A strong all-round dual-specialization squad pairs Hawks as Medic/Gunslinger, Trick as Heavy/Soldier, Jae as Scout/Sharpshooter, and Cly as Warrior/Assault for healing, enemy control, ranged executions, and mobile critical damage.
These pairings give each operator a distinct job while preserving the healing, control, and action economy needed for longer encounters. They are a balanced launch-window foundation rather than a universal answer for every difficulty and mission type, so the alternatives below are worth considering when a map demands more mobility, defense, or utility.
- Best dual-specialization builds and combat roles
- When dual specialization becomes available
- Hawks Medic/Gunslinger combat medic build
- Trick Heavy/Soldier tank and retaliation build
- Jae Scout/Sharpshooter execution build
- Cly Warrior/Assault critical flanker build
- Kabb Soldier/Scoundrel melee finisher build
- Tel-Rea’s locked Padawan and Wayseeker specializations
- Talent, weapon-mod, and utility priorities
- Squad ability flow during combat
- Mission-based squad substitutions
- How to pilot the recommended squad in combat
- How to pilot Hawks, Trick, Jae, and Cly in Star Wars Zero Company
Best dual-specialization builds and combat roles
| Operator | Dual specialization | Combat role |
|---|---|---|
| Hawks | Medic/Gunslinger | Combat healing, squad buffs, and low-health cleanup |
| Trick | Heavy/Soldier | Taunting tank, retaliation controller, and explosive support |
| Jae | Scout/Sharpshooter | Long-range spotting and reliable executions |
| Cly | Warrior/Assault | Mobile flanking, area pressure, and critical damage |
| Kabb | Soldier/Scoundrel | Melee disruption, knockback, and action refunds |
| Tel-Rea | Padawan/Wayseeker | Force control, reflection, healing, and squad defense |
The first five pairings are the primary builds developed here. Other class combinations are playstyle substitutions for particular mission pressures rather than equally strong versions of the same role; Tel-Rea follows separate rules because her two exotic specializations are character-locked.
When dual specialization becomes available

Key Dual specialization unlocks for the entire roster after Cycle 18, roughly halfway through the campaign. Each operator then receives separate Spec 1 and Spec 2 slots in the Focus Tree, and the ability ring can mix abilities from both selected classes.
The two slots cannot contain the same class, but different standard classes can be combined freely. Standard specializations can also be reassigned and invested points refunded, letting you respec when a new squad composition or mission calls for a different role.
Spend Influence whenever you return to the Holotable: its progression tracks award additional points and health improvements that are easy to leave unclaimed.
Hawks Medic/Gunslinger combat medic build
Medic/Gunslinger turns Hawks into a squad enabler who can heal, strengthen allies, and still capitalize on weakened enemies. Invest heavily in Quick Draw and Combat Stim, with enough investment in Morale Boost to support bond generation across the team.
Combat Stim increases an ally’s health and damage, making Cly an especially strong recipient before a mobile push. Healing and Morale Boost also build bonds efficiently, while Hawks’ broader support kit improves the squad rather than forcing the commander into a purely restorative role.
Medic/Scout adds spotting utility, while Medic/Heavy trades offense for durability. A Gunslinger/Scoundrel setup can instead emphasize assists, vulnerabilities, and critical setups, but it gives up the direct healing that makes Medic/Gunslinger fit this squad so cleanly.
Trick Heavy/Soldier tank and retaliation build

