with no stated question is taste. This is the question.
- A first campaign on standard difficulty, permadeath left on — the default the game ships with.
- One squad slot out of four. The question is never "is this class good", it is "is this class worth a quarter of the squad".
- Fully invested, since every class here has upgrade ladders and several are ranked far apart at rank one and rank five.
- The shared Advantage pool of ten as the binding constraint. Anything that spends it competes with everything else that spends it, and a class that fills it is worth more than its own damage.
The bands are claims about squad slots rather than grades, so each one is checkable:
- S Wins its slot
- Worth a quarter of the squad in almost any composition, and changes what the other three slots can afford.
- A Strong pick
- Worth its slot in most squads. Asks something of the composition around it, and repays it.
- B Conditional
- Excellent inside a squad built for it and quiet inside one that is not. The condition is named in each entry.
- C Needs building around
- Earns its slot late, or only once the rest of the squad is arranged to cash what it sets up.
8 ranked
The class tier list
Each entry gives its reasoning and the thing that would change it.
S
Wins its slot
Worth a quarter of the squad in almost any composition, and changes what the other three slots can afford.
It is the only deliberate Advantage generator in the game, and Advantage is the resource every other class's best ability is priced in. Combat Recon grants 1 Advantage per enemy in its area and reaches a 7-metre area at 24 metres when invested, so one cast against a droid formation can fill a pool that caps at 10. Tactical Timing then adds a guaranteed Advantage per kill at maximum rank. Spotted, applied by damaging a target, removes distance and smoke hit-chance penalties against it for the whole squad. Its own Ultimate is the only one in the game with no fixed price — Ambush spends the entire pool at 2.5 bonus damage per Advantage, rising to 5, so a full pool is 50 bonus damage on one shot. A class that both fills the pool and provides the largest single sink for it is not competing for a slot, it is defining what the other three slots can afford.
Moves if Combat Recon turns out to be once per combat rather than once per turn, or its Advantage grant is capped below the enemy count. Either would cut generation to a trickle and drop this to A.
It decides who gets shot, and it does so as a side effect of shooting. Intimidating Posture makes the Heavy's primary blaster attack taunt whatever it hits, so redirection costs no separate action; Heavy Armor Training gives +2 flat Defense, subtracted from every incoming hit, and Bulwark adds up to another 6 for a turn while taunting an area. A previewer played the taunt-plus-Retaliation combination and describes four enemies redirected into a counterattacking tank in one encounter. The consequence is the reason for the band, not the survivability: a Heavy that reliably absorbs the incoming fire lets the other three slots be built greedily — no second healer, no defensive investment, no Utility slots spent on mitigation. It buys squad-wide freedom with one slot.
Moves if Enemy AI ignores taunts on higher difficulties, or the Injury threshold makes absorbing damage a losing trade — being downed is what causes an Injury, and three mean permanent death. Either drops this to A.
A
Strong pick
Worth its slot in most squads. Asks something of the composition around it, and repays it.
The highest ceiling in the roster and the one most dependent on the fight it is in. Onslaught adds +1 blaster damage for every shot fired within the turn, and Quick Draw refunds its own Action Point on a kill — so a line of weak droids is cleared for free while each kill loads the next shot. Keen Eye reaches +18% critical chance, which against that many attacks stops being occasional. It is also the class that turns an item into a build: a previewer respecced their Hawks into Gunslinger specifically to get more triggers out of a Weapon Mod that ignites on every attack. It is A rather than S because it is a finisher that needs targets already in kill range, because Onslaught resets every turn, and because flat Defense is its hard counter — an enemy with 2 Defense subtracts 2 from every one of six shots.
Moves if Common enemies carry meaningful Defense at standard difficulty, which would blunt the whole volume economy. Alternatively, Quick Draw's 25% hit penalty proving cheaper to erase than it reads would push this to S.
The most difficult class to build a bad version of. Arms Master gives +2 blaster and grenade damage from the first mission with no investment at all, which is the only unconditional damage on this list. Brutal Strike dazes — a dazed enemy cannot attack, so it is damage and damage prevention out of one action — and stuns at final rank. Rocket Strike answers both confirmed swarm factions at once: Outlaws overwhelm with numbers, Separatist droids arrive in formation, and one area attack is the reply to each. It is held out of S by the Advantage price: Rocket Strike bids against Morale Boost, Easy Mark, Precision Shot and Open Fire for the same pool of ten, and that pool starts every fight empty — so the biggest area attack is unavailable exactly when enemies are most tightly packed.
