Latest Update: August 31, 2026 – Categories: Star Wars Zero Company
This Ultimate Scout build guide for Star Wars: Zero Company covers the best weapon, secondary class, talent, and squad for the game’s reconnaissance and squad setup specialist.

Related SWZC
- All Story Characters
- Complete Classes Guide
- Character Creation
- All Focus Trees/Skills
- The Den Facilities & Upgrades
- Weapons & Mods Guide
Star Wars Zero Company is a turn-based tactics game set in the final days of the Clone Wars. The protagonist, Hawks, leads a group of mercenaries through cinematic missions and manages a base of operations between fights. Developed by Bit Reactor and published by Electronic Arts, this is a gritty XCOM-meets-Star Wars game.
In Star Wars Zero Company, builds are shaped by decisions you make from character creation. Your operator picks a class (Specialization), a weapon type, a talent, a secondary class (Secondary Specialization) that unlocks later, and a Focus Tree path. This guide walks you through all the important decisions, choices, and companions you want to select for the Ultimate Scout build.
Actively updating: we’re refreshing this build right now, including adding more details like a Focus Tree progression, weapon mods, and more.
Star Wars Zero Company Scout Build & Class Summary
The Scout is a tactical Operator trained in reconnaissance tactics. Their planning and timing benefit their entire team, creating opportunities where none existed.
The Scout is the eyes and battery of Star Wars Zero Company. Its abilities generate the shared Advantage the whole squad spends on ultimates, it reveals cloaked enemies, and it lands scaling ambush attacks. Where the Sharpshooter kills and the Heavy holds, the Scout shapes the fight and fuels everyone else.
Here’s what you can expect from the Scout Class Build:
| Field | Value |
| Class | Scout |
| Combat role | Advantage generation and setup |
| Weapon Specialization | Blaster Rifle |
| Secondary Specialization | Sharpshooter |
| Talent Specialization | Cold Blooded (Performance) or Sabotage (Role Play) |
| Best synergy partner | Sharpshooter (scout spots, sniper deletes) |
| Tier (pre-launch estimate) | A: Resource generating machine |
Scout Class Abilities

