Star Wars Zero Company Best Squad: Four Team Plans
Choose the Star Wars Zero Company best squad for early, mid and late missions, with four Operator lineups, clear roles, practical swaps and recovery plans.
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For an early Star Wars Zero Company best squad, start with Hawks as Medic, Trick as Soldier, Kabb as Heavy, and a custom Scout. This gives you recovery, ranged pressure, a melee finisher and Advantage setup. Once more named Operators join, swap the slot that solves the mission's actual problem rather than rebuilding all four at once.
The lineups below are editorial recommendations derived from documented roles and talents. Use only Operators already recruited and eligible for your mission; these are not claimed in-house test results.
Patch 1.2: make the burst team survive a failed setup
Under EA Patch 1.2, checked October 16, Cly has three Darts and one Jump per turn; Tactical Timing tops out at 80% and is restricted to ranged and melee attacks. The late-campaign lineup below remains a role plan, with a tighter resource budget.
For Hawks / Cly / Luco / Tel-Rea, decide whether Cly's setup or Luco's action is the turn's priority. Fund that action from the existing shared pool before committing the other. If a Scout proc fails, let the other damage dealer take an ordinary shot instead of moving both into positions that require an unfunded ability.
For a four-Astromech achievement squad, choose a mission that permits all four recruits and budget Comlink at its current rank; maximum rank allows three transfers per turn. Keep a repair reserve because each droid has only two Self-Repair uses per combat. With Instant Death, Trick's first-down exception is limited to one down in that mission; protect him after it. See modifier rules.
Four concrete squad plans
| Situation | Four Operators | What the squad is for |
|---|---|---|
| Early campaign / beginner | Hawks — Medic; Trick — Soldier; Kabb — Heavy; custom Scout | Healing, reliable opening pressure, a protected finishing approach and Advantage setup |
| After Tel-Rea and Jae join | Hawks — Medic; Trick — Soldier/Heavy; Tel-Rea — Padawan/Wayseeker; Jae — Assault | Control a covered priority target, soften it and let Final Shot finish |
| Late campaign burst | Hawks — Medic; Cly — Warrior/Scout; Luco — Sharpshooter; Tel-Rea — Padawan/Wayseeker | Generate Advantage, create useful blast centers and cover distant threats |
| Expert / Beskar planning | Hawks — Medic; Trick — Soldier/Heavy; Tel-Rea — Padawan/Wayseeker; Luco — Sharpshooter | Maintain recovery, frontline pressure, control and a protected ranged finisher |
Difficulty alone does not make a lineup safe. For the late burst team, assign the shared Advantage pool before Cly and Luco act. For the high-risk lineup, preserve a recovery or alternate finishing action until the priority threat is resolved.
Recommended skills by job
- Hawks / Medic: invest in recovery that your roster actually uses; a healthy teammate's unnecessary heal does not solve target pressure.
- Trick: use his documented For My Brothers recovery talent and his Soldier or Heavy role; do not plan around an invented Brotherhood aura.
- Kabb: combine Heavy protection with a confirmed Uppercut finishing opportunity. See the AP refund plan.
- Tel-Rea: prioritize the Force action that creates a usable allied follow-up. See her control build.
- Jae: plan around the current Final Shot threshold.
- Cly / Luco: agree on ElectroWeb's budget and Combat Gas timing.
Swap one slot when the mission changes
| Missing job | Swap | Recheck |
|---|---|---|
| Distant target removal | Replace the melee slot with Luco or a custom Sharpshooter | Useful firing lanes and enough AP for the shot |
| Frequent injuries | Keep Hawks Medic or bring a custom Medic | Reach to the teammate who may need recovery |
| An ally is one AP short of useful attacks | Consider a recruitable Astromech | Comlink eligibility and Utility loadout |
| Core Operator injured or required elsewhere | Use a healthy custom replacement | Preserve the job; do not copy an unavailable unique talent |
| Mandatory Operator requirement | Fill it first, then adapt the other slots | Mission eligibility before squad preference |
Deployment check
Inspect the mission requirement, injury count, equipment, shared attack lines and who can interact with the objective. Then identify the action that advances the mission and the teammate who can rescue the plan if it fails. Injury recovery and mission order help with the campaign side of that decision.
Sources and review
Reviewed October 8, 2026. EA's specialization/facility overview and Epic's named talent descriptions establish the roles. Squad combinations, replacements and the deployment checklist are our editorial synthesis.
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