Zero CompanyDatabank
Best builds and squads
Strategy layer

Best builds and squads

The best builds for each operator and the squads that run them: nine builds and three squads, each checked line by line against the game's own trees, weapons and items. An operator can earn 24 focus in a campaign, which is less than one maxed line on top of anything else, so a build here is the order the focus is spent in, not a finished tree. Every one opens in the build planner with its ranks, weapon, mods and utility items set.

Which specialization, operator and blaster each of these leans on, and why, is argued out on the tier list.

Tank

Trick, the wall

Heavy is the only specialization that taunts. Bulwark taunts everything in an area for 4 Advantage and raises Defense for the turn, and Intimidating Posture, which every Heavy starts with, turns each blaster hit into a taunt on that target. Trick takes the role because For My Brothers stands him back up once a mission, and its third rank makes that first knockdown cost no injury. On Hard and Expert the bacta tank is disabled, so that rank is the cheapest medbay visit there is.

Unstoppable at rank three hands back two counter shots at +2 damage, so the enemies he taunts pay for shooting him. Conditioning is +12 health at rank three. Soldier as the second specialization is there for Brutal Strike, a 1 AP rush that Dazes the target, and a Dazed unit cannot attack at all.

A turn

Bulwark if there is Advantage for it, otherwise shoot the most dangerous enemy so the hit taunts it. Unstoppable with the spare point. Brutal Strike whatever is left when one enemy needs shutting up. The repeater spends all three points in one burst; a blaster pistol trades that for three separate 1 AP shots, each of which taunts.

Assault as the second specialization gives Bull Rush and Sweeping Salvo instead, a 4 Advantage cone that damages and Disorients everything in it.

The focus, in order
LineRankFocusAt this rank
BulwarkHeavy1 / 60Taunts all enemies in the target area, forcing them to attack this Operator. Also increases Defense by +2 for the rest of this turn.4 Advantage, 1 per turn
UnstoppableHeavy3 / 65Gain 2 Stacks of Retaliation. Each stack permits a counter against the next incoming attack with +2 Damage.1 AP, 1 per turn
ConditioningHeavy3 / 56Increases this Operator's Max Health by +12.
Rocket StrikeSoldier1 / 50Fire a powerful rocket that explodes on impact, damaging all targets in the blast.10 Advantage, 1 per combat
Brutal StrikeSoldier1 / 50Rush and strike a target, dealing Melee Damage and Dazing.1 AP, 1 per turn
StrengthSoldier1 / 40Increases Melee Damage by +2 and increases the throw range of all Grenades by +2.0m.
For My BrothersFor My Brothers3 / 411Once per mission, when Trick is Downed, he automatically revives at the beginning of the next turn at Full Health. Trick does not receive an Injury the first time he is Downed.
Armory
Amplifier BarrelIncreases Blaster Damage by +1 when firing this blaster at Close Range.
Incendiary Modulator CellInflicts 1 stack Stack of Burning when this blaster hits.
Targeting Scope ScopeReduces the Chance-To-Hit penalty provided by an enemy's Cover by 10%.
Balancing Stabilizer StockIncreases Defense by +1 after attacking with this blaster. This bonus expires at the end of the turn and has a maximum.
Medpac utility, 1 APHeals 30% of the target ally's Health. Cannot be used on Droids.
Thermal Imploder utility, 1 APThrow a powerful explosive Grenade that deals excellent damage.
Repulsor Units Mk. II utilityIncreases Movement by +1.0m. This bonus affects all of the Operator's moves.
Support

Hawks, the enabler

Medic first, because the sixth rank of Combat Stim is the best single line in the game: Strong Stimulant on an ally for the rest of the combat, +3 damage and +12 max health, for 1 AP. Medic has to be the first specialization to reach it, since the second-slot ladder stops at rank five. The 23 focus it costs is almost the whole ceiling, and that is the point: stim the squad on turn one, every fight.

Scoundrel second for Identify Weakness, 1 AP to make an enemy Vulnerable so the next attack on it is a critical hit. First Responder means Hawks carries a Medpac in no slot at all, and Fearless Leader adds Assist damage to every operator just by Hawks being present.

