What Companions to Choose in Star Wars Zero Company
Choosing the right companions is essential in Star Wars Zero Company, with each character bringing their own unique talents (and in some cases specializations) that can warp the battlefield. While every companion can be useful in the right situation, some are better suited to certain team compositions and combat scenarios, whereas some are simply superior to others.
In this guide, we’ll break down the best companions in Star Wars Zero Company to help you build the strongest squad possible. If you struggle with building the characters out, you can check out our companion build guide.
These companions are great in all situations and are a great addition to any team comp.
Jae
Jae's talent Final Shot finishes off enemies below a certain health threshold, starting at 4 HP and reaching 10 HP at max rank. It has no cost or cooldown.
This talent essentially reduces enemy HP by 10 so long as Jae can see them. For this reason, appropriate positioning of Jae on the battlefield is extremely important to make sure she is able to finish targets off. Alternatively, you can stick her somewhere up high and equip her with a Longarm blaster to give her a good chance of spotting enemies. Remember, just like assists, hit chance doesn't matter - if she can see them, she will hit them!
Recommended classes: Scout, Sharpshooter, Assault
Tel-Rea
Zero Company's resident Jedi-in-training, Tel has a completely unique specialization: Padawan. Later, when you unlocked dual-specs, she also learns Wayseeker.
Tel-Rea is a very strong melee class with decent utility. Force Push and Pull allows her to remove enemies from cover, trigger an ally's overwatch, and deal a bit of guaranteed ranged damage.
She is, however, decently fragile, and while she is clearly designed around melee combat with Force abilities being more utility focused, when built around her Force attacks can become a real damage threat. This bypasses her fragility and turns her into a legitimate ranged threat.
A Tier
These companions are solid, strong options, but have some weaknesses.
Hawks
The Fear Leader talent of Zero Company's head honcho is a powerful team-wide buff that increases both assist damage and defense.
These stats are useful for all operators as they can all assist and an extra dose of tankiness never goes amiss. This passive paired with a defense-granting underlay can make your operators extremely tanky, especially early game.
It's a passive that is useful at all stages in a battle and one you'll notice on every turn.
Recommended class: any
Cly Kullervo
Cly comes with her own talent and specialization, though does not get an extra one once unlocking dual-spec. The talent, Combat Jump, allows her to reposition effectively and knock opponents out of the way where she lands. Her spec, Warrior, focuses on injecting opponents with Shock - a status effect that halves their movement speed - and, with enough ADV, triggering these Shock darts to deal damage around the target.
Cly is good versus melee units that you want to keep at bay, and is a nimble fighter able to dash around and disrupt enemy battle lines. Spreading the Shock dart around and then triggering them can cause devastating AoE, and with some focus point investment can be a complete battlefield sweeper.
Gunslinger as a secondary specialization however is a match made in heaven and highly recommended when you unlock it.
Recommended classes: Gunslinger
B Tier
These operators are good in certain scenarios, but nothing special.
Trick
As likeable and endearing as this loyal clone soldier is, his talent is useless until it isn't, which may sound stupid, but restricts his usefulness to a team.
For My Brothers allows Trick to pick himself back up after being downed once per battle. At higher ranks, he notably also ignores the injury he would otherwise incur. This is a fair quality of life talent and certainly can have its uses for specific kamikaze playstyles (or as a get out of jail free card at higher difficulties). But the fact of the matter remains that until Trick dies, you are playing without a talent.
Stacking defense and health is a good strategy if you're going to use Trick. The Heavy specialization allows him to tank very effectively, and when he dies he can come straight back up at full HP, which can be a very valid method of fighting.
Kabb's talent is simple yet effective - run to an enemy and punch them away. It is essentially another version of Bull Rush from the Assault class, except it also restores all AP used if it deals a killing blow (including AP expended on travelling to the target).
Unsurprisingly, this makes him a good candidate for an Assault specialization. He plays as a strong melee character and displacing bully, running around and removing enemies from the safety of their cover and triggering teammates' overwatch.
Unfortunately Kabb can only Uppercut once per turn, meaning he can't chain kills ala Gunslinger and take fights over. This restriction and the risk associated with a true melee character is what places Kabb in the C tier.
Recommended classes: Assault, Soldier, Heavy
Luco Bronc
Luco's talent Combat Gas grants him increased chance to hit and ranged attack damage for 2 ADV. Great on paper, but only being use it once per combat, running out after a few shots, and it being restricted to Luco himself makes it a little weak.
That said, chance to hit and ranged damage are the two most important stats in Zero Company and this provides both. Every single specialization benefits from these stats, but the Sharpshooter and Gunslinger are especially good choices for him.