Latest Update: September 10, 2026 – Categories: Star Wars Zero Company
In this guide we review every weapon in Star Wars Zero Company ranked by AP efficiency, critical value, and class fit, with a full breakdown of how each one plays.

This guide is updated for Star Wars Zero Company Patch 1.1
Related SWZC
- All Story Characters
- Complete Classes Guide
- Character Creation
- All Focus Trees/Skills
- The Den Facilities & Upgrades
- Weapons & Mods Guide
The four weapon types are the Blaster Pistol, the Blaster Rifle, the Longarm Blaster, and the Repeater. Each has a fundamentally different AP cost structure that defines when and why it outperforms the others.
Quick Summary: The Blaster Rifle is the best all-around weapon in the game, efficient on the opening shot and flexible enough to leave AP for abilities and movement. The Blaster Pistol is the best weapon for Advantage generation and per-hit effect stacking. The Longarm Blaster has the highest single-hit damage and critical ceiling, best accessed through cheated shots rather than manual firing. The Repeater is the weakest of the four but delivers the highest burst damage when you can commit all 3 AP.
Weapon Stats at a Glance
All four weapons share an 11% base Critical Hit Chance. Defense is subtracted from each hit separately, which means multiple low-damage Pistol shots lose more total damage to armor than one high-damage Longarm shot against the same target. That armor interaction is one of the most important practical differences between weapon types in actual play.
| Weapon | AP Cost | Weapon Damage | Critical Hit Damage | Range |
|---|---|---|---|---|
| Blaster Rifle | 1 AP (first shot), 2 AP after | 10 | +6 | Medium |
| Blaster Pistol | 1 AP per shot, no cap | 6 | +4 | Short |
| Longarm Blaster | 2 AP per shot | 12 | +12 | Long |
| Repeater | All remaining AP | 8 + Rapid Fire | +4 | Medium |
Star Wars Zero Company Best Weapon Tier List
| Tier | Weapon | Why |
|---|---|---|
| S | Blaster Rifle | Best opening shot efficiency, works on every class, leaves AP for abilities |
| A | Blaster Pistol | Best Advantage generation, best for per-hit effect stacking, unlimited shots |
| A | Longarm Blaster | Highest single-hit damage and critical ceiling, best accessed through cheated shots |
| B | Repeater | Strong committed burst but consumes all AP and punishes any other action in the same turn |
S Tier: Blaster Rifle
The Blaster Rifle costs 1 AP for its first shot each turn, dealing 10 damage, then 2 AP for each additional shot after that. In a standard 3 AP turn, this gives you one super efficient high damage shot and then a choice: spend the remaining 2 AP on a second shot, spend it on movement, or spend it on an ability. That flexibility is what makes the Rifle the best all-around weapon in the game.
The Blaster Rifle is the best weapon by far for anyone on your squad who only shoots occasionally. That includes support characters, melee-focused characters, defensive retaliation type characters, almost all builds. As long as you have plenty of other things you’d want to do this is the gun you want. EA’s own official guidance calls the Rifle the choice for “a balanced playstyle, reliable damage, and flexibility in most situations,” which lines up.
The one scenario where the Rifle loses value is on operators who intend to fire two or three times per turn as their primary turn function, because the second shot at 2 AP costs twice as much as the Pistol for only modestly more damage per shot. On those operators, the Pistol is the upgrade, which we’ll talk about next.
Best for: Soldier, Assault, Medic, Scoundrel, and any operator that splits turns between shooting, abilities, and movement.
A Tier: Blaster Pistol
The Blaster Pistol costs 1 AP per shot with no cap on how many times it can be fired in a turn. At 6 damage per shot, three shots in a standard turn produce 18 damage before any bonuses, alongside 3 points of Advantage generated by 3 separate hits. No other weapon produces three Advantage points from primary attacks in a single turn.
The Pistol’s actual strength is not raw damage, which is the lowest of all four weapons. Its strength is that damage in this game is additive, and additive bonuses apply per shot. Every weapon mod that adds flat damage, every talent that adds bonus damage, and every status effect that boosts damage applies to each individual shot. This additive effect is why the pistol is so good, and it benefits greatly from mods that introduce even more damage or status effects.
