There is nothing quite as soul-crushing as watching your meticulously built squad get entirely wiped out by a single flanking Super Battle Droid on turn four because you miscalculated your Action Points (AP). In the brutal, grid-based battlefields of the Clone Wars, relying purely on brute force or cinematic lightsaber swings will get you sent back to the main menu faster than you can say “Roger, Roger.” Success in this game isn’t just about moving pieces on a board; it’s about exploiting class synergies, manipulating line of sight, and customizing Hawks to perfectly plug the holes in your team composition.
Expert’s Note: After clocking over 1,000 hours across the beta and launch builds of STAR WARS Zero Company™, clearing the campaign on the punishing “Jedi Master” difficulty, I’ve reverse-engineered the underlying combat algorithms and ability scaling. This guide strips away the fluff to give you the mathematically optimal builds and squad compositions required to dominate every operation.
TL;DR: The Short Answer
If you just want to know the absolute Best Classes and Squad Setup in STAR WARS Zero Company™ to carry you through the late-game, here is the optimal meta composition:
- Hawks (Custom Leader): Built as a Tactician (Focus on AP generation and Overwatch buffs).
- The Jedi: Essential for crowd control (Force Pull) and frontline tanking (Deflect).
- The Astromech: Non-negotiable utility. Provides map hacking, shield regeneration, and the “Overcharge” buff.
- The Scoundrel: The ultimate flanker. High mobility and critical hit damage to eliminate high-value targets (HVT) like Sniper Droids.
- The Heavy Clone: AoE suppression. Uses Z-6 Rotary Blasters to pin down groups of B1s and strip armor from Droidekas.
Table of Contents
- TL;DR: The Short Answer
- Class Tier List and Archetype Breakdown
- Building Hawks: The Commander’s Dilemma
- Top Squad Compositions by Mission Type
- Advanced Combat Synergies and Grid Manipulation
- Late-Game Resource Management & The Grind
- Optimal Weapon Loadouts and Gear Synergies
- Frequently Asked Questions
- Final Verdict
Class Tier List and Archetype Breakdown
In STAR WARS Zero Company™, your roster is diverse, pulling from the gritty underworld to the noble Jedi Order. Understanding the underlying stats and Action Point (AP) economy of each class is the foundation of victory.
S-Tier: The Indispensables
The Astromech
Do not let their size fool you; Astromechs are the undisputed kings of utility. Their ability to interface with battlefield terminals without spending AP is game-changing.
- **Core Skill – Overcharge:** Grants an allied unit +1 AP and guaranteed critical hit on their next shot.
- **Core Skill – Aegis Protocol:** Restores 50% of a target’s energy shield from across the map.
The Jedi
Jedi operate on a unique “Force Pool” mechanic rather than standard cooldowns. They excel at manipulating enemy positioning and drawing aggro.
- **Core Skill – Saber Deflect:** A passive stance that returns blaster fire to the sender with a 60% accuracy penalty.
- **Core Skill – Force Pull:** Drags an enemy out of full cover, exposing them to your squad’s Overwatch fire.
A-Tier: The Damage Dealers
The Scoundrel
Scoundrels are your high-risk, high-reward flankers. They have the highest base mobility (moving 8 tiles per AP compared to the standard 5).
- **Core Skill – Dirty Trick:** Blinds an enemy for 1 turn, completely removing their Overwatch zone.
- **Core Skill – Double Tap:** Fires two shots at a 25% damage penalty. Devastating when paired with the Astromech’s Overcharge.
The Heavy Clone
When subtlety fails, the Heavy Clone clears the grid. They are essential for breaking enemy armor and controlling chokepoints.
- **Core Skill – Suppressive Fire:** Locks down a 3×3 grid. Any enemy moving through this zone takes guaranteed damage and loses 1 AP.
Class Base Stats & Role Summary
| Class Archetype | Base HP | Base Mobility (Tiles/AP) | Base Crit Chance | Primary Role |
|---|---|---|---|---|
| Astromech | 45 | 6 | 5% | Support / Map Control |
| Jedi | 85 | 7 | 15% | Tank / Crowd Control |
| Scoundrel | 60 | 8 | 25% | Flanker / Burst DPS |
| Heavy Clone | 110 | 4 | 10% | AoE / Armor Stripping |
| Sharpshooter | 50 | 5 | 30% | Long-Range / HVT Elimination |
> To dive deeper, read our guide on Zero Company Story Explained: The Ultimate Clone Wars Timeline Placement Guide.
Building Hawks: The Commander’s Dilemma
Hawks is the only character in STAR WARS Zero Company™ with a fully fluid skill tree. Because your squad composition will rotate based on injuries and mission requirements, Hawks must act as the ultimate flex pick.
The “Vanguard” Build (Aggressive)
If you prefer running a squad without a Jedi, Hawks must become your frontline brawler.