Moves if Rocket Strike proves cheap enough to fire twice in a long fight, or the campaign's enemy density makes area damage the default rather than a specialism. Either moves this to S.
Fully invested it crosses ground nothing else can and kills without rolling to hit. Fleet of Foot and Bull Rush together add 11 metres to an opening move, which is the length of many combat arenas, and collapse a move-and-attack into one Action Point where it would otherwise cost two or three. Bull Rush is melee, so it cannot miss, still takes Strike the Flanks' +20% critical chance against Exposed targets, and pushes — and pushing an enemy off a ledge kills it outright whatever its health. Sweeping Salvo disorients a whole cone for a 20% hit-chance penalty on everyone in it. The reason it is not S is the shape of the curve: before its ranks are bought it has 1 bonus metre and a 2-metre charge, which is not a map-crossing class, and the ledge kills depend entirely on map geometry.
Moves if Maps turn out to have few exploitable drops, which removes the instant kills and leaves 4 impact damage. Conversely, if Focus Points arrive fast enough to front-load the mobility ranks, this is S.
B
Conditional
Excellent inside a squad built for it and quiet inside one that is not. The condition is named in each entry.
Excellent and conditional, and the condition is the difficulty you chose. First Responder equips a permanent two-charge med pack that costs no Utility slot, a Medic's Rally fully heals the Operator it revives, and Morale Boost heals 20 across four turns at first rank and 110 across ten at maximum while cancelling the injured Operator's hit-chance penalty. But Injuries come from being downed, not from taking damage, so preventative healing has a much smaller job here than in games where chip damage accumulates. Against permadeath it is close to mandatory; with permadeath off it is a slot that could have been damage. It also raises Bonds faster than any other role, which is a reason to run one early even in a squad that re-specialises later.
Moves if Retail difficulty downs Operators often enough that revival is a per-mission event rather than an emergency, which makes this S on standard settings. If Combat Stim's temporary health proves to prevent downs outright, same result.
The most certain damage in the game and the narrowest use of a slot. Sharpshooter Training is a flat +10% chance to hit before any investment, Zero In stacks to +40% hit and +24% crit, Precision Shot cannot miss, and Pick Them Off makes it far better at Overwatch than anything else — which matters, because Overwatch cones lose hit chance the further out they are placed. Three things hold it at B. Lethal is lost the moment the Sharpshooter moves or is displaced, so an enemy that pushes counters it without dealing damage. It is a pure Advantage sink that does nothing to fill the pool. And the developers state outright that line of sight and mission structure limit pure sniper strategies — four long-range Operators is explicitly a bad squad.
Moves if Enemy displacement is rarer than the preview footage suggests, or long sightlines are common enough that a stationary turn is not a real cost. Either makes this A. Paired with Luco Bronc's Combat Gas the accuracy stacks past anything else in the game, which is worth measuring on its own.
C
Needs building around
Earns its slot late, or only once the rest of the squad is arranged to cash what it sets up.
C is a statement about when, not about whether. Scoundrel's Instinct penetrates up to 4 points of Defense — exactly a maximum-rank Heavy's combined Defense, which is unlikely to be coincidence — and it is the direct answer to the flat damage reduction that blunts every volume attacker in the squad. Identify Weakness guarantees a critical rather than raising a chance, twice over at final rank, and Easy Mark's marks do not expire at end of turn, so a crit chain can be set up on one turn and cashed on the next. All of that arrives late. Both the ability and the Ultimate need most of their ranks before the class earns its slot, its base damage is low, and its whole contribution is contingent on a squadmate acting on the setup in time. The Cold Blooded Talent also grants any Operator an automatic critical, which lets a squad get part of this without spending a slot.
Moves if Enemies in the middle campaign carry enough Defense that 4 points of penetration is the difference between a squad working and not. That would move this to A regardless of how late it comes online.
What would have to be measured to make this a real ranking
The game has not been released. These are open questions we have chosen not to guess at.
- Every ability's Action Point cost. Attack costs are confirmed to vary by weapon and no figure is published, so no class here has been costed against a three-point turn.