The Pistol is also the best weapon for operators whose class abilities trigger on every separate hit. A Heavy with Intimidating Posture fires a taunt on each primary blaster attack, meaning three Pistol shots taunt three separate enemies in the same turn. A Gunslinger whose Quick Draw ability chains off hit kills operates most efficiently with a Pistol because every individual shot is another chance to chain into the next.
The one weakness of the Pistol that additive damage does not fix is armor. Defense in Zero Company is subtracted from each hit separately, so a high-Defense enemy takes full Defense reduction three times against a Pistol and only once against a Longarm. Against armored targets, the Pistol can underperform significantly compared to a weapon that concentrates its damage into one or two hits.
Best for: Scout, Gunslinger, Heavy (for multi-target taunt), and any operator whose class or talent rewards multiple separate hits per turn.
A Tier: Longarm Blaster
The Longarm Blaster costs 2 AP per shot and deals 12 damage with a +12 critical hit bonus, the highest of any weapon in the game. In a standard 3 AP turn, firing it once costs two-thirds of your action budget and leaves only 1 AP for a move or a 1 AP ability. Firing it twice requires a full 3 AP turn with nothing left over.
That cost structure makes the Longarm the worst weapon for AP efficiency when used through manual firing. The reason it sits in A Tier is that Zero Company has a large number of ways to generate free or cheated shots: Assists triggered by another operator’s attack, Retaliation passive effects, Overwatch actions, and class abilities that fire attacks outside of the normal AP budget. A cheated Longarm shot costs nothing and delivers 12 damage plus the possibility of a +12 crit bonus. A cheated Pistol shot delivers 6 damage. The difference per free shot is quite large.
The Longarm’s critical value is also the most important of all four weapons. At +12, a critical hit on a Longarm shot adds substantially more damage than a critical on any other weapon. Cold Blooded as a Talent, which guarantees a critical hit, is most impactful on a Longarm specifically because the crit multiplier is largest.
The practical rule is this: if your operator regularly generates Overwatch shots, Retaliation hits, or Assist triggers, give them a Longarm. If they are manually firing most of their shots, give them a Rifle or Pistol.
Best for: Sharpshooter, any operator built around Overwatch or Retaliation, and Cold Blooded Talent builds where guaranteed crits need to land on the highest-damage weapon.
B Tier: Repeater
The Repeater is a Final Action weapon: firing it consumes all of your operator’s remaining AP. At base it deals 8 damage plus a Rapid Fire bonus that scales with how many AP are spent. At 3 AP committed entirely to the Repeater, it produces more damage-per-AP than any other weapon for that specific 3 AP window. The problem is what that commitment costs.
Weapon mods, talent bonuses, and Focus upgrades that add flat damage all benefit the Pistol and Rifle more over the course of a turn than the Repeater’s single committed shot. The Repeater also has the lowest critical bonus at +4, matching the Pistol but without the Pistol’s multiple shots to spread that crit across.
The deeper problem is action ordering. Any AP spent before firing a Repeater reduces its damage output. Moving two spaces costs 2 AP, which leaves only 1 AP for the Repeater and produces a dramatically weaker shot than a full 3 AP commitment. This becomes an issue more often that you might think, as many missions in Star Wars Zero Company require high movement – escaping traps and enemies, repositioning after enemy spawn waves, rescuing NPCs, and so on.
Where the Repeater remains viable is on a Heavy operator with a fully committed turn structure, positioned at the start of the fight, where spending 3 AP on a single powerful attack fits the playstyle. For every other scenario, the Rifle produces more total value across a turn.
Best for: Heavy operators committed to a static frontline role, and any operator whose entire turn is designed around a single high-damage attack with no other actions needed.