The Scout is the reconnaissance and vision class, focused on intelligence gathering, tactical coordination, and creating opportunities for the squad by generating tons of Advantage which you can then unleash on devastating squad maneuvers.
Specialization abilities can be further upgraded by earning Focus and spending it on the Operator’s Focus Tree.
| Ability | Effect | Upgrades |
|---|---|---|
![]() Ambush (Ultimate) | Exercise a well-timed surprise attack on an enemy. The more Advantage used in this attack, the greater the damage. Costs all Advantage, requires at least 4. | Tier 1: Advantage spent increases DMG +2 Tier 2: Advantage spent increases DMG +2.5 Tier 3: Advantage spent increases DMG +3 Tier 4: Advantage spent increases DMG +3.5 Tier 5: Advantage spent increases DMG +4 Tier 6: Advantage spent increases DMG +5 |
![]() Combat Recon (Standard) | Assess threats in the target area, granting Advantage for each enemy in the assessment area. +1 Advantage for each assessed enemy. Reveals hidden enemies. | Tier 1: Range 16m. Area of effect 4m. Tier 2: Range 17m. Area of effect 4.5m. Tier 3: Range 18m. Area of effect 5m. Tier 4: Range 20m. Area of effect 5.5m. Tier 5: Rrange 22m. Area of effect 6m. Tier 6: Range 24m. Area of effect 7m. |
![]() Tactical Timing (Passive) | Provides a chance to Advantage when this Operator defeats and enemy. | Tier 1: 20% chance Tier 2: 40% chance Tier 3: 60% chance Tier 4: 80% chance Tier 5: 100% chance |
![]() The Spotter (Passive) | When this Operator damages an enemy with a blaster, that enemy is Spotted. | Cannot Upgrade |
Scout Class Abilities Explanation
Ambush is the Scout’s Ultimate and the most flexible damage ability in Zero Company because its damage output scales directly with however much Advantage you choose to spend on it. At 1 AP with 19 base damage before any Advantage is committed, you can fire it as a cheap, efficient shot when Advantage is low and the squad needs it for other Ultimates, or pour the full shared pool into it when the moment calls for a single devastating strike. Because the scaling is tied to the same Advantage pool the Scout builds through Combat Recon, a well-played Scout can generate the resource and immediately spend it on Ambush in a burst sequence.
Combat Recon is the Scout’s standard ability and a powerful resource-generation tool in Zero Company. At 1 AP per use, you scan a target area and gain 1 Advantage for every enemy detected, with the Combat Recon IV upgrade also revealing any hidden enemies in the scanned zone. This is huge! A Scout who opens each turn with Combat Recon before the rest of the squad acts can generate 2, 3, or 4 Advantage in a single action depending on how many enemies are in range, which lets you push out those powerful ultimates even faster.
Tactical Timing is a passive that gives the Scout a 20% chance to generate plus 1 Advantage whenever they personally defeat an enemy. Because the Scout is already a strong Advantage generator through Combat Recon, Tactical Timing adds a secondary proc chance on top of that. Over the course of a multi-turn engagement with several enemy kills, the 20% chance fires often enough to noticeably boost your squad’s access to Ultimates.
The Spotter is a passive that automatically applies the Spotted status to any enemy the Scout hits with a blaster attack. Spotted removes accuracy penalties from range and smoke for all attacks made against that target by any member of the squad, which means the Scout’s basic attacks are not just dealing damage but simultaneously improving every shot your entire squad takes against the same enemy.
Best Scout Talent Specialization
The best talent to select for the Scout is Cold Blooded because you gain 100% critical hit chance on your next attack. This will give you the most consistent burst damage in combat.
![]() Cold Blooded | Applies a stack of Vicious to this Operator. Costs 1 AP per use. | Tier 1: 1 stack; 1 per combat Tier 2: 1 stack; 2 per combat Tier 3: 1 stack; 3 per combat Tier 4: 2 stacks; 3 per combat |
If your Scout operator frequently finds themselves in danger or on the defensive, then the Anticipation Talent will be your best option. This talent gives the Operator stacks of Evasion, completely negating the next hit that would deal damage to them at the cost of 1 AP.
![]() Anticipation | This Operator gains a stack of Evasion. Costs 1 AP per use. | Tier 1: 1 use per turn Tier 2: 2 uses per turn Tier 3: 3 uses per turn Tier 4: 3 uses per turn, can also target an ally |
A possible alternative for Role Play is Espionage, which grants the Intel resource during operations. This won’t have a direct impact on combat, thus not as impactful as Cold Blooded. Also keep in mind that you can only benefit from one Operator using the Espionage Talent – the rewards do not stack.
![]() Espionage | Earn additional rewards when this Operator completes a combat mission. Does not stack. | Tier 1: +5 Intel Rewards Tier 2: +7 Intel Rewards Tier 3: +9 Intel Rewards Tier 4: +12 Intel Rewards |
For more information check out our full list of Star Wars Zero Company Talents.
Best Scout Secondary Specialization: Medic
Operators can unlock a Secondary Specialization once you hit Cycle 18 in game. Most custom Operators and some Story Companions can choose from any of the other 10 Classes in Zero Company to use as their Secondary Specialization (you can’t double up). The exception to this is the Astromech class and Tel-Rea, your Jedi Padawan. Secondary Specializations allow you to use all the abilities for that class but their Focus Tree upgrades cannot go past Tier 5, so a Secondary Spec will always be slightly weaker than if you had used it as your Primary Specialization.
For the Scout Class we recommend the Medic as your Secondary Specialization. The Medic / Scout combo is one of the best support builds in the Zero Company, letting you generate tons of Advantage, then swap to healing and buffs when needed.
| Ability | Effect | Upgrades |
|---|---|---|
![]() Morale Boost (Ultimate) | This Operator and nearby allies gain stacks of Morale. Each turn, Morale restores 2 Health per stack and then 1 stack is lost. While an Operator has Morale, they ignore Chance-to-hit penalties from Injuries. | Tier 1: +4 Stacks of Morale. Tier 2: +5 Stacks of Morale. Tier 3: +6 Stacks of Morale. Tier 4: +7 Stacks of Morale. Tier 5: +8 Stacks of Morale. Tier 6: +10 Stacks of Morale. |
![]() Combat Stim (Standard) | Grants Stimulant to an ally, increasing Max Health, Melee Damage, and Ranged Damage. | Tier 1: 2 turns. DMG +2 and Max Health +8 Tier 2: 3 turns. DMG +2 and Max Health +8 Tier 3: 4 turns. DMG +2 and Max Health +8 Tier 4: 5 turns. DMG +2 and Max Health +8 Tier 5: 6 turns. DMG +2 and Max Health +8 Tier 6: Grants Strong Stimulant for rest of the fight. DMG +3 and Max Health +12 |
![]() Lifesaving Measures (Passive) | Medpacs used by this Operator restore additional Health. | Tier 1: Medpacs restore additional +5% Tier 2: Medpacs restore additional +10% Tier 3: Medpacs restore additional +15% Tier 4: Medpacs restore additional +20% Tier 5: Medpacs restore additional +30% |
![]() First Responder (Passive) | Permanently equipped with a Medpac that uses no utility slot; rescuing an ally with Rally fully heals them. | Cannot Upgrade |
Alternative pairings
- Sharpshooter: Your recon and Spotting feed clean long-range shots, and one operator can scout, generate Advantage, then Ambush or land a Precision Shot
The Advantage System