A turn

Combat Stim the two operators who will take fire, Identify Weakness on the elite, then Call for Backup for the operator with the biggest gun.

The recon Hawks below is the other way to run him, and Scout as the second specialization is a middle road: The Spotter on his own shots and Combat Recon for the squad.

The focus, in order
LineRankFocusAt this rank
Morale BoostMedic1 / 60This Operator and all nearby allies increase to 4 stacks of Morale.7 Advantage, 1 per combat
Combat StimMedic6 / 623Grants Strong Stimulant to an ally for the rest of this combat, greatly increasing Max Health, Melee Damage, and Ranged Damage.1 AP
Lifesaving MeasuresMedic1 / 50Medpacs used by this Operator restore an additional +5% Health.
Easy MarkScoundrel1 / 50Marks the chosen enemy allowing this Operator to Assist the next ally that attacks that target.7 Advantage, 1 per turn
Identify WeaknessScoundrel1 / 50Makes a chosen enemy Vulnerable, allowing the next attack to Critically Hit.1 AP
Never Play FairScoundrel1 / 40Increases this Operator's Assist Damage by +1.
Fearless LeaderFearless Leader1 / 60When Hawks is present, increases Assist Damage by +1 for all Operators
Armory
Turbo Cycler BarrelProvides a 9% chance to restore an AP after attacking with this blaster.
Ion Modulator CellIncreases Blaster Damage against Droids by +1 and against Ray Shields.
Long Range Scope ScopeReduces Chance-To-Hit penalties from Range by 5%.
Lightweight Stabilizer StockProvides a 15% chance to gain Evasion when firing this blaster if this Operator does not already have this effect.
Droid Popper utility, 1 APThrow a powerful pulse Grenade that can Daze targets and severely weakens Ray Shields. Does not damage Organic targets.
Thermal Detonator utility, 1 APThrow a powerful explosive Grenade that deals excellent damage.
Targeting Visor utilityIncreases this Operator's Chance to Hit by +5% and Critical Chance by +6%.
Advantage

Hawks, the recon

Combat Recon is 1 AP for one Advantage per enemy in the area, once a turn, and the area grows with rank. That is a squad's worth of Special Actions paid for without firing a shot: Trick's Bulwark, Cly's darts and Surge, an astromech's Coordinated Support. Tactical Timing at rank three is a 60% chance of another point on each of his own kills, and Ambush spends the whole pool on one shot when nobody else needs it.

Medic second keeps a Combat Stim rank in the kit, three turns of Stimulant at rank two, so the opening still has a buff in it. The Spotter marks whatever his blaster damages, which removes range and smoke penalties for everyone who shoots it next.

A turn

Recon the biggest cluster, spend one shot on whatever the squad is about to focus so it is Spotted, and hold the rest of the AP for Overwatch.

The focus, in order
LineRankFocusAt this rank
AmbushScout2 / 63Execute a well-timed surprise attack on an enemy. The more Advantage used in this attack, the greater the damage.All remaining Advantage, 1 per turn
Combat ReconScout4 / 69Assess threats in the target area, granting Advantage for each enemy in the assessment area.1 AP, 1 per turn
Tactical TimingScout3 / 56Provides a 60% chance to gain +1 Advantage when this Operator defeats an enemy.
Morale BoostMedic1 / 50This Operator and all nearby allies increase to 4 stacks of Morale.7 Advantage, 1 per combat
Combat StimMedic2 / 53Grants Stimulant to an ally for 3 Turns, increasing Max Health, Melee Damage, and Ranged Damage.1 AP
Lifesaving MeasuresMedic1 / 40Medpacs used by this Operator restore an additional +5% Health.
Fearless LeaderFearless Leader2 / 63When Hawks is present, increases Assist Damage by +1 and Defense by +1 for all Operators.
Armory
Rapid Cycler BarrelProvides a 6% chance to restore an AP after attacking with this blaster.
Ion Modulator CellIncreases Blaster Damage against Droids by +1 and against Ray Shields.
Long Range Scope ScopeReduces Chance-To-Hit penalties from Range by 5%.
Ergonomic Stabilizer StockIncreases Blaster Damage by +1 after attacking with this blaster. This bonus expires at the end of the turn and has a maximum.
Droid Popper utility, 1 APThrow a powerful pulse Grenade that can Daze targets and severely weakens Ray Shields. Does not damage Organic targets.
Smoke Bomb utility, 1 APThrow a Grenade that creates a lasting Smoke Cloud. Units standing inside the cloud receive 2 Stacks of Smoke.
Targeting Visor utilityIncreases this Operator's Chance to Hit by +5% and Critical Chance by +6%.
Damage