Star Wars Zero Company Best Weapon by Class
| Class | Best Weapon | Alternative |
|---|---|---|
| Assault | Blaster Pistol | Blaster Rifle |
| Gunslinger | Blaster Pistol | Blaster Rifle |
| Heavy | Blaster Pistol | Repeater |
| Medic | Blaster Rifle | Blaster Pistol |
| Scoundrel | Blaster Rifle | Blaster Pistol |
| Scout | Blaster Pistol | Blaster Rifle |
| Sharpshooter | Longarm Blaster | Blaster Rifle |
| Soldier | Blaster Rifle | Repeater |

Star Wars Zero Company Best Weapon Mods
Weapon mods slot into four dedicated positions on each weapon: Barrel, Power Cell, Scope, and Stabilizer. Each slot type focuses on a different aspect of the weapon’s performance, and the best mods in each slot are tiered by rarity from Common through Uncommon, Rare, and Unique. Higher rarity mods are purchased from the Black Market at the Den’s Armory or earned through Operations and Tactical Mission rewards.
All mod numbers below reflect the highest confirmed rank of each mod available at launch.
Best Barrel Mods
The Barrel slot is the most impactful of the four positions because Barrel mods directly affect damage output per shot. Three distinct Barrel mod lines serve different purposes and are worth understanding before spending Credits.
The Dual Spiral Condenser is the best Barrel mod for most builds, adding up to +6 Critical Hit Damage on every shot this weapon fires. Because Critical Hit Damage in Zero Company is a flat additive value rather than a percentage multiplier, +6 lands on top of the weapon’s base crit bonus on every Critical Hit. On a Longarm with its base +12 crit value, a Dual Spiral Condenser pushes the total critical output to +18 per crit, which is the highest single-hit damage ceiling available from any mod slot.
The Enigma Adjuster is the best Barrel mod that affects your entire squad. It reduces the target’s Defense by 4 on hit, with the reduction expiring at the end of the turn. Because Defense is subtracted from every hit separately, removing 4 Defense means every attack from any operator targeting that enemy in the same turn deals 4 more damage. On a Rifle operator who fires first in a turn, the Enigma Adjuster can produce much more total squad damage than any pure personal damage mod, particularly in fights where multiple operators focus the same target and against heavily armored enemies.
The Crystalline Amplifier adds up to +4 Blaster Damage specifically at Close Range. It is the strongest Barrel option for Pistol and Repeater operators who are consistently fighting at close quarters where the range condition reliably triggers such as a Gunslinger build or Cly Kullervo.
The Quicksilver Cycler sits in a category of its own: it provides a 15% chance to restore 1 AP after attacking. Unlike the damage-focused Barrel mods, an AP refund directly extends what an operator can do in a turn. On a Pistol operator who fires three times, three independent 15% chances is huge!
| Barrel Mod | Rarity | Effect | Best Weapon |
|---|---|---|---|
| Dual Spiral Condenser | Unique | +6 Critical Hit Damage | Longarm, Rifle |
| Enigma Adjuster | Unique | -4 enemy Defense on hit (expires end of turn) | Rifle, Pistol |
| Crystalline Amplifier | Unique | +4 Blaster Damage at Close Range | Pistol, Repeater |
| Quicksilver Cycler | Unique | 15% chance to restore 1 AP on attack | Pistol |
Best Power Cell Mods
Power Cell mods most commonly add status effects to attacks or providie a conditional damage boost on a specific turn.
The Supernova Capacitor adds +5 damage on the first attack of each combat, making it the strongest Power Cell for opening burst turns. On a Longarm or Rifle operator whose first shot of a fight is their most important, the Supernova Capacitor stacks cleanly on top of the weapon’s base damage for a larger opening hit than any other Power Cell option.
The Lightning Modulator gives attacks a chance to apply the Shock status effect. Shock is one of the most disruptive status effects in the game, with the chance scaling across mod ranks. The Pulsed Ion Modulator is the specialized alternative for droid-heavy missions, adding Ion damage to attacks that is particularly effective against Separatist mechanical units.
