Latest Update: September 12, 2026 – Categories: Star Wars Zero Company
This Ultimate Sharpshooter build guide for Star Wars Zero Company covers the best weapon, secondary class, talent, and squad for the game’s long-range, single-target eliminator.

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
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 Sharpshooter 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 Sharpshooter Build & Class Summary
The Sharpshooter is an expert marksman that excels at long-range engagements, focused on singling out and defeating chosen enemies in battle.
While the Gunslinger sprays many targets and the Assault brawls up close, the Sharpshooter removes one high-value enemy per turn from maximum range, with an ultimate that always hits and a self-buff to accuracy and crit. Play it for patience and precision.
Here’s what you can expect from the Sharpshooter Class Build:
| Field | Value |
| Class | Sharpshooter |
| Combat role | Long-range single-target elimination |
| Weapon Specialization | Longarm (sniper); Rifle alternative |
| Secondary Specialization | Scoundrel |
| Talent Specialization | The Bigger They Are |
| Best synergy partner | Scoundrel (Identify Weakness into a crit) / Scout (Advantage generation) |
| Tier (pre-launch estimate) | S: long-range priority-target eliminator |
Sharpshooter Class Abilities

The Sharpshooter is the precision long-range damage dealer, specialized in identifying, tracking, and eliminating single high-value targets quickly.
Specialization abilities can be further upgraded by earning Focus and spending it on the Operator’s Focus Tree.
| Ability | Effect | Upgrades |
|---|---|---|
![]() Precision Shot (Ultimate) | Fires a calculated blaster shot that always hits. Costs 6 Advantage | Tier 1: – Tier 2: Crit DMG +10% Tier 3: Crit DMG +20% Tier 4: Crit DMG +30% Tier 5: Crit DMG +40% Tier 6: Crit DMG +50% |
![]() Zero In (Standard) | Set up a position for accurate shooting and gain stacks of Lethal increasing Chance-To-Hit and Critical Chance. Costs 1 AP | Tier 1: +3 stacks of Lethal; +15% Chance-to-Hit; +9% Critical Chance Tier 2: 4 stacks of Lethal; +20% Chance-to-Hit; +12% Critical Chance Tier 3: 5 stacks of Lethal; +25% Chance-to-Hit; +15% Critical Chance Tier 4: 6 stacks of Lethal; +30% Chance-to-Hit; +18% Critical Chance Tier 5: 7 stacks of Lethal; +35% Chance-to-Hit; +21% Critical Chance Tier 6: 8 stacks of Lethal; +40% Chance-to-Hit; +24% Critical Chance |
![]() Pick Them Off (Passive) | Increases Overwatch Chance-to-Hit and Overwatch Damage. | Tier 1: +5% Overwatch Chance-to-Hit; +2 Overwatch Damage Tier 2: +10% Overwatch Chance-to-Hit; +3 Overwatch Damage Tier 3: +15% Overwatch Chance-to-Hit; +4 Overwatch Damage Tier 4: +20% Overwatch Chance-to-Hit; +5 Overwatch Damage Tier 5: +25% Overwatch Chance-to-Hit; +6 Overwatch Damage |
![]() Sharpshooter Training (Passive) | +10% Chance-to-Hit on all Blaster Attacks | Cannot Upgrade |
Sharpshooter Class Abilities Explanation
Precision Shot is the Sharpshooter’s Ultimate and the only guaranteed hit in Zero Company’s combat system. Every other damage ability in the game operates on a hit chance that can miss, including the Gunslinger’s Open Fire even with its plus 10% accuracy bonus and the Scout’s Ambush regardless of how much Advantage is committed. Precision Shot removes that variable entirely, which makes it your best possible squad ultimate when you absolutely must hit the target for big damage.
Zero In is the Sharpshooter’s standard ability and a setup move that grants 3 stacks of Lethal, each adding plus 15% Chance-to-Hit and plus 9% Critical Chance. At 3 stacks the total bonus is plus 45% Chance-to-Hit and plus 27% Critical Chance on top of the Sharpshooter’s already elevated base accuracy from Sharpshooter Training, which pushes the next shot or series of shots into near-certain hit and high crit territory. The stacks are consumed as you attack, and pairing it with the Scoundrel’s Identify Weakness on the same target converts the near-certain crit chance into a guaranteed critical hit on the first Lethal-buffed attack.
Pick Them Off is a passive that adds plus 5% Chance-to-Hit and plus 2 Damage to all Overwatch attacks. Overwatch in Zero Company already suffers a hit chance penalty the farther out the cone is placed, so Pick Them Off directly offsets that penalty, allowing the Sharpshooter to place Overwatch cones at longer range without the same accuracy loss of other classes, making this class the Overwatch king for ZCOM.
