Independent player guide

STAR WARS Zero Company Characters & Operators

There are seven authored Operators in STAR WARS Zero Company. Tel-Rea and Jae are the best choices and belong in S tier because they turn positioning into extra control or kills. Hawks and Kabb follow in A tier, Luco and Cly sit in B, and defensive specialist Trick is the weakest Operator.

Operator tier list

This ranking compares how much each signature talent adds to an ordinary tactical turn. S-tier Operators offer control that almost any squad can exploit, while lower tiers need narrower setups.

TierOperatorsWhy they land here
STel-Rea, JaeExceptional control, finishing power, and turn efficiency.
AHawks, KabbStrong squad support or explosive action chains.
BLuco, ClyUseful specialists that depend on positioning and partners.
CTrickDurable, but his defensive contribution has the lowest ceiling.

Tel-Rea

S tier. Strong with the Force gives Tel-Rea access to the distinctive Padawan and Wayseeker paths, making her the roster's most flexible close-range controller. Push and Pull rearrange the fight, while Lightsaber Throw gives her a dangerous option when engaging in melee would leave her stranded.

Use displacement before committing to damage. Pull an exposed target into allied fire, Push a guard away from an objective, or open a lane that another Operator can exploit. Once the enemy formation breaks, Tel-Rea can close in and deliver excellent lightsaber damage. She is especially valuable on maps where ledges, cover, and narrow routes make forced movement worth more than raw numbers.

Her weakness is durability. A deep charge can turn the squad's strongest Operator into the easiest target, and campaign permadeath makes that gamble expensive. Keep an escape tile or defensive ally available, and treat melee as the payoff to a controlled turn.

Jae

S tier. Final Shot lets Jae execute an enemy left at low health after an ally attacks, once per turn. That free finish converts near misses into clean removals and prevents a wounded opponent from surviving long enough to take another activation.

The talent changes target selection across the whole squad. Let a reliable attacker soften a durable enemy, then position Jae so Final Shot can close the exchange without spending another normal action. She also provides line-dependent true sight, which makes good firing lanes more valuable and helps punish enemies that would otherwise rely on concealment or visual tricks.

Both advantages depend on sightlines. Walls, elevation, and an awkward starting tile can switch off her best contribution. Move Jae early enough to establish vision without making her the obvious target. Final Shot works best when allies leave a qualifying enemy in her view.

Hawks

A tier. Fearless Leader raises Assist Damage for the squad, turning coordinated attacks into a dependable source of extra pressure. Unlike a selfish damage talent, it improves the value of Operators who already want to support one another and becomes more influential as its upgrades mature.

Hawks belongs in a formation built around assists, Bonds, and concentrated fire. Start by selecting the enemy that must disappear, then keep the participating Operators within useful angles so the passive is not wasted. Pico-5 adds a character-specific tool to his kit, but the real reason to field Hawks is the steady multiplication of other people's attacks.

He loses ground when the squad splits or allies cannot trigger assists consistently. The bonus rewards focus fire rather than improvised shots at separate enemies. If Hawks operates as a lone gun, an Operator with stronger personal damage will contribute more.

Kabb

A tier. Uppercut launches an enemy and refunds its Action Point when the blow secures a kill. The combination of displacement and action recovery gives Kabb a spectacular ceiling: one prepared knockout can become the opening hit of a longer attack chain.

Do the preparation with someone else. Strip armor, lower a target's health, or move it into a tile where the knockback matters, then activate Kabb for the finish. A successful refund lets him attack again, reposition, or continue pressuring the next enemy. Close-range damage and control partners make these sequences far more reliable.

The danger is planning around a kill that does not happen. If Uppercut leaves the target standing, Kabb has spent an action in a threatening position without earning the refund. Check whether the landing tile helps, and prefer guaranteed cleanup over a low-odds chain.

Luco

B tier. Combat Gas creates an area in which attacks hit harder, giving Luco a compact damage engine for a squad that can fight around a chosen zone. Critical-hit builds benefit most because the area bonus raises the value of every well-prepared shot.

Place the gas where several attacks will happen, not merely where one Operator happens to stand. Luco works well beside Crit-focused shooters or a Sharpshooter holding a stable lane; he can turn their already strong attacks into decisive ones. Choke points and objectives favor him because enemies are more likely to remain inside the useful area.

Open or shifting maps expose the limitation. When allies scatter, Combat Gas may buff too few actions to justify the setup. Choose Luco when the squad can establish and hold a firing pocket.

Cly

B tier. Combat Jump gives Cly immediate relocation and supports a multi-shot style. He can cross awkward terrain, seize high ground, or appear on a flank that a conventional mover could not reach, then turn that angle into repeated fire.

Pair the jump with control. An ally who pins, pulls, or exposes enemies gives Cly targets worth spending multiple shots on, while his mobility lets him exploit the opening before it closes. He is particularly useful when a mission values elevation, distant switches, or a rapid change from one side of the battlefield to the other.

Mobility can disguise bad positioning. Jumping behind the enemy line fails if Cly cannot finish the target or survive the response, and multi-shot attacks struggle against protected enemies. Commit after the squad limits enemy movement or covers his landing zone.

Trick

C tier. For My Brothers pushes Trick toward a defensive role, emphasizing protection and the ability to absorb pressure for the team. It can stabilize a fragile formation, but it rarely swings a battle as sharply as free executions, Force control, or refunded actions.

Use Trick as an anchor rather than a damage star. Put him where enemies must deal with him to reach a vulnerable shooter or objective, and combine his protection with cover instead of assuming defense makes him invulnerable. A squad that already has abundant offense may appreciate the extra safety.

He is the weakest authored Operator because defense alone does not shorten the enemy turn. Too much pressure can still overwhelm him, while cautious enemies may attack elsewhere. Field Trick for a specific holding plan, not for offensive impact.