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Zero Company Builds

Ranked, and labelled

Zero Company operator tier list

Ranked on their fixed Talents, because those are the only part of an authored Operator that survives a Specialization change. Hawks and Cly Kullervo lead. Trick, Kabb Uppercut and Tel-Rea Vokoss are strong. Jae Mordant and Luco Bronc are excellent in the right squad and quiet in the wrong one.

Theorycraft
Confidence
Theorycraft
Verified
21 August 2026
Version
pre-release preview build (August 2026)

Nobody has played the retail game. This ranking is theorycraft.

Star Wars Zero Company is out on 27 August 2026. Every band below is reasoning over published upgrade values and twelve hands-on previews of a capped pre-release build — not measurement. Each row carries its own evidence label and each one names, in advance, the specific observation that would move it. On release day those observations get checked and this list is re-ranked from real play.

What is being ranked, and for what

The question these bands answer

A ranking with no stated question is taste. This is the question.

  • The fixed Talent, not the Specialization. Four of these seven can be re-specialised at the Den, so the class they arrive in is a starting position rather than an identity — the Talent is what they actually are.
  • What the Operator does that no other Operator can do. A squad has four slots and eighteen candidates including custom recruits, so replaceable is the same as weak.
  • Cost in shared Advantage. Several of these Talents are priced in the pool, which means they are bidding against the squad's Ultimates.
  • A first campaign on standard difficulty with permadeath on. Availability matters: two of the seven unlock late.

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.

7 ranked

The operator 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.

  1. Hawks

    S · Wins its slotTheorycraft

    Ranked first partly on strength and partly on arithmetic: Hawks is required in story missions, so this Talent is running in every story fight whether you planned around it or not. Fearless Leader gives every Operator in the squad increased assist damage, Defense and chance to hit, it cannot be swapped, and it persists across Specialization changes. Hawks is also the only Operator who cannot permanently die — falling ends the mission instead — which removes the single largest risk in a permadeath campaign from one of your four slots. And spending 3 Advantage grants an ally an extra Action Point, the only known way to add AP to a turn rather than transfer it. A squad-wide buff, immunity to the permanent loss, and the only AP creation in the game is not a slot you evaluate; it is the baseline the other three are measured against.

    Moves if Fearless Leader's numbers turn out to be small. "Increased" is EA's word and no value is published — if it is +1 Defense and +2% hit, this is an A on the immortality and the AP alone.

  2. Cly Kullervo

    S · Wins its slotPreview-reported

    The only Operator any previewer has described as reshaping how they built a squad. Combat Jump costs 2 Advantage and no Action Point, moves her anywhere in range, shoves nearby enemies aside — stripping their cover — triggers neither Overwatch nor retaliation, and at final rank applies Burn. That is mobility, displacement, cover removal and damage over time out of one free action, which is more roles than any other Talent covers. Her Mandalorian armour gives +3 base Defense where an ordinary value is 2, and Ruthless adds up to +6 critical damage, which makes every point of critical chance worth more on her than on anyone else. The Electro Web pair is mediocre apart and severe together: 10 Advantage tags three enemies and detonates all three, ignoring Defense, with overlapping blasts compounding on anything between them. She is S with a condition attached — everything she does spends the shared pool, and a previewer who paired her with a Scout describes battlefield-clearing turns.

    Moves if Advantage proves too scarce to fund her alongside anyone else's Ultimate. She is the placement on this list most likely to fall, and it would fall to A rather than further — the +3 Defense and the free jump stand on their own.

A

Strong pick

Worth its slot in most squads. Asks something of the composition around it, and repays it.

  1. Kabb Uppercut

    A · Strong pickTheorycraft

    The refund is the whole argument. Uppercut costs 1 Action Point plus more for distance travelled, and if it kills, every point it cost comes back — the travel as well as the strike. So a rank-and-file droid is not a target, it is a stepping stone: spend three Action Points crossing the map, punch a B1, get all three back, keep going. That makes him one of the most mobile Operators in the game rather than a melee specialist. EA state the intended use outright — knock a target out of cover into a squadmate's Overwatch — and previewers confirm doing it through barriers. Forced movement also damages a droideka through its ray shield, which makes him a specific counter rather than general utility. He is A rather than S because the engine only runs on kills, and against enemies he cannot one-shot the whole economy stops.