Sharpshooter Training is a passive that adds a flat plus 10% Chance-to-Hit to all blaster attacks, which is the largest single accuracy bonus available on any class. Across a full mission with multiple attacks per turn, a permanent plus 10% bonus on every shot adds up. Combined with Zero In’s Lethal stacks and Pick Them Off’s Overwatch accuracy bonus, Sharpshooter Training ensures the Sharpshooter is the most consistently accurate operator in any squad regardless of range.
Best Sharpshooter Talent Specialization
The best talent to take is The Bigger They Are, which grants increased damage against the “most dangerous targets.” This is a perfect fit because you already have a way to grant a guaranteed critical via Scoundrel and the two bonuses stack. Essentially, one-shotting some bosses.
![]() The Bigger They Are… | This Operator’s Ranged and Melee Attacks deal bonus damage against Elite and Boss enemies. | Tier 1: +2 Damage Tier 2: +3 Damage Tier 3: +4 Damage Tier 4: +6 Damage |
For more general maps or grinding encounters where bosses and elites might not be as common, go with Cold Blooded, which is the best pure damage Talent in ZCOM. Cold Blooded applies stacks of Vicious which guarantees that your Operator’s next Ranged Attack or Melee Attack is a Critical Hit. One stack is lost when a Critical Hit is scored.
![]() 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 |
For more information check out our full list of Star Wars Zero Company Talents.
Sharpshooter Best Secondary Specialization: Scoundrel
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 Sharpshooter Class we recommend the Scoundrel as your Secondary Specialization. The Scoundrel secondary specialization makes a great choice because you can use AP to automatically land a critical hit. This ensures your priority target takes max damage when needed.
Scoundrel Abilities
| Ability | Effect | Upgrades |
|---|---|---|
![]() Easy Mark (Ultimate) | Marks the chosen enemy allowing this Operator to Assist the next ally that attacks that target. When the ally this Operator assists scores a Critical Hit, this Assist also scores a Critical Hit. Costs 7 Advantage | Tier 1: – Tier 2: +2 Crit DMG Tier 3: +3 Crit DMG Tier 4: +4 Crit DMG Tier 5: +6 Crit DMG Tier 6: +6 Crit DMG. No longer restricted to 1 per turn. |
![]() Identify Weakness (Standard) | Makes a chosen enemy Vulnerable, allowing the next attack to Critically Hit. Costs 1 AP | Tier 1: 12m range Tier 2: 16m range Tier 3: 20m range Tier 4: 24m range Tier 5: 28m range Tier 6: Vulnerable x2 on target in 28m range |
![]() Never Play Fair (Passive) | Increases this Operator’s Assist Damage. | Tier 1: Assist DMG +1 Tier 2: Assist DMG +2 Tier 3: Assist DMG +3 Tier 4: Assist DMG +4 Tier 5: Assist DMG +5 |
![]() Scoundrel’s Instinct (Passive) | All attacks Penetrate, ignoring up to 4 points of Defense | Cannot Upgrade |
Alternative pairings
- Scout: feeds recon, Spotting, and Advantage so you always have a clean angle and fuel for Ambush.
- Gunslinger: adds Quick Draw and multi-target fire for when enemies close the distance.
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, and Hawks can spend it to refresh 1 Action Point for a squadmate once per turn.

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 Sharpshooter: Longarm Blaster

A Longarm Blaster (a Slow weapon) is the Sharpshooter’s best weapon because of its range, damage, and critical damage bonus. This long-range, high-damage option is built for picking off a single target from across the map. A Blaster Rifle is the fallback for cheaper, more frequent fire at medium range.
- Longarm (Slow Weapon): 2 AP to fire, but highest base damage and critical damage.
- Blaster Rifle (Fast Weapon): 1 AP for the first shot each turn, 2 AP for every shot after.
Weapon modifications

The four best weapon mods for the Sharpshooter are listed below:
| # | Utility | Slot | Effect |
| 1 | Bracing Stabilizer | Stabilizer | Increases damage while stationary. |
| 2 | Assassin’s Scope (or Precision Scope) | Scope | Increases Critical Hit Chance. |
| 3 | Condenser (or Cycler) | Barrel | Increases Critical Hit Damage. |
| 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 Sharpshooter Utility Items

