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All Star Wars Zero Company Specializations, Explained

All Star Wars Zero Company Specializations, Explained

Before beginning your Star Wars Zero Company adventure, you'll need to create your own custom character, which means choosing the best specialization and weapon class to complement your playstyle. There are eight specializations and four weapon classes to choose from, which can make the decision seem like a fairly daunting one at first glance. However, this isn't actually the case.

What the game doesn't tell you until after you try to lock in your choices is that you can change your weapon class and specialization later on, so there's no need to worry too much about your choices. That said, you'll need to complete the prologue and the "Business as Usual" chapter of Star Wars Zero Company before the Armory and Personnel menus become available, so your choices do matter a little.

Star Wars Zero Company - Assault Specialization
Star Wars Zero Company - Assault Specialization

For beginners, I recommend choosing the Assault specialization and the Blaster Rifle as your weapon class. The Blaster Rifle offers excellent critical damage and can be fired multiple times in a single turn, while the Assault specialization grants access to the Sweeping Salvo ultimate: a powerful AoE attack that damages and disorients all enemies within a large cone for just four advantage points (this alone makes Assault the best specialization, as far as I'm concerned). Its Strike the Flanks passive pairs well with the Blaster Rifle's crit stats, while Bull Rush and Fleet of Foot allow you to get in close and dish out some additional damage as you move toward objectives.

While you may be tempted by the excellent synergy that the Scout and Sharpshooter classes have with the Longarm Blaster, most of the missions in Star Wars Zero Company require you to reach an extraction point after completing your primary objective, so having an operator that hangs back to pick off enemies can leave you at a huge disadvantage, especially during missions in which reinforcements keep spawning in until every member of your squad has reached the extraction point. It's better to choose a class that can operate at both medium and close range, as melee attacks can be used to trigger environmental damage or reposition enemies so that other members of your squad can pick them off.

All that said, you should experiment with all of the specializations in Star Wars Zero Company after you gain the ability to switch between them freely, as each one has been designed to complement a specific playstyle. Once you've found the one that works best for you, choosing a weapon class becomes a whole lot easier, as you can match the stats of the weapons to your specialization of choice. Later on, you'll be able to equip two specializations at once, and some missions are easier with certain team compositions, so gaining a basic understanding of the strengths and weaknesses of each class early can come in handy later on.

Star Wars Zero Company - Specializations
Star Wars Zero Company - Specializations

Assault is the best all-round specialization hands-down, allowing you to excel at both medium and close-range. For me, Sweeping Salvo is the best bang for the buck ultimate, and Bull Rush beats out every other melee attack besides Kabb's Uppercut talent.

If you don't like getting too close to your enemies, Gunslinger is the way to go. It offers nothing in the way of melee attacks, but is arguably the best mid-range specialization on offer.

Heavy can be useful in missions with a lot of enemies, as it turns your operator into a tank that can counter enemy attacks. It's a great secondary specialization, but can at times hold you back if it's the only one that you have equipped.

star wars zero company tag page cover art
star wars zero company tag page cover art
PC-1
PC-1
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