Heavy/Soldier builds Trick around maximum health, aggro control, and retaliation. His unique For My Brothers talent brings him back after falling once per mission, effectively giving the squad a second health bar to work with. Prioritize maximum-health improvements and health-increasing training so he can remain exposed while the other operators work from safer positions.
Bulwark taunts a group of enemies, while Unstoppable supplies retaliation attacks when those enemies fire back. Heavy blaster attacks can also draw aggro, so a blaster rifle provides dependable damage and control. A multi-shot pistol is another useful option when separate hits can tag several enemies and spread Taunt across the field.
Soldier adds Rocket Strike, a once-per-combat attack capable of changing a difficult engagement, plus Brutal Strike for melee movement and the Dazed condition. Its grenade improvements also let Trick exploit his extended throwing range when enemies cluster behind cover.
Heavy/Assault improves the first movement action and helps Trick reach the range needed to control enemies. Heavy/Medic adds self-sustain and bond generation, but sacrifices offensive pressure for a more defensive tank.
Jae Scout/Sharpshooter execution build
Scout/Sharpshooter keeps Jae at long range while building around Final Shot. This ability automatically removes a target at 10 health or less and always hits. At rank IV it can trigger twice per turn, allowing the rest of the squad to soften multiple enemies before Jae finishes them.
Tactical Timing awards an additional Advantage when Jae defeats an enemy, so Final Shot feeds the squad’s resource economy as well as its damage output. Her Scout attacks also apply Spotted, removing hit penalties caused by range and smoke for subsequent attacks. Ambush gives her another way to punish exposed sightlines or enemies holding distant cover.
Sharpshooter complements that utility with improved accuracy, Zero In, and a passive 10% hit bonus on blaster attacks. Prioritize accuracy first, followed by critical-hit chance and damage that make her ordinary rifle attacks threatening even before Final Shot activates.
Scout/Gunslinger is the main competing pairing. Gunslinger supplies additional critical chance through Keen Eye and supports a more aggressive shooting rhythm, while Sharpshooter better preserves Jae’s long-range execution role.
Cly Warrior/Assault critical flanker build

Cly’s character-locked Warrior specialization already rewards close-range aggression, and Assault supplies the movement needed to exploit it. Upgrade Combat Jump for better repositioning, then use Fleet of Foot and Assault movement bonuses to reach flanks, exposed enemies, and tightly grouped targets.
Sweeping Salvo turns that mobility into a cone attack against clustered enemies. Assault also grants a 20% critical-hit chance bonus against exposed targets—enemies without cover—which pairs directly with the increased critical damage from Warrior’s Ruthless passive. The result is a flanker whose damage climbs sharply once she reaches the correct angle.
Use Combat Jump to cross obstacles or escape a poor lane, then apply close-range pistol pressure or crowd control before moving again. Health improvements remain valuable because Cly often ends her turn closer to danger than the squad’s ranged operators.
Warrior/Gunslinger is the main alternative. It adds critical chance, Onslaught for stronger blaster attacks, and Quick Draw for Action Point recovery, trading some Assault mobility for a more sustained pistol-focused turn.
Kabb Soldier/Scoundrel melee finisher build
Soldier/Scoundrel builds Kabb around his signature Uppercut. The attack rushes a target, deals melee damage, and knocks it backward. If Uppercut defeats the enemy, it refunds every Action Point spent, including the movement used to reach the target, so Kabb can immediately continue his turn.
Soldier improves melee damage and adds Brutal Strike, whose Dazed effect prevents the target from acting, plus Rocket Strike for ranged explosive pressure. This gives Kabb a productive fallback when an enemy survives Uppercut or stands beyond a safe melee approach.
Scoundrel supplies vulnerability and weakness support for the rest of the squad, while defense-reducing weapon effects can serve the same team-oriented purpose. Knockback can produce immediate environmental eliminations when a usable ledge or hazard is present, but Kabb remains effective through damage and Dazed control on maps without one.
Tel-Rea’s locked Padawan and Wayseeker specializations