The chain

Human recruitGunslinger+ScoutGritDC-17, blaster pistol

A blaster pistol fires for 1 AP without limit, and every Gunslinger starts with Onslaught, +1 blaster damage for each attack made in the turn. Quick Draw is a 1 AP sidearm shot on top of that, and Keen Eye at rank three is +12% critical chance on every ranged attack. So the loop is: shoot the weakest enemy first, let the damage climb, and put the last shot into the one that matters.

Scout second for the fuel and the accuracy. The Spotter marks anything the pistol damages, which strips range and smoke penalties from the follow-ups; Tactical Timing turns kills into Advantage; Open Fire spends that Advantage on two more shots without touching AP, and Ambush on one big one. A recruit can be built for this at Recruitment on day one.

A turn

Quick Draw the enemy with the least health, again if it fell, then Open Fire or the pistol into the elite once Onslaught has stacked.

The mods are the action economy: a Cycler is a chance to refund the AP after each shot, the Ergonomic adds damage after the first attack, the Capacitor adds damage on the opening turn, and the Auto-Scope negates cover.

The focus, in order
LineRankFocusAt this rank
Open FireGunslinger1 / 60Fire 2 Times at any combination of enemies.9 Advantage
Quick DrawGunslinger4 / 69Fire a lightning fast sidearm pistol shot.1 AP
Keen EyeGunslinger3 / 56Increases this Operator's Critical Chance for all Ranged Attacks by +12%.
AmbushScout1 / 50Execute a well-timed surprise attack on an enemy. The more Advantage used in this attack, the greater the damage.All remaining Advantage, 1 per turn
Combat ReconScout2 / 53Assess threats in the target area, granting Advantage for each enemy in the assessment area.1 AP, 1 per turn
Tactical TimingScout2 / 44Provides a 40% chance to gain +1 Advantage when this Operator defeats an enemy.
GritGrit1 / 40Applies 1 stack of Invulnerable to this Operator.1 AP, 1 per turn
Armory
Lightning Cycler BarrelProvides a 12% chance to restore an AP after attacking with this blaster.
High-Energy Capacitor CellIncreases Blaster Damage by +2 when attacking with this blaster during the first turn of each combat.
Auto-Scope ScopeCompletely negates an enemy's Cover bonus.
Custom Ergonomic StockIncreases Blaster Damage by +2 after attacking with this blaster. This bonus expires at the end of the turn and has a maximum.
Scattergun Mk. II utility, 2 APFire a short range, wide-angled blast that damages everything in the target area.
Medpac utility, 1 APHeals 30% of the target ally's Health. Cannot be used on Droids.
Targeting Visor utilityIncreases this Operator's Chance to Hit by +5% and Critical Chance by +6%.
Damage

Cly, the storm

Her whole kit runs on Advantage, not AP. ElectroWeb Dart Shocks a target for 2 Advantage (1 at rank six) and halves its movement; ElectroWeb Surge is 4 Advantage for a blast around Cly and around every darted enemy, and those blasts ignore Defense. Combat Jump moves her for 2 Advantage and pushes enemies at the landing. None of it spends an action point, so the three AP are still there for the pistol or a Scattergun.

Scout second is the fuel: Combat Recon returns one Advantage per enemy scanned for 1 AP, and Tactical Timing adds a chance of another on each kill. Ruthless is +4 critical damage at rank three, for the pistol shots that follow. Gunslinger instead gives Quick Draw and Keen Eye if the squad already has a Scout feeding her.

