What Are The Best Hawks Specializations In Star Wars Zero Company

What Are The Best Hawks Specializations In Star Wars Zero Company

Published Sep 3, 2026, 1:00 PM EDT Collin is a Guides Staff Writer at TheGamer who has been writing guides for nearly ten years. He is also a professional game/level designer. More importantly, he's still waiting for a new Ape Escape game to release. There are a lot of ways to blast your way through Star Wars Zero Company. Between all the operator combinations, weapons, weapon mods, and utility, no playthrough will be the same for each person. However, this level of customizability can be a bit overwhelming — especially if you are new to the tactical strategy genre. This gets even more complicated once you unlock the ability to have two Specializations per operator. Not only does this deepen the build crafting, but it really allows you to focus on specific playstyles. If you're just starting and unsure what to pick for the player character, Hawks, here are some of the best Specializations to pick. Hawks' Best Specializations Medic Medic is a supremely strong support Specialization, as it synergizes wonderfully with a lot of the named operators who lean more towards damage and tank roles by default. This class instantly gives her two free Medpacs to use that won't take up a Utility Slot, allowing you to easily heal any wounds your teammates may suffer during battle. The potency of your heals can be increased with the Lifesaving Measures passive, and the Combat Stim can improve a friendly operator's Max Health, Melee Damage, and Ranged Damage for two turns. If you're looking to play a less-damage-focused role and want to ensure all your operators survive, I strongly recommend Medic since it works in basically every team combination possible. Scoundrel Tying into Hawks' unique talent for boosting operator assist damage and defense, the Scoundrel is all about inflicting status effects and performing assist actions during combat. It's remarkably strong when paired with long-range blasters that deal high damage at the cost of 2 AP per shot. Since assists don't take AP, you can often deal quite a bit of extra damage by helping other operators shoot specific targets. All that being said, the Scoundrel is typically good as a secondary Specialization and not the primary one you start with. Sharpshooter For those who want to lean into a more damage-focused role, the Sharpshooter is one of the best options for this. Revolving around long-range damage, critical chances, and increasing your chance-to-hit, the Sharpshooter excels at picking off enemies from afar. While you will get some operators later on that fit into this role, Hawks can really perform well as a single-target damage dealer who focuses on dealing with elite or boss-tier enemies. Gunslinger What I picked for my first playthrough of Zero Company and one I had quite a ton of success with. Gunslinger is a superb damage-dealing Specialization that likes to make the most out of multiple attacks in a single turn. Onslaught rewards you for hitting multiple enemies in a single turn by increasing your damage after each shot, while Quick Draw provides you with a sidearm you can treat almost as a secondary blaster. Plus, if you kill an enemy with Quick Draw, the AP used for this skill is completely refunded! Open Fire is almost one of the best Ultimates in the game when paired with a longarm blaster, allowing you to deal a ton of burst damage in one turn. Plus, you can raise Hawks' critical chance for all your ranged attacks permanently, which lets you hit crits pretty consistently. It also pairs nicely with several Specializations, making it quite a flexible starting class for Hawks. Scout I'm adding Scout here because I think this is one of the best secondary Specialization options you should consider once you reach the halfway point in the game. Advantage is supremely strong, and the Scout class allows you to maximize the amount you will get in a single turn. Given that operators such as Cly or Tel have some devastatingly strong moves that tie into the Advantage mechanic, allowing Hawks to constantly refill this meter via the Combat Recon skill gives you a huge, well, advantage in combat. I do not think this is one you should pick if you're playing for the first time, since balancing Advantage can be a bit tricky. This is only increased as the Scout doesn't really do a ton of damage outside of the Ambush Ultimate. Scout is also a decent pick when paired with the Medic if you really want to lean into the support role.

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