The four best utility items for the Sharpshooter are listed below:
| # | Utility | AP / Uses | Effect |
| 1 | Targeting Visor | Passive | Increases chance-to-hit and critical chance. |
| 2 | Concussion Grenade | 1 AP | AOE knockback |
| 3 | Scattergun (or Ion Blaster for Droids) | 2 AP | Conal AOE, 18 base damage. |
| 4 | Medpac (or Bacta Stim) | 1 AP | Heals 30% of ally Health. Not on Droids. |
Note: you start with one utility item, but can obtain four slots. This is done through Den upgrade, campaign choice, 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.
Sharpshooter 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 Univeral 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 Sharpshooter’s most important node to upgrade is Zero In. This is a 1 AP ability that grants a massive boost to chance-to-hit and critical chance. Mostly, you stay stationary with a Sharpshooter, providing overwatch or powerful long-range attacks. This is your go-to upgrade, followed by Pick Them Off. Use Overwatch frequently if you have 1 AP before ending a turn. Lastly, the Precision Shot Advantage ultimate isn’t as useful unless you are aiming for a high evasion target, and it’s quite heavy on Advantage cost for one extra shot. So that’s your last priority.
Spend points in this order. Rank I is free with the spec:
| # | Take (ability and rank) |
| 1 | Zero In II |
| 2 | Pick Them Off II |
| 3 | Talent II |
| 4 | Zero In III |
| 5 | Zero In IV |
| 6 | Pick Them Off III |
| 7 | Talent III |
| 8 | Zero In V |
| 9 | Pick Them Off IV |
| 10 | Precision Shot I |
| 11 | Talent IV |
| 12 | Zero In VI |
| 13 | Pick Them Off V |
| 15 | Precision Shot III |
| 16 | Precision Shot IV |
| 17 | Precision Shot V |
| 18 | Precision Shot VI |
Best Party Composition and Squad Synergy

Squads deploy four operators, and Hawks is mandatory in story missions. The Sharpshooter is a fragile, backline damage dealer, so build the squad to protect it and to guarantee its shots land as criticals: a Scoundrel to flag targets, a frontline body to keep enemies away from you, and a Medic. Here’s a sample:
- Setup: a Scoundrel, built as a custom recruit. Identify Weakness flags the target so your next shot is a guaranteed critical.
- Frontline: Tel-Rea Vokoss (Jedi Padawan), or a Heavy for a pure wall. Keeps enemies off your backline while you fire from range.
- Healer: a Medic, built as a custom recruit. Sustain and Combat Stim to pad your damage.
Avoid: fielding a second long-range specialist such as Luco Bronc alongside your own Sharpshooter. You want setup and protection around you, not a redundant second sniper.

Best Sharpshooter 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 Sharpshooter Class:
- Fitness Work: Increases Max Health by +4 for both Operators.
- Ranged Combat Drills: Increases Ranged Damage by +1 for both operators.
- Target Practice: Reduces chance-to-hit penalties from range by 5% for both operators.
- Free Form Training: both operators gain an additional +2 focus points
How to play the Sharpshooter (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.
Use Zero In early to stack Lethal (+15% hit, +9% crit), have a Scoundrel apply Identify Weakness (or self-flag with a Scoundrel secondary), and land the guaranteed critical, saving Precision Shot for a target you cannot afford to miss since it always hits. Hold Overwatch on approach lanes, where Pick Them Off makes your reaction shots hurt. Keep distance behind a frontline. You get three Action Points per turn.
Star Wars Zero Company Sharpshooter Build FAQ
1. Is the Sharpshooter good in Star Wars Zero Company?
Yes. The Sharpshooter is the premier single-target DPS in Star Wars Zero Company, able to remove a priority enemy each turn from safety, especially when a Scoundrel flags the target for a guaranteed critical. Its weakness is fragility and range dependence; caught in the open or rushed up close, it struggles, so it needs a frontline and setup around it.
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 Sharpshooter use?
A Longarm is the natural sniper weapon for its long range and high per-shot damage; a Rifle is the fallback for cheaper mid-range fire. Swap to Ion weapons against droid forces.
4. What is the best secondary class for a Sharpshooter?
Scoundrel is the strongest pairing, since one operator can both flag a target with Identify Weakness and land the critical. Scout and Gunslinger are strong alternatives.
Change log and updates
- v1.7 – September 12, 2026 – Updated for Zero Company Patch 1.1
- v1.6 – August 31, 2026 – Updated weapons and utility sections.
- v1.5 – August 28, 2026 – Added focus tree progression.
- v1.4 – 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 and ability upgrades.
- v1.1 – August 12, 2026 – Added full skills list, talents, and weapons details.
- 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