A turn

Dart two or three enemies, jump into the middle if they are spread, Surge, then spend the AP on a Scattergun into the cluster.

The focus, in order
LineRankFocusAt this rank
ElectroWeb SurgeWarrior3 / 67Emit electrical blast around Cly and each enemy with a Dart. These blasts Ignore Defense.4 Advantage
ElectroWeb DartWarrior3 / 65Fire an electrified dart that Shocks the target and can be detonated by ElectroWeb Surge.2 Advantage
RuthlessWarrior3 / 56Increases Cly's Critical Damage by +4.
AmbushScout1 / 50Execute a well-timed surprise attack on an enemy. The more Advantage used in this attack, the greater the damage.All remaining Advantage, 1 per turn
Combat ReconScout2 / 53Assess threats in the target area, granting Advantage for each enemy in the assessment area.1 AP, 1 per turn
Tactical TimingScout1 / 40Provides a 20% chance to gain +1 Advantage when this Operator defeats an enemy.
Combat JumpCombat Jump1 / 40Jump to a target location, Pushing nearby enemies out of position.2 Advantage
Armory
Spiral Condenser BarrelIncreases Critical Hit Damage by +4 when firing this blaster.
Ion Modulator CellIncreases Blaster Damage against Droids by +1 and against Ray Shields.
Assassin's Scope ScopeIncreases Critical Chance by +12% when attacking with this blaster.
Ergonomic Stabilizer StockIncreases Blaster Damage by +1 after attacking with this blaster. This bonus expires at the end of the turn and has a maximum.
Scattergun Mk. II utility, 2 APFire a short range, wide-angled blast that damages everything in the target area.
Medpac utility, 1 APHeals 30% of the target ally's Health. Cannot be used on Droids.
Thermal Imploder utility, 1 APThrow a powerful explosive Grenade that deals excellent damage.
Damage

Jae, the finisher

Final Shot is her talent: once a turn, when an ally's attack leaves an enemy at 8 health or less (rank three), Jae fires and kills it, no AP spent. Rank four raises that to 10 health and twice a turn, but it costs 21 of the 24 focus on its own, so three is the stop. Zero In at rank three is 1 AP for five stacks of Lethal, +25% to hit and +15% critical chance until she moves; Pick Them Off adds to Overwatch hit chance and damage; Sharpshooter Training is +10% to hit on everything.

Scout second so each Final Shot kill has a chance to return Advantage through Tactical Timing. A longarm is a Slow weapon, 2 AP a shot, but its critical damage is double a rifle's and Overwatch fires one shot per AP invested, so she sets up, zeroes in, and covers the lane. The RSKF-44 in a utility slot is the sidearm for when two points is too many.

A turn

Zero In, Overwatch the approach with what is left, and let Final Shot clean up after the others.

Luco runs the same tree with Combat Gas in place of Final Shot: 2 Advantage for stacks that each add +5% to hit and +1 damage.

The focus, in order
LineRankFocusAt this rank
Precision ShotSharpshooter1 / 60Fires a calculated blaster shot that Always hits.6 Advantage, 1 per turn
Zero InSharpshooter3 / 65Set up a position for accurate shooting and gain 5 Stacks of Lethal, increasing Chance-To-Hit by +25% and Critical Chance by +15%.1 AP
Pick Them OffSharpshooter2 / 52Increases Overwatch Chance-To-Hit by +10% and Overwatch Damage by +3.
AmbushScout1 / 50Execute a well-timed surprise attack on an enemy. The more Advantage used in this attack, the greater the damage.All remaining Advantage, 1 per turn
Combat ReconScout1 / 50Assess threats in the target area, granting Advantage for each enemy in the assessment area.1 AP, 1 per turn
Tactical TimingScout2 / 44Provides a 40% chance to gain +1 Advantage when this Operator defeats an enemy.
Final ShotFinal Shot3 / 411Once per turn, Jae immediately fires her blaster and eliminates any enemy left with 8 Health or less after an allied Operator's attack.
Armory
Dual Coil Condenser BarrelIncreases Critical Hit Damage by +3 when firing this blaster.
High-Energy Capacitor CellIncreases Blaster Damage by +2 when attacking with this blaster during the first turn of each combat.
Elite Targeting Scope ScopeReduces the Chance-To-Hit penalty provided by an enemy's Cover by 20%.
Lightweight Stabilizer StockProvides a 15% chance to gain Evasion when firing this blaster if this Operator does not already have this effect.
Custom RSKF-44 utility, 1 APFire a very powerful, but short range armor-piercing pistol shot.
Stabilizing Underlay utilityGrants Daze Immunity and Stun Immunity while worn.
Targeting Visor utilityIncreases this Operator's Chance to Hit by +5% and Critical Chance by +6%.
Damage