- How fast Focus Points arrive. Five of these eight placements turn on whether a class reaches its upgrade ranks early or late, and nobody has published a rate.
- What each difficulty tier changes. The ranking assumes standard difficulty; if higher tiers add enemy Defense rather than health, the Gunslinger and the Scoundrel swap places.
- Enemy statistics of any kind. Flat Defense is the single mechanic these bands are most sensitive to, and no enemy's Defense value has been published.
- Everything past roughly the first third of the campaign. No previewer reached it, so late-game class balance is unobserved rather than assessed.
Related pages
Sources
- 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
- 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
- Star Wars Zero Company: A New Hope for Turn-Based Tactics
Xbox Wire · Tier 3 — Hands-on preview · accessed 19 August 2026
Supports: Combat and squad sections — Advantage accumulating when a squad member successfully deals damage, and capping at 10; respeccing Hawks from Scoundrel into Gunslinger to exploit a Weapon Mod that applied an accumulating Burn status on every attack; unique-specialisation recruits being unable to respec the same way; an astromech with no basic attack, carrying three different Utility items with two uses each; a Concussion Grenade knocking enemies clean out of the combat space. 15-hour preview build.
- Is Z-COM our new X-COM? Star Wars Zero Company gameplay deep dive
ChristopherOdd · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 2:13–13:51 — Sweeping Salvo at 4 Advantage with three uses per mission; Hawks granting an ally 1 AP for 3 Advantage; Combat Recon granting 1 Advantage per unit scanned; the Grit Talent's stacking invulnerability; Heavy attacks taunting; the droideka ray shield; the Scout's Spotted status; Defense as flat damage reduction
- Star Wars Zero Company is a very safe XCOM descendant, but its most interesting parts are found in its Midnight Suns DNA
PC Gamer · Tier 3 — Hands-on preview · accessed 19 August 2026
Supports: Combat section — a tank-like Operator taunting a group and activating a Retaliation ability, with four enemies in that encounter forced to target it and each of their shots drawing an immediate return shot; astromechs as support units providing extra Action Points, squad-wide buffs and self-healing; pistols being weak in raw damage but firable more often, supporting a crit-focused Gunslinger. Published 2026-08-11
- Star Wars: Zero Company Hands-on Preview — XClones
Checkpoint Gaming · Tier 3 — Hands-on preview · accessed 13 August 2026
Supports: Advantage section — the Scout specialisation having several abilities that accumulate Advantage at a rapid pace, and the Scout/Cly pairing; Cly's electrified darts and chained electrocution; the specialisation kit structure of one or two passives, an action and one Advantage ability; the Bond system's choice of one of three shared stat boosts; the randomly selected assist each turn. Published 2026-08-12
- 12 hours in, Star Wars Zero Company is a solid strategy RPG, but it's missing XCOM 2 or Baldur's Gate 3's spark
GamesRadar+ · Tier 3 — Hands-on preview · accessed 13 August 2026
Supports: Abilities section — Trick charging a long-range explosive strike; the astromech entering battle armed not with a blaster but with grenades, ally buffs and enemy disruption; the Jedi Padawan's kit as battlefield control, Force pushing enemies and deflecting blaster fire back at them; the Backup system selecting one character per turn. By Ali Jones
- I played 54 hours of Star Wars Zero Company
Dantics · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 5:26–11:55 — an injury is taken only on being reduced to zero health; normal, hard and expert named, plus an Ironman-style toggle; crisis operations; weapon mods slotted freely before missions; a second Specialization after cycle 18; every Bond level granting Focus Points and one of three joint training bonuses; the Sharpshooter's unmissable shot and the Soldier's rocket barrage
- I played Star Wars Zero Company — my honest thoughts
EckhartsLadder · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 3:18–12:36 — no hunker-down action, so a spare AP goes to Overwatch; astromechs carrying three utilities and extra uses of each; Trick able to negate some injuries along an upgrade path; twelve galaxy zones; super battle droids telegraphing a rocket one turn ahead; many of the 150+ planets being text-only
- Star Wars Zero Company is full of (excellent) surprises
Skill Up · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 2:09–15:14 — the Gunslinger's core ability refunding its point on a kill; half and full cover; Hawks' two voices sharing one personality; companions able to leave the squad entirely; a closed-doors developer briefing and the studio's Firaxis lineage