Advantage is a shared, squad-wide pool: you gain +1 each time the squad damages an enemy, and it caps at 10. Ultimates are the biggest spends, so managing the pool is central to every turn. Outside that base income, only the Scout’s Combat Recon and Tactical Timing generate extra Advantage.

Hawks can spend Advantage to refresh one squadmate’s Action Point once per turn, and the Soldier’s Sabotage talent costs Advantage too.
Best Weapon for the Scout: Blaster Rifle

A Blaster Rifle (a Fast weapon) fits the Scout’s medium-to-long range playstyle and lets you contribute damage, trigger The Spotter passive, and reposition without a Longarm’s slower profile. A Longarm Blaster can be considered if you want to lean into the long end of its range alongside the Ambush ability.
- Blaster Rifle (Fast Weapon): 1 AP for the first shot each turn, 2 AP for every shot after.
- Longarm (Slow Weapon): 2 AP to fire (higher base damage and critical chance).
Weapon modifications

The four best weapon mods for the Scout are listed below:
| # | Utility | Slot | Effect |
| 1 | Assassin’s Scope (or Precision Scope) | Scope | Increases Critical Hit Chance. |
| 2 | Cycler | Barrel | Chance to restore AP on hit. |
| 3 | Stabilizer | Stabilizer | Percentage to grant Evasions when Blaster Fires |
| 4 | Shock Modulator (or Ion Modulator for Droids) | Cell | Inflicts Shock Status Effect |
Note: You start with one weapon mod upgrade, but can obtain four slots. You can do this through Den upgrades, campaign choice, and Zone Forn influence Tier 3. You must pick between a utility slot or a weapon mod. We will include four in our guide for your convenience, in priority order.
Best Scout Utility Items

The four best utility items for the Scout are listed below:
| # | Utility | AP / Uses | Effect |
| 1 | Repulsor Units | Passive | Increases all Operators’ movement bonus. |
| 2 | Scattergun (or Ion Blaster for Droids) | 2 AP | Conal AOE, 18 base damage. |
| 3 | Medpac (or Bacta Stim) | 1 AP | Heals 30% of ally Health. Not on Droids. |
| 4 | Impact Bomb (damage grenade) | 1 AP | Area damage (fire, droid, and concussive are choices) |
Note: you start with one utility item, but can obtain four slots. You can do this through Den upgrades, campaign choices, and Zone Dorn influence Tier 3. You must pick between a utility slot or a weapon mod. We will include four in our guide for your convenience, in priority order.
Scout Focus Tree priority (progression order)

A custom operator can respec freely at the Personnel facility in The Den, and can slot any Universal Talent (check the recommended Universal Talents above), so build the Focus Tree to fit the role. You earn Focus Points as the operator levels and builds Bonds, and every ability starts at Rank I when you pick the spec. Below is the Talent to take, then the order to spend your points. Story Companions (Authored Operators) and Hawks will have their own specific Talent locked and won’t be able to change with a respec.
The Scout is your Advantage generation character that wants to focus on resource generation. Therefore, your most important focus upgrade is Combat Recon. Not only does this increase the range, but the radius of enemies within the circle. Sometimes you can recon a group, throw a grenade at them, and gain 10 Advantage in a single turn!
Next, you’ll want to upgrade Tactical Timing so you can possibly gain additional Advantage on killing an enemy. Lowest priority is Ambush, because it consumes all of your Advantage to deal additional damage based on Advantage spent. On the Scout, it’s not that good, but combined with a Sharpshooter, it can be very powerful with high accuracy.
Take the below Focus upgrades in this order as you start earning points:
| # | Take (ability and rank) |
| 1 | Combat Recon II |
| 2 | Tactical Timing II |
| 3 | Ambush II |
| 4 | Talent II |
| 5 | Combat Recon III |
| 6 | Combat Recon IV |
| 7 | Tactical Timing III |
| 8 | Talent III |
| 9 | Combat Recon V |
| 10 | Tactical Timing IV |
| 11 | Combat Recon VI |
| 12 | Tactical Timing V |
| 13 | Talent IV |
| 14 | Ambush III |
| 15 | Ambush IV |
| 16 | Ambush V |
| 17 | Ambush VI |
Best Party Composition and Squad Synergy