Luco, the marksman

Combat Gas is Luco's talent and the reason he is built differently to Jae on the same tree. At rank three it is five stacks of Sharpened Senses, each +5% chance-to-hit and +1 ranged damage, and a stack burns per ranged attack rather than per turn. A longarm shot is 2 of the 3 action points, so one gassing covers about five turns of shooting. Rank three is 7 focus of the 24 and rank four is 16, two thirds of the budget for a sixth stack, so three is the stop.

Zero In at rank three is +25% chance-to-hit and +15% critical chance until he moves, and it stacks with the gas. Pick Them Off at rank three puts +15% and +4 damage on every Overwatch shot, which is where a longarm's spare point goes on the turns it does not reposition. Precision Shot stays at rank one: it fires once a turn for six Advantage, so the focus does more on the two lines that improve every shot.

Scout second because the squad shares one Advantage pool and Precision Shot costs six of it. Tactical Timing at rank two returns a point on 40% of kills, which is the difference between one ultimate a fight and two. Ambush and Combat Recon stay at rank one; they are there to feed the pool, not to do damage a sniper is already doing better.

A turn

Gas once at the start of a fight, Zero In, then fire and hold. On the turns he does not move, one shot and Overwatch with the point left over.

Jae runs the same three lines with Final Shot in place of Combat Gas: hers kills off other people's damage, his makes his own shots land.

The focus, in order
LineRankFocusAt this rank
Precision ShotSharpshooter1 / 60Fires a calculated blaster shot that Always hits.6 Advantage, 1 per turn
Zero InSharpshooter3 / 65Set up a position for accurate shooting and gain 5 Stacks of Lethal, increasing Chance-To-Hit by +25% and Critical Chance by +15%.1 AP
Pick Them OffSharpshooter3 / 56Increases Overwatch Chance-To-Hit by +15% and Overwatch Damage by +4.
AmbushScout1 / 50Execute a well-timed surprise attack on an enemy. The more Advantage used in this attack, the greater the damage.All remaining Advantage, 1 per turn
Combat ReconScout1 / 50Assess threats in the target area, granting Advantage for each enemy in the assessment area.1 AP, 1 per turn
Tactical TimingScout2 / 44Provides a 40% chance to gain +1 Advantage when this Operator defeats an enemy.
Combat GasCombat Gas3 / 47Gain 5 stacks of Sharpened Senses. Each stack increases Chance-To-Hit by 5% and Ranged Attack Damage by +1. One stack expires after each Ranged Attack.2 Advantage, 1 per combat
Armory
Dual Coil Condenser BarrelIncreases Critical Hit Damage by +3 when firing this blaster.
High-Energy Capacitor CellIncreases Blaster Damage by +2 when attacking with this blaster during the first turn of each combat.
Sniper's Scope ScopeIncreases Critical Chance by +9% when attacking with this blaster.
Advanced Balancing Stabilizer StockIncreases Defense by +2 after attacking with this blaster. This bonus expires at the end of the turn and has a maximum.
Targeting Visor utilityIncreases this Operator's Chance to Hit by +5% and Critical Chance by +6%.
Stabilizing Underlay utilityGrants Daze Immunity and Stun Immunity while worn.
Custom RSKF-44 utility, 1 APFire a very powerful, but short range armor-piercing pistol shot.
Front line

Kabb, the puncher

Uppercut is Kabb's talent, a 1 AP rush and punch that pushes the target backwards, and a push next to a drop is a kill regardless of health. Assault gives Fleet of Foot, +2.0m on the first move at rank three, and Sweeping Salvo, 4 Advantage for a cone that damages and Disorients everyone in it (a -20% chance-to-hit penalty on their ranged attacks). Strike The Flanks, the Assault starting passive, is +20% critical chance against Exposed enemies, and a pushed enemy is usually out of its cover.