The Wildfire Modulator applies Burn stacks on hit, adding ongoing damage over subsequent turns. It is less burst-focused than the Supernova Capacitor but produces cumulative damage across a full fight that compounds on top of your normal attack output.
| Power Cell Mod | Rarity | Effect | Best Use |
|---|---|---|---|
| Supernova Capacitor | Unique | +5 damage on first attack per combat | Opening turn burst |
| Lightning Modulator | Unique | Chance to inflict Shock on hit | General combat |
| Pulsed Ion Modulator | Unique | Ion damage added to attacks | Droid-heavy missions |
| Wildfire Modulator | Unique | Chance to apply Burn stacks on hit | Sustained fights |
Best Scope Mods
Scope mods improve accuracy and critical chance, with the two top options serving different purposes.
The Elite Targeting Scope is the strongest Scope mod for accuracy. It fully removes chance-to-hit penalties from range and cover, effectively giving the weapon a guaranteed connection on shots that would otherwise suffer accuracy reduction. For Longarm operators who are firing from long range at targets in cover, the Elite Targeting Scope removes the primary source of missed shots without requiring any change to positioning or target selection.
The Assassin’s Scope and Executioner’s Scope both add Critical Chance per rank. The Assassin’s Scope is the better choice on Pistol operators who fire multiple shots per turn, since each shot can independently crit. The Executioner’s Scope provides higher Critical Chance scaling and is better on Longarm operators where a single crit on one high-damage shot represents more total value.
The Tracking Scope increases Assist Damage rather than the weapon’s own attack output. It is the strongest Scope choice specifically for Scoundrel builds and any operator whose primary combat role is assisting other operators’ attacks rather than dealing personal damage.
| Scope Mod | Rarity | Effect | Best Use |
|---|---|---|---|
| Elite Targeting Scope | Unique | Fully negates range and cover hit penalties | Longarm, long-range Rifle |
| Executioner’s Scope | Unique | High Critical Chance bonus | Longarm |
| Assassin’s Scope | Unique | Critical Chance bonus | Pistol, Rifle |
| Tracking Scope | Unique | Increases Assist Damage | Scoundrel builds |
Best Stabilizer Mods
Stabilizer mods improve survivability and consistency rather than raw damage output, covering AP efficiency, Evasion, and per-shot damage stacking.
The IQ Ergonomic is the strongest general-purpose Stabilizer, adding stacking Blaster Damage each time this weapon fires. The stacks accumulate within a turn, which means the longer an operator keeps shooting in a single turn the higher the per-shot bonus climbs. On a Pistol operator firing three times, the IQ Ergonomic delivers an increasing damage bonus across all three shots rather than a flat boost applied equally.
The Weightless Stabilizer grants a 33% chance to gain Evasion when firing, meaning the next attack against this operator automatically misses. For aggressive frontline operators who are regularly drawing fire, a 33% per-shot chance of automatic miss avoidance is a meaningful defensive contribution that does not require spending AP on a defensive action.
The D-X22R Elite Brace is the strongest Stabilizer specifically for Longarm and Sharpshooter operators who remain stationary. It adds bonus damage while the operator does not move, which the Sharpshooter class already rewards through Zero In’s Lethal stacks. On a static Longarm operator, the D-X22R Elite Brace stacks cleanly with Zero In and the Dual Spiral Condenser for the highest single-shot damage ceiling available from mods alone.
| Stabilizer Mod | Rarity | Effect | Best Use |
|---|---|---|---|
| IQ Ergonomic | Unique | Stacking Blaster Damage per shot fired | Pistol, rapid-fire builds |
| Weightless Stabilizer | Unique | 33% chance to gain Evasion on attack | Aggressive frontline operators |
| D-X22R Elite Brace | Unique | Bonus damage while stationary | Longarm, Sharpshooter |
| Ultralight Stabilizer | Rare | 25% chance to gain Evasion on attack | Budget alternative to Weightless |

Best Mods by Weapon
| Weapon | Barrel | Power Cell | Scope | Stabilizer |
|---|---|---|---|---|
| Blaster Pistol | Dual Spiral Condenser or Quicksilver Cycler | Lightning Modulator or Wildfire Modulator | Assassin’s Scope | IQ Ergonomic |
| Blaster Rifle | Dual Spiral Condenser or Enigma Adjuster | Supernova Capacitor or Pulsed Ion Modulator | Elite Targeting Scope or Assassin’s Scope | IQ Ergonomic or Weightless Stabilizer |
| Longarm Blaster | Dual Spiral Condenser | Lightning Modulator or Pulsed Ion Modulator | Elite Targeting Scope or Executioner’s Scope | D-X22R Elite Brace or Weightless Stabilizer |
| Repeater | Crystalline Amplifier or Dual Spiral Condenser | Lightning Modulator or Pulsed Ion Modulator | Assassin’s Scope or Executioner’s Scope | IQ Ergonomic or Weightless Stabilizer |
Pro Tip: Check the Black Market in the Den’s Armory at the start of every Cycle before spending Credits elsewhere. Stock rotates each Cycle and the highest rarity Unique mods appear infrequently. You can also refresh stock with the appropriate Den Upgrades. Selling a Unique mod you cannot immediately use is often the wrong call since it may not reappear for several Cycles.