Squads deploy four operators, and Hawks is mandatory in story missions. The Scout enables the squad through vision and positioning rather than raw damage, so pair it with finishers that convert the openings you create, plus a frontline and a healer. Here’s a sample:
- Long-range DPS: Luco Bronc (Sharpshooter). Turns the targets and angles you scout into clean, long-range kills.
- Frontline: Tel-Rea Vokoss (Jedi Padawan), or a Heavy. Holds the line while you range ahead for vision.
- Healer: a Medic, built as a custom recruit. Keeps the squad safe while you play forward.
Avoid: stacking a second pure utility or setup class, such as a Scoundrel, without enough damage to convert the openings. The Scout wants finishers around it, not more setup.

Best Scout Bonds/Cross Training
Bonds in Star Wars Zero Company are created when Operators work closely together in missions, particularly when Calling For Backup and dealing assist damage. Bonds are also built when Operators work on the same Operations together. Increasing your Bonds with other characters awards you Cross Training which are specfic stat boosts that both characters benefit from at the same time. We recommend prioritizing the following Cross Training upgrades for the Scout Class:
- Fitness Work: Increases Max Health by +4 for both Operators.
- Ranged Combat Drills: Increases Ranged Damage by +1 for both operators.
- Speed Training: Increases First Movement by 0.50m for both Operators.
- Free Form Training: both operators gain an additional +2 focus points
How to play the Scout (turn-by-turn)
We will update this section upon launch. However, you get three AP per turn (Action Points). This can be used for all of your activities, including movement. Your goal will be to spend AP wisely by moving into position, firing, and using consumables when appropriate.
Open with Combat Recon on a cluster to bank Advantage (one per enemy) and reveal any cloaked units, then let your damage dealers spend that Advantage on their ultimates. Use The Spotter by tagging targets with blaster fire, and save Ambush for a moment you have banked enough Advantage to make it hurt. Reposition before you overextend. You get three Action Points per turn.
Star Wars Zero Company Scout Build FAQ
1. Is the Scout good in Star Wars Zero Company?
In the right squad, yes. The Scout is a utility specialist that creates opportunities through reconnaissance, mobility, and positioning. Its weakness is that it is not a primary damage dealer and its full kit is still unconfirmed before launch, so it depends on finishers around it to convert the openings it makes. Expect this answer to firm up once its abilities are revealed.
2. Can you respec or change class in Star Wars Zero Company?
Yes. Any operator can respec into any standard class at any time from the Personnel facility in the Den. The exotic classes are the exception: the Jedi Padawan (locked to Tel-Rea Vokoss) and Mandalorian Warrior (locked to Cly Kullervo) cannot be reassigned. Character signature abilities persist through a respec.
3. What weapon should a Scout use?
A Rifle fits the Scout’s mobile, mid-range recon style; a Pistol is the lighter alternative for maximum mobility. Swap to Ion weapons against droid forces.
4. What is the best secondary class for a Scout?
Assault is the strongest pairing for a mobile initiator that scouts then strikes. Sharpshooter (recon into long-range kills) and Scoundrel (information and control) are strong alternatives.
Change log and updates
- v1.6 – August 31, 2026 – Updated weapons and utility sections.
- v1.5 – August 28, 2026 – Added focus tree progression.
- v.1.4 – August 27, 2026 – Actively updating build, focus progression, and cross-training.
- v1.3 – August 24, 2026 – Updated best weapons section.
- v1.2 – August 20, 2026 – Updated best talents section and ability upgrades.
- v1.1 – August 12, 2026 – Added full skills list, talents, and weapons details.
- v1.0.1 – August 6, 2026 – Added skills to table.
- v1.0 – August 5, 2026 – Created pre-launch based on EA videos, commentary, and Q&A.
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