Soldier second is Strength, +3 melee damage at rank two, which every punch uses, and Brutal Strike, a second 1 AP rush that Dazes. Armsmaster, the Soldier passive, adds +2 blaster and grenade damage on top.

A turn

Move with the first point, Uppercut, and use what is left on Brutal Strike or a rifle shot at close range. Sweeping Salvo when three or more are lined up.

The focus, in order
LineRankFocusAt this rank
Sweeping SalvoAssault3 / 67Unleash aggressive blaster fire that deals damage and Disorients all enemies within a large cone.4 Advantage, 1 per combat
Bull RushAssault1 / 60Charge into an enemy, dealing Melee Damage and Pushing it backwards.1 AP, 1 per turn
Fleet of FootAssault3 / 56Increases this Operator's First Movement by 2.0m.
Rocket StrikeSoldier1 / 50Fire a powerful rocket that explodes on impact, damaging all targets in the blast.10 Advantage, 1 per combat
Brutal StrikeSoldier1 / 50Rush and strike a target, dealing Melee Damage and Dazing.1 AP, 1 per turn
StrengthSoldier2 / 44Increases Melee Damage by +3 and increases the throw range of all Grenades by +3.0m.
UppercutUppercut3 / 67Rush an enemy and strike it, dealing Melee Damage and Pushing it backwards.1 AP, 1 per turn
Armory
Amplifier BarrelIncreases Blaster Damage by +1 when firing this blaster at Close Range.
High-Energy Capacitor CellIncreases Blaster Damage by +2 when attacking with this blaster during the first turn of each combat.
Targeting Scope ScopeReduces the Chance-To-Hit penalty provided by an enemy's Cover by 10%.
Ergonomic Stabilizer StockIncreases Blaster Damage by +1 after attacking with this blaster. This bonus expires at the end of the turn and has a maximum.
Concussion Grenade Mk. II utility, 1 APThrow a Grenade that emits a concussive blast. Deals Impact Damage and Pushes enemies.
Medpac utility, 1 APHeals 30% of the target ally's Health. Cannot be used on Droids.
Repulsor Units Mk. II utilityIncreases Movement by +1.0m. This bonus affects all of the Operator's moves.

Pull is 1 AP, drags an enemy to her and deals Force damage. It moves a droideka out of its shield and into the squad's Overwatch, and it moves anything off a ledge. Push is the same for 1 AP in the other direction, and Shockwave pushes everything nearby for 6 Advantage. Padawan Training at rank four opens a second Meditation slot (rank five a third), which is where the build lives: Fast Healing is 8 health at the start of each turn, Bonded to the Blade lets Lightsaber Strike be used twice a turn, and Attuned to All Things adds Harmony on every Push and Pull.

Strong with the Force at rank three starts each turn with four stacks of Harmony, which raise Deflection and lightsaber damage. Lightsaber Throw costs 10 Advantage, two of Cly's Surges, so it stays at rank one. Her specializations are fixed; the choice is the ranks and the meditations.

A turn

Pull the shielded or the exposed enemy into the lane, Lightsaber Strike, and Noble Stance with what is left if she is standing in the open.

