What’s the best starting class in Star Wars Zero Company?

Star Wars Zero Company offers new players significant flexibility in character development. The most important early decision—selecting a starting class specialization—can be changed without penalty once players reach Cycle 3, which occurs very early in the game. This low-risk approach means players needn’t stress about making a permanent “perfect” choice at the outset.

While all specializations have merit, Scout emerges as a particularly effective starting option. Scout provides essential squad support through mechanics that mark enemies (increasing ranged attack accuracy) and includes damage-reduction skills. Beyond the protagonist Hawk, players can recruit additional operators and fully customize their specializations and talents as needed, meaning recruitment decisions can prioritize character preference over build optimization.

Base management proves equally critical to combat success. Players should maintain constant facility upgrades across the facilities, crew, and weapons categories—ideally always having at least one upgrade in progress. The Medbay upgrade is specifically recommended as an early facilities priority, unlocking the ability to heal multiple crew members simultaneously and providing significant tactical advantages in mission planning.

The game supports extensive respeccing throughout progression. Players can change classes, refund all spent Focus Points, and reset specializations and talents for both their main character and hired operators through the Personnel console at no cost. This flexibility allows players to experiment with different builds and team compositions without fear of permanent mistakes, encouraging exploration of various strategies as they learn the game’s systems.

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