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Best starting class in Star Wars Zero Company
Image via Star Wars Zero Company

Best Starting Class in Star Wars Zero Company

Choosing Hawks' starting class in Star Wars Zero Company can have a big impact on your early squad. Here's which specialization you should pick.

Star Wars Zero Company gives you several different Specializations to choose from when building Hawks, each with its own playstyle and abilities. While your choice isn’t permanent, picking a class that works well with your early squad can make the opening missions considerably easier. Here’s the best starting class in Star Wars Zero Company and what you should know before making your choice.

What Is the Best Starting Class in Star Wars Zero Company?

Scoundrel is the best starting class for Hawks in Star Wars Zero Company if you want to get the most out of his unique talents and build a strong offensive squad.

The main reason is the synergy between Scoundrel’s abilities and Hawks’ Fearless Leader talent, which increases Assist Damage for the squad. Scoundrel can make enemies Vulnerable, setting them up for guaranteed Critical Hits, while also creating opportunities for Hawks to perform Assist attacks. Those assists can also help generate Advantage for more powerful abilities.

The downside is that Kabb already starts as a Scoundrel, meaning you’ll temporarily have two characters with the same Specialization. This isn’t a major problem, however, since the two can work together particularly well.

Best Alternatives to Scoundrel

If you don’t want to run two Scoundrels, Gunslinger is the easiest alternative. It provides strong ranged damage, can attack multiple targets during a turn, and fits comfortably into most squad compositions.

Medic is another excellent option if you want Hawks to provide more utility. Since Hawks is involved in many important missions, making him a source of healing and support can free another squad slot for a dedicated damage dealer.

Scout is worth considering if you want to focus on generating Advantage and setting up attacks for the rest of your squad. With precise play, you can nuke the most dangerous enemies very early and make every encounter much easier.

Can You Change Hawks’ Class?

Yes, you can change Hawks’ Specialization after reaching Cycle 3 and start experimenting with different builds. Your Focus Points invested into the Specialization are refunded when you respec, although certain personal talents remain tied to the character.

Star Wars Zero Company Starting Classes

  • Scoundrel: Assist attacks and critical hits. Scoundrels are great at setting enemies up for your other squad members and capitalizing on Vulnerable targets. They’re especially good when you build around Hawks’ Assist-focused abilities.
  • Gunslinger: Consistent ranged damage. Gunslingers specialize in dealing reliable damage from a distance and can attack multiple targets, making them a straightforward offensive option for almost any squad.
  • Soldier: Area-of-effect damage. Soldiers are your go-to option for dealing with groups of enemies, with abilities such as Rocket Strike allowing them to hit several targets at once. Also, they have amazing close-range CC.
  • Assault: Aggressive close-range combat. Assault specializes in getting into the middle of the fight and dealing heavy damage at close range, making it a good choice for players who prefer an aggressive playstyle.
  • Scout: Mobility and Advantage generation. Scouts excel at moving around the battlefield, setting up attacks, and generating Advantage for the rest of the squad. They’re particularly useful for creating opportunities for stronger abilities.
  • Heavy: Defense and frontline survivability. Heavy specializes in absorbing damage and holding positions. Its abilities improve health, defense, and survivability, making it one of the best choices for a frontline character.
  • Sharpshooter: Long-range precision damage. Sharpshooters are built around taking out enemies from a distance, with their abilities particularly suited to critical hits and eliminating high-priority targets.
  • Medic: Healing and support. Medics keep the squad alive by providing healing and other utility, making them especially valuable on difficult missions where keeping operators healthy is more important than squeezing out maximum damage.

Star Wars Zero Company Best Starting Class FAQ

Q: What is the best starting Specialization in Star Wars Zero Company?

A: Scoundrel is our recommended starting class for Hawks because it works particularly well with his Fearless Leader talent and Assist-focused gameplay.


Q: Can you change your starting class?

A: Yes, you can change Specializations after reaching Cycle 3, allowing you to experiment with different builds.


Q: Is Medic good for Hawks?

A: Yes, Medic is particularly useful if you want Hawks to provide healing and support while freeing another squad slot for additional damage.


Q: Is Scoundrel better than Gunslinger?

A: Scoundrel has better synergy with Hawks’ Assist-focused talents, while Gunslinger provides more straightforward ranged damage and doesn’t overlap with Kabb’s starting role.

That does it for our guide on the best starting class for Hawks in Star Wars Zero Company. For more helpful content, including our guide on the best graphics settings for Star Wars Zero Company, be sure to bookmark Gamepur!


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Author
Image of Aleksa Stojković
Aleksa Stojković
Aleksa is a longtime gamer with tens of thousands of hours spent across genres. From gacha and Roblox to MOBAs, MMOs, and everything in between. He never just plays games but tries to master them, pushing himself into the top 1% wherever he lands. Aleksa dissects mechanics, optimizes strategies, and treats every title like a sandbox for peak performance. The only type of game he can’t stand is one that doesn’t respect precision. If he feels input delay or there’s no animation canceling, he’s uninstalling faster than you can hit Alt + F4.