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Squad building · evidence-led guide

STAR WARS Zero Company Best Unit and Class Guide

There is no official universal “best unit” ranking for STAR WARS Zero Company. The stronger answer is to match a unit or class to the mission job: movement, cover pressure, objective interaction, rescue, sabotage or safe extraction.

Updated

STAR WARS Zero Company operatives taking positions for a tactical mission.

Why “best unit” is the wrong single question

Zero Company is a single-player, turn-based tactics game built around Hawks, named operatives, custom characters, the Den and changing mission objectives. A unit that is excellent for a rescue can be a poor answer for a sabotage route or a mission with a long extraction line.

Choose by mission responsibility

Before deployment, write the mission’s primary objective and the failure condition. Then assign responsibilities: who reaches the objective, who controls a lane, who creates an opening, who protects the retreat and who can spend AP on an interaction without collapsing the formation.

  • AP: plan which operative must move, attack or interact first.
  • Advantage: create and spend the tactical resource around the key turn.
  • Cover: judge the route and exposure before comparing raw damage.
  • Bonds: account for relationship and side-mission consequences rather than only combat output.

A test that produces a real recommendation

Use the same difficulty and a comparable mission type. Record the unit, class or loadout, objective result, casualties, AP spent on movement, and whether the squad could extract safely. That is enough to produce a local recommendation without pretending it is a global tier list.

The units guide, classes guide and mission objectives guide provide the confirmed vocabulary. Specific damage rankings, mandatory squads and exact ability values should remain open until a versioned in-game test exists.