Pre-release reference — content last verified August 28, 2026

ZEROCOMPANY

External Guide synthesis

Best Characters and Team Comp in Star Wars Zero Company

This page records one control-focused team template from GamesRadar and explains the loop behind it. Team quality depends on mission, difficulty, roster access, and your preferred turn pattern.

External Guide recommendation, role values are editorial

§The recorded team template#

The equipment below comes from the external guide and should be treated as a starting template.

OperatorRecorded weaponUtility or equipmentTeam job
Cly KullervoBlaster PistolConcussion GrenadeMobile control, damage, and enemy setup.
Kabbney “Kabb” UppercutRepeaterReinforced UnderlayClose-range pressure and enemy repositioning.
Astromech DroidNo standard BlasterMed-Pac, Impact Grenade, Concussion GrenadeHealing, AP support, and extra Utility coverage.
Tel-Rea VokossLightsaberFast Healing or Jedi MeditationHigh-risk melee pressure and Force-based control.

§How the team loop works#

The template is built around keeping the squad close enough to convert control into a shared payoff.

  1. 01

    Move as a control group

    The team gives up some long-range pressure to keep Cly, Kabb, and Tel-Rea close enough to affect enemy positions.

  2. 02

    Create a bad position for the enemy

    Jetpack movement, Kabb's melee pushes, Force powers, and Concussion Grenades can move enemies into more manageable spaces.

  3. 03

    Spend AP support on the important turn

    The Astromech is recorded as helping the squad with healing and AP support. Save that support for a turn that finishes a priority target or stabilizes the formation.

  4. 04

    Adjust Utility for the mission

    The external guide notes that a Droid Popper Grenade can be more useful than a default choice in certain tasks. Treat the exact item behavior as a launch check.

§Why each slot matters#

Cly creates access

GamesRadar role description

Her mobility and control tools help the team reach targets, change enemy positioning, and turn a short-range plan into a usable attack window.

Kabb converts contact

GamesRadar role description

Kabb gives the close-range core another way to push enemies and apply pressure. Repeater use makes the remaining AP decision especially important.

Astromech keeps the plan alive

GamesRadar role description

Healing, AP support, and several Utility options give the group recovery tools that compensate for its willingness to fight at shorter range.

Tel-Rea supplies high-risk payoff

GamesRadar role description

The Jedi adds melee and Force control, with a higher-risk profile that rewards careful positioning and recovery support.

§When to adjust the template#

A strong team comp is a starting point for a mission, not a requirement to keep four names together forever.

  • Add more long-range firepower when the objective creates wide sightlines or punishes close movement.
  • Change Utility when the mission contains a specific Droid, shield, crowd-control, or extraction problem.
  • Protect the Astromech when the team depends on its healing and AP support to recover from a mistake.
  • Use a different frontline or support slot when the required character has not joined your Den yet.
  • Treat the S, A, and B character tiers in the source article as author experience, with mission and difficulty able to change the result.

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