Best Utility Weapons
Star Wars Zero Company includes additional powerful weapons that are found under the Utilities category. These offer even more unique combat options including AOE damage, burning status effects, armor reduction and more. These weapons help diversify your squad and give them additional options and combinations to go along with the four base weapon types.
| Tier | Weapon | Why |
|---|---|---|
| S | Flamethrower | Medium AOE damage, burning, armor reduction |
| A | Scatter Gun | Strong AOE Damage |
| A | Custom RSKF-44 | Strong single target damage; low AP cost |
| B | DC17-M Weapon System | Variety of Weapon Attacks |
| C | Ion Blaster | Better ways exist to deal with droids |
S Tier: Flamethrower
The Flamethrower is the strongest utility weapon in the game because it combines three distinct combat contributions into a single action. It deals medium area damage to multiple enemies simultaneously, applies the Burning status effect that deals ongoing damage over subsequent turns, and reduces the armor values of affected targets, making them take more damage from every hit that follows.
It is most effective on operators who can reliably position themselves near enemy clusters in the first two turns of a fight, and it pairs naturally with any class running a multi-hit primary weapon where the armor reduction pays out across many individual shots. My favorite way to use the Flamethrower is with Cly Kullervo – having her jet pack into a crowd of enemies (already applies stacks of burning with max tier upgrades), then flame down the entire group for even more burning and reduced armor.

A Tier: Scatter Gun
The Scatter Gun occupies its own utility slot and delivers strong area damage across a cone or spread pattern, covering multiple targets simultaneously in a way that primary weapons cannot replicate without spending Advantage on an Ultimate ability. Where the Flamethrower prioritizes the sustained and debuffing components of AOE, the Scatter Gun is more directly focused on immediate multi-target damage output.
The Scatter Gun is the right utility weapon for operators whose primary weapon is single-target only, giving them an AOE option they would otherwise lack entirely. A Sharpshooter or Cold Blooded Longarm operator who specializes in eliminating one high-priority target per turn gains an independent multi-target tool from the Scatter Gun that does not force them to change how they use their primary weapon. It is also effective on operators such as a frontline Heavy or Assault who need to break enemy clusters without spending Advantage, saving that pool for Ultimates and larger ability spends.

A Tier: Custom RSKF-44
The Custom RSKF-44 is a single-target utility weapon that delivers strong damage at a low AP cost, giving operators an additional offensive action in turns where their primary weapon has already been fired. Its value is efficiency: a cheap, reliable damage option that does not require the operator to commit to a heavy AP cost.
This makes the RSKF-44 most useful on Rifle operators or Longarm builds like the Sharpshooter who fire one efficient shot per turn and often have 1 AP remaining after their primary attack and a move. Rather than ending the turn with unused AP, equipping the RSKF-44 converts that leftover budget into additional damage. It is the utility weapon most compatible with a wide range of operators and playstyles without demanding any specific build commitment, which is why it sits alongside the Scatter Gun in A Tier despite being a single-target option rather than an AOE.

B Tier: DC17-M Weapon System
The DC17-M is a modular weapon system that offers multiple different attack modes, giving it flexibility that no other utility weapon matches. In theory, a weapon that can switch between attack configurations to handle different enemy types or situations should be broadly valuable.