    Moves if Common enemies survive the punch at standard difficulty. The Talent then costs Action Points rather than returning them, and this drops to B.

  2. Trick

    A · Strong pickPreview-reported

    For My Brothers is the only self-rescue in the game, and its top rank changes what it is. The ladder runs from reviving at half health on the next turn, to full health, to taking no Injury the first time he is downed, to standing up immediately in the same turn with an Action Point refunded. At the first rank that is insurance against a permadeath campaign's worst moment. At the last it is a tactic — walking deliberately through a known Overwatch cone becomes a plan when being shot down costs a moment and nothing else. Against that, his explosive strike is priced by one preview at 10 Advantage for a single use per fight, which is the entire pool. He is the most expensive Advantage spender recorded, so a squad fielding him needs a generator alongside him rather than merely benefiting from one.

    Moves if The Injury-negating rank arrives early in the Focus Tree. Removing the first Injury of a campaign for free is worth more than any other Talent on this list in a permadeath run, and would make this S.

  3. Tel-Rea Vokoss

    A · Strong pickPreview-reported

    The most self-sufficient Operator in the roster and the least flexible. Strong with the Force starts every turn with up to six Harmony stacks, each worth 4% deflection and 4 lightsaber damage — a per-turn allowance rather than something accumulated, so she is at full strength from turn one and waiting never makes her stronger. The deflection arithmetic is published and it is severe: 30% base from Padawan Training, 54% at six Harmony, roughly 84% with all three Action Points poured into Noble Stance, and deflected shots are reflected back at whoever fired them. Lightsaber Strike spends three Harmony per swing for 4 damage a stack, which makes protection and damage the same currency. Shockwave pushes every nearby enemy at once, stripping a group's cover and killing by displacement alone. She is A rather than S because she cannot take a Specialization at all — where every other companion adds a second class at the dual-Specialization unlock, she invests in three more abilities of her own — so a squad cannot shape her toward what it is missing.

    Moves if Deflection turns out to apply only to the direction she faces in a way that ordinary enemy positioning defeats. That would cut the defensive half of the kit and drop this to B.

B

Conditional

Excellent inside a squad built for it and quiet inside one that is not. The condition is named in each entry.

  1. Jae Mordant

    B · ConditionalTheorycraft

    The most flexible authored Operator and the one whose value is set entirely by the other three slots. Final Shot fires once per turn when another Operator's attack leaves an enemy below a health threshold — from anywhere on the map, before the triggering action has resolved, and it cannot miss. Ranks raise the threshold from 4 health to 10. It works on any Specialization and with any weapon, so nothing amplifies it and nothing wastes it: give her whatever the squad is short of and the Talent keeps running underneath. That is genuinely rare. It is B because a free cleanup pass is worth what the squad leaves for it to clean up — area damage from Rocket Strike or Sweeping Salvo manufactures exactly its triggers, while a squad of single-target finishers gives it almost nothing — and it does nothing at all while she is downed.

    Moves if The 10-health threshold at maximum rank covers a large share of common enemies. Final Shot then fires nearly every turn for free and this is A, or S in a squad built on area damage.

  2. Luco Bronc

    B · ConditionalTheorycraft

    A strong Talent held back by when it arrives and by one anti-synergy. Combat Gas costs 2 Advantage and no Action Point, once per battle, granting stacks of Sharpened Senses worth +5% chance to hit and +1 ranged damage each — two at first rank, six at the last, one consumed per ranged attack. Costing no Action Point is what decides how he plays: activate on turn one, reposition, and still fire a 2 AP long arm. It solves accuracy and damage together, which is exactly the problem a long-range Operator has. But he unlocks late, around cycle 18, so he is absent for the part of the campaign a tier list is most useful for. And the Sharpshooter Ultimate he starts alongside always hits and still consumes a stack, so part of the Talent is wasted on his own default class — the interesting build is a Scout, whose Ultimate scales with the pool and can miss.

