The Star Wars Zero Company best squad composition is a four-Operator team that can create safe attacks, finish priority targets, control space, and survive a failed plan. Story missions require Hawks, so a reliable general lineup is Hawks as Scoundrel or flexible support, Trick as the anchor, Jae as the long-range finisher, and Cly as mobile control. No lineup is best on every map; mission objectives, injuries, Bonds, and the player's Hawks build determine the correct fourth slot.
What every good squad needs
First, bring a way to start favorable exchanges through mobility, marking, displacement, or control. Second, bring reliable damage that can finish the target after the setup. Third, protect the team with durability, healing, denial, or a clean retreat route, then use the remaining slot to answer the objective.
This framework matters more than collecting four individually strong builds. A team of finishers can struggle to create clean shots, while a team of supports can control the map without ending threats. The shared Advantage pool also means the squad should agree on who generates the resource and whose Special Action has priority.
Best balanced story squad
Use Hawks, Trick, Jae, and Cly as the safest all-purpose story lineup. Hawks's Fearless Leader supports assist play, Trick absorbs pressure, Jae converts setup into long-range kills, and Cly controls groups or moves to solve an objective. The team functions across open maps and mixed enemy groups without requiring every member to stand at the same range.
Build Hawks as Scoundrel when assist and setup value is missing, or use Medic when recovery is the larger problem. Let Trick occupy dangerous attention rather than chasing damage, and preserve Jae's sightline before committing movement. Cly's Electroweb and mobility provide the emergency answer when the first plan stops working.
Best aggressive squad
Use Hawks, Kabb, Tel-Rea, and Cly when the map rewards fast pressure and displacement. Kabb enters the contested area, Tel-Rea pulls enemies from cover or pushes them into hazards, and Cly locks down the survivors. Hawks should add ranged reliability or healing so the whole lineup does not depend on close positioning.
This team excels at short routes, environmental kills, and objectives that require taking ground. It is less comfortable when enemies are spread across long sightlines, so keep a ranged substitute ready. Aggression should still end behind cover or control; reaching the enemy quickly is not valuable if three Operators remain exposed for the counterturn.
Best ranged-control squad
Use Hawks, Jae, Luco, and Trick for open maps, holdouts, and deliberate target removal. Luco's gas controls the route, Trick secures the firing position, and Jae attacks the enemy made vulnerable by the setup. Hawks can use Scout or Scoundrel tools to create Advantage and improve the next shot.
The weakness is movement-heavy objectives that break established sightlines. Do not spend the first round building a perfect firing nest when the objective will force the team across the map. Swap Cly or Kabb into the lineup when interacting, rescuing, or reaching extraction matters more than controlling one lane.
Best squad for objectives
Objective missions favor Hawks, Cly, Kabb, and one support or ranged finisher. Cly and Kabb supply mobility, while Hawks remains adaptable enough to interact, support, or finish. Choose Trick when the route must be held, Jae when a distant threat controls the map, or Tel-Rea when displacement can open the path.
Read the objective before choosing the fourth member. The official getting-started guide confirms that defeating every enemy is not always required, so a team that reaches, interacts, and extracts safely can be better than the highest theoretical damage lineup. Utilities should follow that same goal rather than copying one permanent loadout.
Best permadeath and Beskar squad
For high-consequence campaigns, use Hawks, Trick, Cly, and Jae or a support build. Trick reduces the chance that a fragile Operator takes focused fire, Cly prevents dangerous actions, and the final slot removes priority threats from a safe distance. Give Hawks healing or flexible control if the selected companions cannot recover from a bad turn.
Consistency is more valuable than peak damage when a mistake cannot be erased. Bring defensive Utilities, preserve escape routes, and avoid deploying an already injured Operator merely to keep the favorite lineup together. Read the permadeath guide and Beskar Mode guide before locking those campaign rules.
How Bonds change the best team
Bonds can turn a good pairing into the strongest choice for a particular campaign. Repeated teammates unlock relationship synergies, and an assist-heavy pair can produce more value than two characters evaluated separately. However, a Bond should amplify jobs the mission already needs rather than justify bringing a poor tool for the objective.
Build two or three working pairings across the roster. That gives the campaign a replacement when injury removes one companion and prevents all tactical power from depending on a single relationship. The Den's Lounge upgrades can help a wider roster progress, but field experience still teaches how a pairing actually behaves on the map.
How second Specializations change squads
Secondary Specializations open later and let an Operator combine two roles. Use the second role to cover a missing function, such as giving a damage dealer reconnaissance tools or letting a durable character contribute support. Avoid pairing two roles that compete for the same turn, position, or shared Advantage without creating a new interaction.
The unlock does not remove the need for squad roles. It makes each slot more flexible and can free the fourth position for a mission specialist. Our second Specialization guide explains the unlock and Patch 1.1 behavior, while the character build guide applies it to each authored companion.
Squad selection checklist
Before deployment, confirm the objective, threat rating, healthy roster, available Bonds, and enemy range. Identify who creates the opening, who finishes the target, who protects the team, and who handles the objective. If one answer depends on the same Operator doing two incompatible things in one turn, change the lineup or Utilities.
Keep at least one reserve for front-line, ranged, and support duties. A deep roster protects the campaign when Injuries occupy the Medbay and makes mission selection less dependent on one perfect squad. The practical best team is the one that can complete this mission without weakening every mission that follows.