In practice, the DC17-M sits in B Tier because the variety it provides comes at the cost of raw effectiveness in any single mode. The Flamethrower does AOE and debuffing better than the DC17-M’s AOE configuration. The RSKF-44 delivers better single-target efficiency in its dedicated role. The DC17-M is the right pick on operators where having multiple coverage options from a single utility slot genuinely matters, but for most squad compositions, a utility weapon that excels at one thing produces more consistent value than one that does several things adequately.

C Tier: Ion Blaster
The Ion Blaster is designed as an anti-droid weapon, with Ion damage being the confirmed counter to Separatist mechanical units. The problem is that most standard weapons combined with mods or Operator abilities along with smart play will also do enough damage to blow through Droids or shields effectively, without wasting a Utility slot.
In droid-heavy missions, using the utility slot for a Flamethrower or Scatter Gun produces more total combat value than carrying an Ion Blaster in the utility slot.

The Final Word
Start with the Blaster Rifle on any operator whose turn involves a mix of shooting, movement, and abilities. It is the most flexible weapon in the game and the right default for most of the classes in Zero Company. Move to the Blaster Pistol on operators whose class abilities trigger on individual hits, or whose primary job is generating Advantage for the squad. Move to the Longarm on operators who regularly generate cheated shots through Overwatch, Retaliation, or Assist triggers, particularly Sharpshooter builds where Cold Blooded crits need the largest possible hit to land on. Save the Repeater for specific Heavy compositions where a fully committed 3 AP attack fits cleanly into the operator’s turn structure. For more on how weapon choice interacts with specific class builds, see our Star Wars Zero Company Classes Guide.
Star Wars Zero Company Best Weapons FAQ
1. What is the best weapon in Star Wars Zero Company?
The Blaster Rifle is the best all-around weapon. Its first shot costs 1 AP for 10 damage, leaving 2 AP for movement or abilities, and it works effectively on every class in the game.
2. Which weapon generates the most Advantage per turn?
The Blaster Pistol generates the most Advantage because it can fire up to three times per turn at 1 AP each, producing 3 separate hits and 3 Advantage points from primary attacks alone.
3. When is the Longarm Blaster better than the Blaster Rifle?
The Longarm is better specifically on operators who generate cheated shots through Overwatch, Retaliation, or Assist triggers, and on operators using Cold Blooded as a Talent where guaranteed crits benefit from the Longarm’s +12 critical damage bonus. Manual firing of the Longarm is AP-inefficient in most scenarios.
4. Is the Repeater ever worth using?
Yes, but only in specific setups. A Heavy committed entirely to attacking in a turn, positioned without needing to move, gets the most out of a full 3 AP Repeater shot. As soon as additive damage from mods, talents, or Focus upgrades enters the picture, the other weapons begin to outpace it.
5. Does armor affect all weapons equally?
No. Defense is subtracted from each hit separately, which means multiple low-damage Pistol shots lose more total damage to armor than one high-damage Longarm shot against the same target. Against high-Defense enemies, the Longarm and Rifle are more efficient than the Pistol.
6. Can any class use any weapon in Zero Company?
Yes. All four weapon types can be equipped by any Specialization from the Armory at the Den. Weapon choice is independent of class and is entirely determined by how you want the operator to spend their turns.
More Star Wars Zero Company Guides and Builds
- Zero Company Builds List
- Zero Company Classes Ranked
- Assault Build and Class Guide
- Gunslinger Build and Class Guide
- Heavy Build and Class Guide
- Medic Build and Class Guide
- Scoundrel Build and Class Guide
- Scout Build and Class Guide
- Sharpshooter Build and Class Guide
- Soldier Build and Class Guide
- Astromech Build and Character Guide
- Zero Company All Talents List
- Zero Company Planets Guide
- Star Wars Zero Company Best Companions
- Hawks Build and Character Guide
- Cly Kullervo Build and Character Guide
- Jae Mordant Build and Character Guide
- Kabb Uppercut Build and Character Guide
- Luco Bronc Build and Character Guide
- Tel-Rea Vokoss Build and Character Guide
- Trick Build and Character Guide



