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

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.