Tel-Rea does not select two freely assignable standard classes. Her Padawan and Wayseeker specializations are locked to her, and no ordinary operator can equip them. Additional progression opens more meditation slots, allowing her to combine Force control with defensive and restorative effects.
Push and Pull move enemies out of safe positions, clear sightlines for Jae, and create environmental elimination opportunities where the terrain permits. Push is the more frequently useful investment, while Pull remains valuable for extracting enemies from cover or drawing a vulnerable target toward the squad.
Tel-Rea can also fight in melee and reflect incoming attacks through her defensive stance. Her meditation choices add healing, deflection, and Harmony generation, which strengthens abilities that scale from accumulated Harmony stacks.
Bring Tel-Rea instead of Cly when Force movement, reflection, and defense are more valuable than mobile critical damage. She can replace Kabb when the squad needs broader control and sustain rather than direct melee disruption.
Talent, weapon-mod, and utility priorities
| Operator build | Talent and gear priorities |
|---|---|
| Hawks Medic/Gunslinger | Quick Draw and Combat Stim; pistol or blaster; Action Point restoration; clustered-enemy utility |
| Trick Heavy/Soldier | Maximum health, Bulwark, and Unstoppable; defense or evasion; healing utility or grenades |
| Jae Scout/Sharpshooter | Final Shot and Tactical Timing; accuracy, critical chance, and critical damage; long-range rifle |
| Cly Warrior/Assault | Combat Jump, Ruthless, and Fleet of Foot; critical chance and damage; close-range blaster damage |
| Kabb Soldier/Scoundrel | Melee damage; vulnerability or defense reduction; control effects that support Uppercut follow-ups |
| Tel-Rea Padawan/Wayseeker | Meditation slots; healing, deflection, and Harmony generation; upgrades for Push and Pull |
Focus Point totals and equipment tiers change throughout the campaign, so build toward the function in the table rather than waiting for one named item. Upgrade the abilities that drive each operator’s role first, then use weapons and utilities to cover the situations their class pairing cannot handle alone.
Keep Ion damage somewhere in the squad to handle droids and ray shields; an Ion Modulator can sit on Hawks or Trick, and two carriers provide redundancy. Scatterguns are valuable against clustered enemies, while defensive underlays and Bacta healing suit the operator absorbing Taunt pressure.
Scattergun Mk. II, Scattergun Mk. III, Double-Dose Bacta Stim, and Gas Dispenser Mk. II are examples from a mid-campaign loadout, not mandatory equipment. Any available item that supplies the same damage pattern, defensive sustain, or area control can fill the slot.
Squad ability flow during combat
Begin by identifying which operator can create the best opening for the others. Hawks can buff a mobile attacker, while an explosive can destroy obstructing cover before ordinary attacks are committed. Once a target is vulnerable, soften it with the squad’s regular fire and use Jae’s Scout attack to apply Spotted, improving the follow-up shots that bring enemies into Final Shot range.
Trick then takes control of the enemy turn with Taunt and retaliation. When opponents must advance, Overwatch converts their movement into damage and may stop them before they reach the back line. Removing the lowest-health enemy reduces incoming actions immediately, while execution-based Action Point refunds let Hawks or Kabb continue attacking after a successful finish.
Cly should reposition toward exposed flanks, clustered targets, or melee enemies that need slowing or area control. Her mobility lets her apply pressure without forcing the whole squad forward. Treat this as a repeatable decision loop rather than a fixed mission script: establish control, remove an enemy, protect the back line, and reassess before spending the next action.
Mission-based squad substitutions

Hawks, Trick, and Jae form the stable support-tank-execution core. Use Cly as the fourth operator when movement, flanking, and critical damage can break a position; select Tel-Rea for Force control, reflection, and healing; or bring Kabb when knockback and melee disruption can shut down priority targets.
When enemies are advancing, hold defensible ground and let Trick’s aggro tools and the squad’s Overwatch lanes punish their approach. Mobility becomes more valuable when the objective forces the squad to push, cross open space, or reach enemies that will not leave fortified positions.
How to pilot the recommended squad in combat
How to pilot Hawks, Trick, Jae, and Cly in Star Wars Zero Company
This sequence turns an incoming enemy push into controlled executions, retaliation attacks, and safe repositioning.
STEP 1/11
Read the enemy’s movement

Hold a defensive position when durable melee enemies are already advancing instead of pushing into their attack range.
STEP 2/11
Buff Cly with Combat Stim

Use Hawks’ Combat Stim on Cly to raise her health and damage before she moves toward a flank.
STEP 3/11
Clear obstructing cover

Destroy blocking cover with an explosive, then reserve actions for Overwatch if the remaining hit chances are poor.
STEP 4/11
Focus the weakest enemy

Concentrate fire on the lowest-health target to remove an enemy action from the next turn as quickly as possible.
STEP 5/11
Let Jae secure executions

Bring weakened targets into Final Shot range so Jae can eliminate them and generate additional Advantage.
STEP 6/11
Pull aggro with Bulwark

Use Trick’s Bulwark to Taunt as many nearby enemies as possible and direct their attacks away from the back line.
STEP 7/11
Prepare Trick’s retaliation

Activate Unstoppable after establishing Taunt so Trick returns fire when the controlled enemies attack him.
STEP 8/11
Slow incoming melee threats

Use Cly’s Electroweb Dart or another available slowing effect to delay an enemy that is closing on the squad.
STEP 9/11
Reposition Cly for pressure

Use Combat Jump to cross the battlefield, threaten a flank, or reach a target without dragging the ranged operators forward.
STEP 10/11
Daze a dangerous attacker

Strike a priority enemy with Trick’s Brutal Strike so the Dazed target cannot attack during its next action.
STEP 11/11
Reset the tank setup

When reinforcements arrive, repeat Bulwark and Unstoppable to group their attacks onto Trick and restore the squad’s defensive formation.
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