The focus, in order
LineRankFocusAt this rank
ShockwavePadawan1 / 60Drive the Force outward in a focused burst, dealing Force Damage and Pushing nearby enemies back.6 Advantage
PushPadawan2 / 62Forcefully Pushes an enemy in the chosen direction, dealing Force Damage.1 AP
Padawan TrainingPadawan4 / 512Allows Tel-Rea to equip a second Meditation.
Lightsaber ThrowWayseeker1 / 50Throws both lightsabers, dealing colossal Lightsaber Damage to all enemies along the path.10 Advantage, 1 per turn
PullWayseeker2 / 53Forcefully Pulls an enemy directly towards Tel-Rea, dealing Force Damage.1 AP, 1 per turn
An Elegant WeaponWayseeker1 / 40For Tel-Rea's lightsaber attacks, increases Critical Damage by +2 and increases Critical Chance by +6%.
Strong with the ForceStrong with the Force3 / 56Tel-Rea begins each turn of battle with 4 stacks of Harmony. Harmony affects Deflection and Lightsaber Attacks.
Armory
Fast Healing utilityTel-Rea recovers 8 Health at the beginning of each turn.
Bonded to the Blade utilityLightsaber Strike can now be used 2 times per turn.
Attuned to All Things utilityPush and Pull now grant +1 additional Harmony when used.
Support

The battery

An astromech cannot fire a blaster and cannot be healed, and it is still the best support slot in the game. Built-In Comlink at rank two gives an ally +1 AP for 1 AP once a turn; rank three drops the once-a-turn limit, so all three of its points can go to one operator, at 21 focus. Enhanced Scanners is 1 AP to Scan an area: every enemy in it loses 4 Defense and is 20% easier to hit, and rank six adds a chance of Vulnerable. Coordinated Support at rank three is +1 AP to every operator for 8 Advantage, once a combat; rank six is +2 AP for 6.

Extended Storage adds a use to every limited utility item, and Storage Optimization stacks with it at rank nine, so the droid is the grenadier. Telemetry is +5% to hit for the whole team for being there. Deep Target Scan Scans, Spots and strips Evasion from one target for 1 AP. Recruiting a droid needs the Droid Repair Bay upgrade, unlocked by talking to the astromech in the Pit.

A turn

Scan the cluster, Comlink the operator with the best target, throw the grenade, and hold Coordinated Support for the turn the squad needs a second turn.

The focus, in order
LineRankFocusAt this rank
Coordinated SupportAstromech3 / 67Grant all Operators +1 AP.8 Advantage, 1 per combat
Enhanced ScannersAstromech3 / 65All affected enemies are Scanned, reducing Defense and making those enemies easier to hit.1 AP
Extended StorageAstromech2 / 44Increases the Astromech's Movement by +1.0m.
Predictive AnalyticsAnalytics1 / 50All allies gain +2 Defense for the rest of the turn. Nothing beats these odds.8 Advantage, 1 per combat
Deep Target ScanAnalytics1 / 50Conducts an intensive analysis on an enemy. Scans and Spots the target and removes all Evasion.1 AP
Self PreservationAnalytics1 / 30When the Astromech is hit by an Overwatch or Retaliation attack it gains +1 AP.
Built-In ComlinkBuilt-In Comlink2 / 38Grant an ally +1 AP.1 AP, 1 per turn
Armory
Thermal Imploder utility, 1 APThrow a powerful explosive Grenade that deals excellent damage.
Medpac Mk. III utility, 1 APHeals 30% of the target ally's Health. Cannot be used on Droids.
Gas Dispenser Mk. II utility, 2 APSprays a stream of gas that Dazes all units in the targeted area.

Squads

Four seats, the builds above in them. Each opens in the squad builder with the specializations set, where the bonds between the four and every mission they can deploy on are read off.

Stim, taunt, storm, finish

Medic and Scoundrel
Heavy and Soldier
Warrior and Scout
Sharpshooter and Scout

Hawks stims Trick and Cly on turn one, Trick draws the fire, Cly darts and surges the cluster, and Jae's Final Shot ends anything the Surge left low while her Overwatch covers the approach.

Open in the squad builder →

Saber and chain

Medic and Scoundrel
Padawan and Wayseeker
Heavy and Soldier
Human recruit
Gunslinger and Scout

Tel-Rea pulls shielded droids into Overwatch, the gunslinger recruit chains the weak ones, Trick holds the line, and Hawks marks the elite for a guaranteed critical hit.

Open in the squad builder →

The rules these builds lean on, with their numbers, are on how combat works; the focus an operator can earn, and where, is on the build planner.