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Star Wars Zero Company Classes & Specializations

Compare the eight standard classes in STAR WARS Zero Company, understand their squad roles and learn how changing Specializations differs from unique operators.

STAR WARS Zero Company has eight standard Specializations: Assault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter and Soldier. These are tactical roles for most operators, not a complete list of every special identity in the story. A Jedi or Mandalorian is not simply a ninth choice on the same ordinary class menu.

Source: EA · SpecializationsEA · GameplayEA · Q&A

Compare the eight standard roles

Use this comparison to identify what a squad slot contributes. The official English Specialization names are retained so you can match them to EA’s descriptions and gameplay material.

Eight standard Specializations
SpecializationTactical role
AssaultMobile close- and mid-range pressure; disrupts cover.
GunslingerQuick shots and attacks against multiple targets.
HeavyDraws enemy attention and withstands incoming pressure.
MedicHealing, protection and support for the team.
ScoundrelCreates opportunities for attacks and follow-up plays.
ScoutReconnaissance and support for squad positioning.
SharpshooterLong-range precision against selected targets.
SoldierMixed offensive tools, including melee, grenades and rockets.

Scroll horizontally to see the whole table.

The distinction matters most when two operators appear to solve the same problem. Long-range precision, close-range pressure and team support create different opportunities; filling every slot with a damage-focused role does not automatically provide the protection or support your plan needs.

Source: EA · SpecializationsEA · Gameplay

Abilities and changing Specializations

Each standard Specialization supplies an Ultimate, a Standard ability and a Passive. Most operators can change standard Specializations at The Den. That gives you room to adjust a role between deployments rather than treating every early choice as permanent.

Check the operator as well as the class. Story operators have authored backgrounds and unique talents, while custom recruits let you fill a role you want. Equipment, available utilities and the abilities on an operator’s sheet are more useful planning information than a costume alone.

Specializations define a tactical role, while an operator’s identity can add separate capabilities.
Specializations define a tactical role, while an operator’s identity can add separate capabilities.Image: Lucasfilm / EA / Bit Reactor

Source: EA · GameplayArekkz Gaming

Choose for the mission, not a universal tier list

A practical starting point is to ask three questions: who deals with your chosen targets, who can handle pressure and who supports a teammate when the plan goes wrong? The answer can change with the objective, injuries and equipment. This is role-based guidance rather than a tested ranking of every possible build.

Remember that a standard deployment contains four operators. You cannot bring every standard role at once, and Hawks occupies a slot on story missions. Use the squad-size guide to separate deployment limits from the larger reserve roster.

Source: EA · Q&AEA · Gameplay

Jedi and other special operators

Tel-Rea is the authored Jedi Padawan; Hawks and custom humanoid operators cannot choose Jedi as a standard Specialization. Cly’s Mandalorian identity is also distinct from the ordinary role system. Cosmetic ARC Trooper armor does not convert an operator into a Mandalorian.

See Jedi and special operators for the differences between these characters, standard roles and recruitable astromechs.

Source: EA · Q&AEA · Gameplay

Sources & further reading