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Best Weapon Class in STAR WARS Zero Company

Compare Blaster Rifle, Repeater, Blaster Pistol, and Longarm Blaster by damage, range, AP cost, and specialization synergy.

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Official Zero Company tactical combat screenshot
STAR WARS Zero CompanyOfficial game site

Quick answer: there is no single best weapon for every Operator. Blaster Rifle is the safest all-round choice, Repeater is the damage-focused option, Blaster Pistol offers the most AP flexibility and mobility, and Longarm Blaster is the clear long-range precision weapon. EA explicitly recommends different pairings by playstyle.

Official weapon-class stats

EA's post-launch weapon guide provides the baseline combat values below. These are much more useful than generic "best gun" advice because AP and optimal range change how an Operator's entire turn works.

Weapon ClassBase DamageCritical BonusCrit ChanceOptimal RangeAP behavior
Blaster Rifle10+65%MediumFirst shot 1 AP, later shots 2 AP
Repeater8+45%MediumMore AP invested into Rapid Fire increases output
Blaster Pistol6+45%Short1 AP per shot
Longarm Blaster12+125%Long2 AP per shot

These values do not mean Longarm is automatically best because 12 is the largest base number. An Operator with three AP can combine movement, utility and shooting differently depending on weapon cost. Range penalties also matter if the target sits outside the weapon's preferred band.

Best all-round weapon: Blaster Rifle

The Blaster Rifle is our default recommendation for a new campaign. Its medium optimal range works on a wide variety of maps, the first shot only costs one AP, and its damage sits between pistol and Longarm. That first-shot discount is particularly useful because it leaves room for movement or an ability in the same turn.

EA explicitly recommends Soldier or Assault with a Blaster Rifle for beginners. The pairing is forgiving: both classes can work in close-to-medium engagements, and the rifle does not demand the stationary long sightlines of a Longarm or the short engagement distance of a pistol.

Best damage-focused weapon: Repeater

EA recommends the Repeater when maximum damage is the goal, especially with Gunslinger, Soldier or Heavy. Its listed single-hit damage is not the highest, but the weapon is built around Rapid Fire and scaling output with AP investment. It therefore rewards turns where the Operator can stay in place and devote resources to offense.

This makes positioning before the shooting turn important. If you spend too much AP fixing a poor location, you reduce the Repeater's main advantage. Put Repeater users where they can see priority targets without immediately needing to sprint to safety.

Best mobility weapon: Blaster Pistol

The pistol's one-AP shot is its defining trait. Base damage is lower, but an Operator can shoot and still have AP available to move, use another cheap action or potentially fire again. EA pairs pistols with Assault and Gunslinger in its mobility recommendations.

Pistols are therefore best evaluated as an action-economy tool. On objective missions, the ability to interact with the map and still contribute damage can be more valuable than a larger single hit. They are also natural cleanup weapons when a target has only a small amount of health remaining.

Best long-range weapon: Longarm Blaster

The Longarm has the highest listed base damage and the largest critical bonus, plus long optimal range. EA's recommended pairing is Sharpshooter, whose abilities improve accuracy, critical potential and Overwatch performance.

The cost is two AP per shot. A three-AP Operator who has to spend significant movement may struggle to attack at all, while a correctly positioned Sharpshooter can spend the turn on a high-value shot and retain one AP for limited movement or another option. Longarm is powerful because it lets you solve threats before they reach the squad, not because it produces the most actions per turn.

Match the weapon to AP economy

A useful way to choose weapons is to ask what you want the Operator's three AP to accomplish. A pistol supports three cheap attacks or an attack-plus-movement pattern. A Longarm assumes fewer, higher-value shots. The rifle gives an efficient first shot then becomes more expensive if you continue firing. The Repeater rewards committing more of the turn to offense.

That is why two Operators with the same Specialization can feel different with different weapons. An Assault character with a pistol can behave like a mobile objective runner, while an Assault with a rifle can pressure a medium lane. Do not copy a build without considering what the mission asks that Operator to do.

Best pairings by role

RoleSuggested WeaponReason
Beginner all-rounderBlaster RifleForgiving range and efficient first shot
Damage turretRepeaterConverts AP commitment into heavier Rapid Fire output
Mobile objective runnerBlaster PistolOne-AP shots preserve movement flexibility
Long-range finisherLongarm BlasterHigh damage and crit bonus at long range
SharpshooterLongarm BlasterDirect official playstyle recommendation
GunslingerRepeater or PistolChoose raw burst or AP-flexible target cleanup
HeavyRepeaterCan hold position and commit AP to offense
SoldierRifle or RepeaterFlexibility versus damage focus

What about weapon mods and later gear?

Weapon Class is the structural choice; later progression can add modifiers and utilities that change the exact best-in-slot answer. For that reason, a tier list should not pretend that the class stat table predicts every late-campaign item. Use the class to set range and action economy, then evaluate individual upgrades against the role you want the Operator to perform.

Common mistakes

The first mistake is choosing Longarm for every high-damage character because its listed numbers are larger. If the map constantly forces movement, the two-AP shot can reduce real output. The second is dismissing the pistol because of low base damage; one-AP attacks can be extremely efficient when they let you complete an objective or chain actions. The third is equipping every squad member for the same range, which creates maps where no one has a comfortable engagement band.

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