    Moves if Cycle 18 turns out to be early in a 30–40 hour campaign rather than a third of the way through it. Availability is most of what holds this at B.

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.

  • Fearless Leader's actual values. EA say Hawks raises the squad's assist damage, Defense and chance to hit, and publish no number for any of the three.
  • When each Talent's ranks become affordable. Several placements here turn on which rank you reach, and no Focus Point rate is published.
  • Whether custom Operators can match these Talents. Recruits arrive with a Talent already attached, drawn from a pool of ten universal ones, and nothing states whether any authored Talent appears there.
  • The unlock cycle for anyone but Luco Bronc, and whether cycle 18 is itself confirmed — one preview reports it and nothing official states it.
  • Everything past roughly the first third of the campaign. Two of these seven join late enough that nobody outside Bit Reactor has played a full campaign with them.

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

  • Answering the Internet's Biggest Questions about Star Wars Zero Company

    Electronic Arts · Tier 1 — Official · accessed 6 August 2026

    Supports: Squad limit of 4, with additional characters controllable in certain missions; roster starting at 7 and capped at 20, raised by Den upgrades, story progression and authored Operators joining; no species or faction weapon-proficiency advantage; Clone Trooper and astromech recruitment; permadeath default and toggleable; Hawks required on story missions. The headline itself is the evidence for the game's abbreviation: "Answering the Internet’s Biggest Questions about SWZC"

  • Star Wars Zero Company — game announcement

    StarWars.com · Tier 1 — Official · accessed 6 August 2026

    Supports: Operator one-line descriptions — Cly Kullervo as a Mandalorian gunslinger of clan Verminoth, Luco Bronc as a sharpshooter, Trick as a clone soldier, Tel as a Tognath Jedi Padawan; the Den on the Ring of Kafrene; the Caisson piloted by M-3VO

  • 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

  • All Companion Abilities & Skills | Star Wars Zero Company

    Dantics · Tier 3 — Hands-on preview · accessed 20 August 2026

    Supports: 1:05–3:40 Kabb — starts Scoundrel; Uppercut costs 1 AP plus travel, once per turn, and refunds every point spent on a kill. 5:05–7:00 Trick — starts Soldier; For My Brothers rank by rank: half health, full health, no Injury, then an immediate stand-up refunding 1 AP. 7:02–8:34 Jae — starts Assault, changeable; Final Shot fires once per turn at 4 health or less, rising to 10, cannot miss, and is inactive while she is dead. 8:34–13:50 Tel-Rea — Specialization cannot be changed; Padawan Training's 30% base deflection; Harmony at 4% per stack to six; Noble Stance at +10% per AP; Lightsaber Strike at +4 damage per stack, consuming three; Shockwave at 6 Advantage; Force Meditations in place of Utilities, one slot rising to three; Force Pull, Lightsaber Throw and Elegant Weapon in place of a second Specialization. 13:50–17:55 Cly — Specialization cannot be changed, but dual Specialization adds any of the eight; +3 base Defense from Mandalorian armour; Combat Jump at 2 Advantage and no AP, triggering neither Overwatch nor retaliation; Ruthless at +2 critical damage rising to +6; Electro Web Dart at 2 Advantage; Electro Web Surge detonating on every darted target and ignoring Defense. 17:55–20:05 Luco — starts Sharpshooter; Combat Gas at 2 Advantage, no AP, once per battle, granting Sharpened Senses stacks worth +5% hit and +1 ranged damage each, two rising to six, one consumed per ranged attack. 20:05–21:15 Astromechs — three Utility slots, no blaster, an Action Point handed to another Operator, and an extra passive, ability and Ultimate at dual Specialization

  • 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 preview — after 15 hours

    Arekkz Gaming · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 3:15–9:43 — conversations at the Den unlocking side missions; late companions forcing a rethink of squad composition; missions carrying a limited window; fighting alongside Anakin Skywalker late in the preview; fifteen hours without a crash

  • 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 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