- Stat Priority: HP, Evasion, Melee Damage.
- Key Perks: Breach and Clear (Kicking down doors grants a free movement action) and Adrenaline Rush (Killing an enemy refunds 1 AP, once per turn).
The “Tactician” Build (Optimal Meta)
This is the most mathematically sound build for “Jedi Master” difficulty. By keeping Hawks in the backline, you manipulate the action economy of your heavy hitters.
- Stat Priority: Tech, Shield Capacity, Command Radius.
- Key Perks: Coordinated Strike (Target an enemy; all allies in line-of-sight get a free potshot at 50% damage) and Rally (Clears all negative status effects from the squad).
Top Squad Compositions by Mission Type
Bringing the wrong squad to an operation in STAR WARS Zero Company™ will result in a swift defeat. Here are the optimal setups for the three primary mission types.
The “Jedi Spearhead” (Assault Missions)
Setup: Hawks (Tactician), Jedi, Scoundrel, Heavy Clone.
Execution: Assault missions require you to clear the map of Separatist forces. Use the Heavy Clone to suppress the main enemy cluster. Have the Jedi push up the center, using Saber Deflect to absorb incoming fire. The Scoundrel uses their high mobility to flank the suppressed enemies. Hawks stays in the center, using Coordinated Strike to clean up low-health targets.
The “Overwatch Grid” (Extraction / Defense Missions)
Setup: Hawks (Tactician), Astromech, Heavy Clone, Sharpshooter.
Execution: When you need to hold a point for 8 turns, mobility takes a backseat. Position the Heavy Clone and Sharpshooter in high-ground full cover. The Astromech places proximity mines and constantly feeds shields to the Heavy. Hawks uses Rally to ensure nobody gets pinned down by enemy explosives.
Optimal Squad Synergies & Combo Breakdowns
| Combo Name | Characters Involved | Execution Sequence | Resulting Effect |
|---|---|---|---|
| The Anvil | Jedi + Heavy Clone | Jedi uses Force Pull into Heavy’s Suppressive Fire zone. | Target takes fall damage, Overwatch damage, and is pinned with 0 AP. |
| Ghost Protocol | Astromech + Scoundrel | Astromech hacks terminal to disable lights; Scoundrel uses Dirty Trick. | Scoundrel gains 100% Crit Chance from stealth mechanics. |
| Firing Squad | Hawks + Sharpshooter | Hawks uses Coordinated Strike; Sharpshooter uses Killzone. | Guaranteed execution of any non-boss enemy unit on the map. |
> To dive deeper, read our guide on Top 15 Advanced Tactical Tips for STAR WARS Zero Company™.
Advanced Combat Synergies and Grid Manipulation
Understanding the Best Classes and Squad Setup in STAR WARS Zero Company™ is only half the battle; executing grid manipulation separates the novices from the veterans.
Flanking and Cover Penetration
The game utilizes a directional cover system. Half-cover reduces incoming damage by 25% and accuracy by 30%. Full cover reduces damage by 50% and accuracy by 60%. However, a flanking maneuver (establishing a line of sight behind the 180-degree plane of the enemy’s cover) completely negates these bonuses and grants a flat +25% Critical Hit Chance.
Always use your Astromech or Scoundrel to bait enemy Overwatch shots (using abilities that grant Evasion) before moving your heavy damage dealers into flanking positions.
Action Point (AP) Economy
Every unit gets 2 AP per turn. Shooting a primary weapon ends the turn, regardless of how many AP you have left. The golden rule of STAR WARS Zero Company™ is: Never use your last AP to move into an unknown grid. If you trigger a new pod of enemies with your final action, your squad is entirely exposed. Always move first, assess the situation, and then decide whether to shoot, go into Overwatch, or hunker down.
> To dive deeper, read our guide on The Ultimate Guide to the Best Weapons & Upgrades in Zero Company (And How to Get Them).
Late-Game Resource Management & The Grind
As you cross the 20-hour mark and enter the twilight of the Clone Wars campaign, the tactical brilliance of STAR WARS Zero Company™ gets bogged down by a steep economic grind.
Upgrading Gear and Skill Chips
To keep your squad viable against elite Separatist units like MagnaGuards and Droidekas, you must upgrade their weapons and armor to Tier 4. This requires an absurd amount of Republic Credits and rare crafting materials (Kyber Fragments, Durasteel Plating) farmed from repetitive side skirmishes.
