How to Build Each Companion in Star Wars Zero Company
Choosing the right loadout can make a huge difference in Star Wars Zero Company, with each Companion bringing their own unique talents and sometimes whole Specializations to the battlefield. While every Companion has their strengths, building them the right way will help them perform at their best.
In this guide, we’ll break down the best loadout for every Companion in Star Wars Zero Company, including the weapons, gear, abilities, and other upgrades you should prioritize for each character.
Here's a complete guide on the loadout of all companion characters in Zero Company
Cly
Cly's best build is as a nimble Electroweb Dart Gunslinger. This setup is great for targeting multiple enemies and creating a chain reaction of electro-explosions, capable of wiping out an entire map.
Focus Points
You want to max Electroweb Dart first. This increases its range, but most importantly reduces the ADV cost from 2 to 1 at max rank, allowing you to spam this ability to all enemies in a turn.
The second part of the combo is the Electroweb Surge. This activates on all targets with a Dart in them, triggering an explosion around them. Because targets can take damage from this multiple times (e.g if two Darted targets are standing next to each other they take damage twice), increasing this damage has even more value.
A side benefit of being able to spam Electroweb Dart is that it contributes to your Gunslinger's Onslaught passive, ramping your pistol damage. Between this and your Quick Draw ability that resets AP on kill, it's possible to reach double digits Onslaught stacks for devastating pistol shots.
Loadout
Take a pistol for the Gunslinger synergy, with an Ergonomic Stabiliser which acts as a mini Onslaught effect. A Repulsor to increase movespeed makes positioning for Darts easier, and concussion grenades can help group enemies up together, but utility is ultimately down to personal preference.
Jae
Jae can be built flexibly as her Final Shot talent is unconditional and not tied to weapon damage or benefit from any stat buff. She cannot, however, execute targets she can't see, so to that extent it benefits her to be positioned up high with a long range weapon, so a Sharpshooter build is a natural fit.
The best Sharpshooter build comes paired with a Scout, where you can use high ADV Ambushes to one shot enemies.
Focus Points
Max Final Shot to not only increase the execute health threshold to 10, but allow Jae to execute two enemies in a single turn. This is an extremely powerful talent.
For the SharpshooterScout build, focus on maxing Ambush to maximise its damage, giving it 56 base damage at max ADV. Next, points in Zero In increase your crit chance which can send Ambush nuclear. Combat Recon is always a good choice to invest points in to improve its range and make it significantly easier to farm ADV - if you lack other ADV generation in your team, prioritise this over Zero In, as securing ADV for Ambush is the priority.
Loadout
Your weapon of choice is unsurprisingly the Longarm. Equip it with a crit scope and crit damage barrel for max Ambush damage. Utility is personal preference, though grenades are underrated for providing some AoE coverage which this build severely lacks - if you can get in range, that is.
Kabb
Kabb is a melee specialist. His talent, Uppercut, is very similar to the Assault's Bull Rush but also restores all AP used if the target is defeated (including AP used on movement).
Kabb is best built as an Uppercut x Sweeping Salvo specialist, using both the Assault and Soldier classes for their synergistic passives.
Focus Points
Max Uppercut to increase its damage and make it more likely you'll get a reset from it. Likewise, Strength in the Soldier spec increases melee damage, having a similar effect.
Lastly, put points in Sweeping Salvo, which is good as a close ranged AoE attack which also happens to be quite cheap, costing only 4 ADV.
Fleet of Foot is your last point of interest. More movespeed = easier to cutty uppy!
Loadout
You talk more with your fists than a weapon, but the blaster is a good generic choice. Sweeping Salvo benefits from all bonuses to blaster damage, so the Amplifiers which increase close range damage, are a great weapon mod to equip. Bear in mind that the ability cannot crit, so any crit modifiers are wasted.
A Repulsor makes Kabb faster, and Underlays keep him a bit safer when getting up close and personal. The Scattergun has a similar effect to Sweeping Salvo, providing a powerful combo if you can line them both up.
Luco
Luco has many viable specs and playstyles, as the stats granted by his talent (ranged damage and chance to hit) are universally beneficial. The general consensus, however, is that Luco is best built as a buff-stacking Sharpshooter.
His two best secondary specs are Gunslinger and Scoundrel depending on whether you want a more active or assist-heavy role. We'll showcase the Gunslinger build here as it's subjectively a little more fun to play.
Focus Points
Max Combat Gas to get +6 ranged damage and +30% accuracy at the start of each combat, decreasing by 1 damage and 5% accuracy with each shot you fire.
Next, points in Zero In give you more crit and chance to hit, combined with the Keen Eye passive in Gunslinger to get even more crit. All in all, you're now well set up for devastating Overwatch and assist attacks.
Open Fire is a strong, albeit expensive, damage move, and is best used at high stacks of Combat Gas. It doesn't need points to be strong however as this only increases its chance to hit which you already have plenty of.
Loadout
Similar to Jae, you'll want the Longarm with crit chance and damage mods. Utility is, again, a case of personal preference and team needs.
Tel
Unfortunately for Lightsaber enthusiasts, the best setup for Tel is to build around her Force powers. Endless pushes and pulls not only disrupt enemies and make them vulnerable out of cover, but their damage (especially with collision) is underrated.
Focus Points
Force Push takes priority over Pull as the spammable ability. Pull, only being able to be used once per turn, is powerful but limited.
Once these two are maxed out and your ranged damage is optimised, you can stick points in Padawan Training for general stat bonuses and access to more Meditations.
Loadout
Tel cannot use unique weapons or utility, instead opting for different Meditations. These are mostly preference as none fully benefit her Force capabilities, so defensive options tend to be the best option, covering her innate fragility.
Trick
Trick's talent, For My Brothers, allows him to get back up for free injury-free after being downed once per combat. This aligns with an aggressive tanky playstyle, putting Trick in the front lines, and makes him the perfect candidate for a Heavy build.
A recommended Heavy setup also includes the Scout for more utility or Medic for more survivability, but due to Trick's talent, Medic is largely unnecessary.
Focus Points
Get For My Brothers III for the injury prevention first, then split points between Bulwark, your AoE taunt, and Combat Recon, your ADV generator. Generally you do not need the last upgrade to Bulwark as debuff/displacement immunity is situational and the 10 focus points can be spent elsewhere.
If you feel like Combat Recon and Bulwark are wide enough and working for you in combat, you can get Conditioning to increase Trick's health. This is extra valuable as your revive returns you to full health, essentially giving you double benefit.
Loadout
Once you finish Trick's personal missions you'll unlock his unique weapon which you should use. Until that point, a regular blaster is generally best, though he is not designed to deal damage so it is largely immaterial.
Utility is more important however, with Underlays to increase Defense being the most valuable. Medpacs can be useful to top him up, but using other Utility slots for grenades is generally preferred to give him some offensive threat, with firebombs and concussion grenades the premier choice.
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