This tier list ranks the playable specializations in Star Wars: Zero Company from best to worst for general play, based on their damage output, survivability, and team utility. You select a specialization at character creation, and it determines your active abilities, passive bonuses, and role in a squad. The list below reflects the current game balance and is intended as a starting point for building an effective character.
Formula
This calculator works out your average pace and speed from a finish time and distance. The formula for pace is:
Pace (min/km) = Finish time (min) ÷ Distance (km)
And for speed:
Speed (km/h) = Distance (km) ÷ (Finish time (min) ÷ 60)
Where t is the finish time in minutes, and d is the distance in kilometers. The pace is the number of minutes it takes to cover one kilometer, and the speed is the average kilometers covered in one hour.
Worked Example
Using the default values from the calculator: a finish time of 50 minutes and a distance of 10 km.
- Pace = 50 min ÷ 10 km = 5.00 min/km
- Speed = 10 km ÷ (50 min ÷ 60) = 10 km ÷ 0.8333 h = 12.00 km/h
The calculator returns a pace of 5.00 min/km and a speed of 12.00 km/h.
How to Read the Tier List
Tiers are labeled S (top), A (strong), B (average), C (weak), and D (niche). The ranking considers solo play and group play, but heavily weights versatility: a specialization that performs well in most missions ranks higher than one that only shines in a single game mode. The list assumes a mid-level character (around level 30) with standard gear, not endgame legendary items.
S-Tier: Vanguard and Medic
The Vanguard is the best all-rounder. It has high health, a shield that regenerates quickly, and a charge ability that deals damage and breaks enemy armor. Its passive gives a 15% damage reduction when below half health, which makes it forgiving for new players. The Vanguard’s ultimate, “Phalanx,” creates a frontal energy wall that blocks all projectiles for 6 seconds, making it invaluable in corridor fights and against sniper turrets.
The Medic is the only specialization with a reliable heal. Its “Restorative Burst” heals all nearby allies for 30% of their max health over 5 seconds, and its passive increases all healing received by 20%. In a game where health packs are scarce, the Medic is always in demand. The downside is low damage output, but the utility more than compensates. In coordinated squads, the Medic is effectively mandatory.
A-Tier: Engineer and Assault
The Engineer deploys a sentry turret that deals consistent damage and a shield generator that gives allies a 10% damage reduction. The turret can be destroyed, but its cooldown is short. The Engineer’s passive reduces the cooldown of all abilities by 10%, which is a strong quality-of-life bonus. The main weakness is that the turret is static, so the Engineer is less effective in highly mobile fights.
The Assault is a close-range damage dealer. Its “Overdrive” ability increases fire rate by 40% for 8 seconds, and its passive grants a 25% bonus to melee damage. The Assault has no defensive abilities, so it relies on positioning. It is excellent in tight maps but struggles in open areas where enemies can keep their distance. The Assault is a solid pick for players who enjoy aggressive play, but it is not as flexible as the Vanguard.
B-Tier: Sniper and Operative
The Sniper has the highest single-shot damage in the game. Its “Hollow Point” ability ignores 50% of enemy armor, and its passive increases critical hit chance by 15% when standing still. The Sniper is great for picking off high-value targets, but it is extremely vulnerable in close quarters. In missions with tight corridors, the Sniper often becomes a liability. It is a good choice for experienced players who can maintain distance.
The Operative is a stealth-based specialist. Its “Cloak” ability makes the character invisible for 4 seconds, and its passive increases damage by 20% when attacking from behind. The Operative can bypass enemy defenses and reach objectives quickly, but its damage is lower than the Assault, and the cloak does not hide you from enemy turrets. The Operative is useful for specific objectives, such as disabling alarms, but is otherwise outclassed by the Assault.
C-Tier: Heavy and Support
The Heavy carries a minigun that deals high damage but has a long spin-up time. Its “Suppressive Fire” ability slows enemies, and its passive reduces explosive damage by 30%. The Heavy is a stationary powerhouse, but it is easily flanked. In most missions, the Heavy’s lack of mobility is a severe drawback. It is only recommended for defensive missions where you can set up in a chokepoint.