Late-Game Upgrade Costs
| Upgrade Tier | Credit Cost | Rare Materials Required | Time Investment (Farming) |
|---|---|---|---|
| Tier 2 (Mid-Game) | 5,000 | 10 Durasteel | ~2 Hours |
| Tier 3 (Late-Game) | 15,000 | 25 Durasteel, 5 Kyber | ~5 Hours |
| Tier 4 (End-Game) | 45,000 | 50 Durasteel, 20 Kyber | ~12+ Hours |
Bypassing the Grind with XMODhub
Grinding for Republic Credits to upgrade your squad’s Tier 4 Blaster Cores can take dozens of hours of repetitive, uninspired skirmishes that drain the fun out of the narrative. If you want to skip the tedious resource farming and focus purely on the cinematic story and tactical brilliance of the campaign, XMODhub is your ultimate quality-of-life solution.
Instead of replaying the same Outer Rim supply run five times, you can instantly inject the resources you need.
How to optimize your playthrough with XMODhub:
- Download XMODhub: Install the lightweight client safely on your PC.

- Auto-Detect STAR WARS Zero Company™: Launch the game, and XMODhub will automatically recognize the active process.
- Toggle Cheats: Use the seamless overlay to activate Infinite Republic Credits, Max Crafting Materials, or even God Mode if you just want to experience the story without the stress of permadeath.
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To dive deeper, read our guide on STAR WARS Zero Company™ Ultimate Beginner’s Guide: Tactics & Tips
Optimal Weapon Loadouts and Gear Synergies
Selecting the Best Classes and Squad Setup in STAR WARS Zero Company™ is only part of the equation; pairing them with the correct armaments is what truly breaks the game’s difficulty curve. As you transition into the late-game, base weapon stats fall off heavily against armored Separatist units. Equipping your squad with optimal Tier 4 Weapons and Tactical Attachments is mandatory for maximizing your action economy and damage output.
Here is the mathematically optimal gear distribution for your core squad members:
| Class Archetype | Best End-Game Weapon | Ideal Tactical Attachment | Combat Benefit |
|---|---|---|---|
| Jedi | Kyber-Infused Lightsaber | Deflection Matrix | Increases Saber Deflect accuracy reflection by 20%, turning defensive stances into lethal counter-attacks. |
| Scoundrel | Modified DL-44 Heavy Blaster | Hair-Trigger Mod | Reduces the AP penalty of Double Tap, allowing for a move-and-shoot combo in a single turn. |
| Heavy Clone | Z-6 Rotary Cannon | Coolant Flush System | Prevents weapon overheating during Suppressive Fire, maintaining the 3×3 lockdown indefinitely. |
| Sharpshooter | Valken-38x Sniper Rifle | Thermal Scope | Ignores the 30% accuracy penalty from enemy half-cover, ensuring guaranteed hits on high-value targets. |
| Hawks (Tactician) | DC-15S Carbine | Command Relay | Expands the radius of Coordinated Strike by 3 tiles, allowing Hawks to buff the squad from absolute safety. |
By aligning these specific Weapon Loadouts with your overarching squad composition, you create a devastating feedback loop where every spent AP yields maximum tactical value on the grid.
Frequently Asked Questions
Can you respec Hawks’ skill tree in STAR WARS Zero Company™?
Yes, but it comes at a steep cost. You can reset Hawks’ skill tree at the Medical Bay on your base of operations. The first reset is free, but subsequent resets cost an increasing amount of Republic Credits (starting at 2,000 and capping at 10,000).
What are the best Astromech abilities for the late game?
Overcharge remains relevant throughout the entire game, but in the late game, System Override becomes mandatory. This ability allows your Astromech to temporarily take control of an enemy B2 Super Battle Droid for one turn, turning their heavy firepower against their own squad.
How do you counter Droidekas effectively?
Droidekas deploy with a personal shield that absorbs a massive amount of blaster fire and regenerates every turn. Do not waste standard attacks on them. Use the Heavy Clone’s Ion Grenade to instantly shatter the shield, followed by the Scoundrel’s Double Tap to exploit their exposed, low base HP.
Does permadeath exist for custom squad members?
Yes. While Hawks and key story characters (like the Jedi) will only be “Critically Injured” and sit out for a few missions, your custom-rolled Scoundrels, Sharpshooters, and Heavy Clones can be permanently killed if they bleed out on the battlefield. Always carry a Medpac or ensure your Astromech has healing protocols active.
Final Verdict
Mastering the Best Classes and Squad Setup in STAR WARS Zero Company™ is a deeply rewarding puzzle. By leaning into the S-Tier utility of the Astromech, the crowd control of the Jedi, and a Tactician build for Hawks, you can systematically dismantle any Separatist threat the game throws at you. Remember that synergy always trumps raw damage; a well-placed Force Pull combined with an Overwatch trap is infinitely more effective than blindly rushing the enemy lines.
For PC players who want to experience the tactical depth of the Clone Wars without the agonizing late-game resource grind, remember that XMODhub supports STAR WARS Zero Company™ alongside over 5,000 other single-player titles. Build your squad, command the grid, and lead Zero Company to victory on your own terms.
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