Star Wars Zero Company Best Squad depends on the mission, but a strong all-round story squad is Hawks, Jae Mordant, Tel-Rea Vokoss and Kabb Uppercut. Hawks fills the mandatory commander slot, Jae generates Advantage and cleans up weakened targets, Tel-Rea controls enemy positioning, and Kabb turns close-range kills into efficient AP use.
For a safer Star Wars Zero Company Best Squad, swap one damage or control slot for BR-1. The astromech gives the team AP support and extra utility, which can be more valuable than another attacker on long missions or a permadeath campaign where avoiding Injuries matters more than ending the fight one turn faster.

Best all-round Star Wars Zero Company Best Squad
| Operator | Role in the squad |
|---|---|
| Hawks | Flexible mandatory story slot |
| Jae Mordant | Advantage generation and Final Shot cleanup |
| Tel-Rea Vokoss | Force displacement, control and melee pressure |
| Kabb Uppercut | Frontline damage, push effects and AP-efficient kills |
This lineup works because the four Operators are not all competing for the same job. Jae helps create the shared resource, Tel-Rea and Kabb can spend turns changing enemy position, and Hawks can be built around whatever the other three still lack.
Best safe Star Wars Zero Company Best Squad
For a survival-focused squad, use Hawks, Jae, Kabb and BR-1. BR-1 can provide AP through Built-In Comlink, carry several Utilities and support the team without needing to stand in the same dangerous firing lanes as a conventional attacker.
That composition loses some of Tel-Rea’s unique Force control, but it gives you a more forgiving support structure. It is useful when an Injury would damage the campaign more than losing a little burst damage in the current fight.
Best early-game Star Wars Zero Company Best Squad
Before the full roster and secondary specializations open up, work with the strongest jobs available rather than waiting for a perfect endgame composition. Hawks, Jae, Kabb and Trick make a practical early group because they provide ranged pressure, cleanup, frontline movement and durability.
As new authored Operators arrive and the Den expands, replace the role that is least useful for the next mission rather than rebuilding all four characters at once.
Best ranged Star Wars Zero Company Best Squad
For open maps, Hawks, Jae, Luco and Kabb provide a strong ranged base. Luco’s Sharpened Senses rewards sustained sightlines, Jae can finish weakened targets without another normal attack, and Kabb can protect the group when enemies close the distance.
You can replace Kabb with BR-1 if the map allows you to stay safely at range and the team benefits more from AP support than a frontline body.
Best aggressive Star Wars Zero Company Best Squad
Hawks, Jae, Cly and Tel-Rea make a very mobile attacking group. Cly can use Combat Jump to reach or disrupt protected positions, Tel-Rea can pull or push enemies out of cover, and Jae can convert the resulting damage into Final Shot cleanup.
The trade-off is sustain. If a mission is long or packed with unavoidable damage, replacing Cly or Tel-Rea with BR-1 can make the squad safer.
How Bonds affect the Star Wars Zero Company Best Squad
Bonds reward keeping compatible Operators together because relationship progression unlocks Focus Points, support benefits and eventually cross-training opportunities. That gives you a reason to maintain a regular core instead of rotating four completely different people every cycle.
Do not let Bonds override a bad mission matchup, though. A highly bonded short-range group is still awkward on a map that rewards long sightlines or requires a specific story Operator.
How mission requirements change the Star Wars Zero Company Best Squad
Standard squads contain up to four Operators, while story missions require Hawks. Some missions can also impose their own required characters or objective pressure, leaving fewer free slots than a theoretical team-building guide assumes.
Read the mission card before choosing the squad. Rescue and Retrieval can value movement and safety, while Combat missions may reward raw damage or control. Sabotage can make mobility and objective access more important than a conventional frontline.
How to build your own Star Wars Zero Company Best Squad
Give every squad a way to generate Advantage, a way to spend it meaningfully, reliable damage and an answer when an Operator is Downed. Then check whether the map needs range, displacement, durability or movement.
Star Wars Zero Company Best Squad for general story play is Hawks, Jae, Tel-Rea and Kabb, but BR-1 is the first substitute to consider when you want a safer AP-and-utility engine. The correct four are the ones that solve the mission in front of you rather than the four names at the top of a tier list.