The Support provides ammo and grenades to allies. Its “Ammo Drop” ability refreshes all allies’ ammo, and its passive increases grenade damage by 25%. The Support is useful in long missions, but its own damage is the lowest in the game. In a game where most missions are short, the Support’s ammo refill is rarely needed. It is a niche pick for specific team compositions.
D-Tier: Demolitionist
The Demolitionist focuses on explosives. Its “Remote Charge” ability deals massive area damage, and its passive increases explosive radius by 20%. However, the Demolitionist has no way to protect itself, and its explosives can damage allies. In practice, the Demolitionist is outclassed by the Engineer’s turret, which deals similar damage without the risk. It is only viable in very specific boss fights where you can pre-place charges.
How to Choose a Specialization
Your choice should depend on your play style and the team composition. If you are playing solo, the Vanguard or Medic are the safest picks. If you are in a group, coordinate so that at least one Medic is present, and then choose a damage dealer based on the mission type. For new players, the Vanguard is the most forgiving. For experienced players, the Operative offers the highest skill ceiling.
Also consider the weapon types each specialization can use. The Sniper and Heavy are locked to their signature weapons, while the Vanguard and Medic can use a wider variety of blasters. This affects your flexibility in loot drops. If you prefer a specific weapon, check the specialization’s allowed weapon list before committing.
Common Misconceptions
One common misconception is that the Medic is useless in solo play. While it is true that the Medic’s heal is less valuable when alone, the passive healing bonus still applies to stim packs, making the Medic surprisingly durable. Another misconception is that the Sniper is the best damage dealer. While it has the highest single-shot damage, the Assault’s sustained damage output is often higher in practice, especially against groups of enemies.
Another mistake is ignoring the passive bonuses. Many players focus only on active abilities, but the passives are often more impactful. For example, the Engineer’s 10% cooldown reduction is a huge quality-of-life bonus, and the Vanguard’s damage reduction is what makes it so tanky. Always read the full description of a specialization before choosing.
Frequently Asked Questions
What is the best specialization for solo play?
The Vanguard is the best for solo play because it has high survivability, good damage, and a defensive ultimate. The Medic is also viable, but its low damage makes fights slower. The Vanguard can handle most enemies without needing to retreat, making it the most efficient for clearing missions alone.
Is the Medic worth playing in a group?
Yes, the Medic is the most valuable specialization in a group. Its heal keeps allies alive during tough fights, and its passive healing bonus makes stim packs more effective. In coordinated squads, a Medic can be the difference between success and failure, especially in higher difficulty missions.
Why is the Demolitionist ranked so low?
The Demolitionist is ranked low because its explosives are risky and its damage is not significantly higher than other specializations. The Engineer’s turret provides similar area damage without the self-harm risk, and the Engineer also has a shield generator. The Demolitionist’s niche is very narrow, and it is outclassed in most situations.
Can I change my specialization later?
No, you cannot change your specialization after character creation. You can, however, respec your ability points within the same specialization, but the specialization itself is permanent. This makes the initial choice important, so it is worth trying out different specializations on alternate characters to see which fits your play style.
Does the tier list change with the latest patch?
Yes, the game is regularly updated, and balance changes can shift the tier list. This list reflects the current patch, but it is always a good idea to check the latest patch notes for any changes to ability damage, cooldowns, or passives. The core strengths of the Vanguard and Medic are unlikely to change, but other specializations may see buffs or nerfs.
Related
Formula used
in t | Finish time | min | 50 | 0 in d | Distance | km | 10 | 0 | 100000 out pace | Average pace | min/km | t / d | 2 out speed | Average speed | km/h | d / (t / 60) | 2
Each line is one input (in, sel, list) or one result (out: label, unit, formula, decimals). How the calculators work
Method: the standard formula for this calculation, rounded as each result states. See how the calculators work or report an error.
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