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MechanicsEnemies

Enemies

Overview

Zero Company fields three enemy factions, and Bit Reactor describes each as demanding a different approach rather than a different loadout. Enemies also change over a campaign: units that survive come back stronger, and threats left alone on the holo-map improve.

The Three Factions

FactionCompositionWhat it demands
Separatist AllianceDroid forcesEfficiently countered with Ion weapons
Infinite CoilVaried abilities across unit typesKill priority matters: which target dies first decides the fight
OutlawsCriminal forcesOverwhelm with numbers

Known Enemy Types

Droidekas are confirmed as tactical enemies, with the shield rotation and rolling entry of their established Clone Wars characterisation. They are the clearest case for environmental kills: grinding one down through its shield costs a great deal of squad output, while a single well-aimed push does the job outright.

Separatist commando droids appear in later missions. PC Gamer noted enemy design built around dug-in Overwatch positions and flanking reinforcements.

Super tactical droids command Separatist forces. Typhon is the named example, though EA describes it as unusual among its type: where most command armies and fleets, Typhon specialises in asymmetrical warfare and precision strikes.

Force-empowered shock troops are Infinite Coil units introduced in later story missions.

The Seer is a named enemy type, appearing in no source other than the trophy list, which carries a trophy for defeating one in a single blow. That the trophy exists implies a unit durable enough for it to be unusual.

How Enemies Get Harder

Ghost Buff

Enemies that escape a mission alive do not reset. Units that flee or survive return ghost-buffed in later encounters: stronger and better equipped. Letting an enemy retreat is therefore a cost paid later, which is the pressure behind finishing engagements rather than clearing the objective and leaving.

Threat Indicators

Certain Infinite Coil units gain a buff when the holo-map’s threat indicators are left unaddressed. The enemy upgrade system runs on the campaign clock alongside everything else: see Base Management.

What Enemies Do in Combat

Enemies use much of the same toolkit the squad does, which is what makes positioning matter:

  • Overwatch: enemies set their own cones. Breaking an enemy’s Overwatch before advancing avoids taking an automatic attack
  • Cover: enemies behind cover are harder to hit, and cover can be destroyed during a fight
  • Evasion: many enemies apply Evasion to themselves, which nullifies the next attack against them. The Astromech’s Deep Target Scan strips it
  • Defense: armour, toughness, and skill reduce incoming damage. Defense Penetration bypasses it
  • Stun Resistance: an enemy that has been Dazed or Stunned resists both for the rest of that combat, so control effects cannot be chained on one target

Counters

AgainstUse
DroidsIon weapons, the confirmed counter to Separatist forces
Droidekas and shielded unitsEnvironmental kills and forced movement rather than raw damage
High Defense or full coverEnhanced Scanners or Deep Target Scan (-4 Defense, +20% Chance-to-Hit), or Defense Penetration
Enemies in coverFlanking, which applies Exposed and strips cover protection
Enemies about to actDazed from the Soldier’s Brutal Strike, once per target per battle
  • Combat System for cover, Chance-to-Hit, and the full status list
  • Missions for objectives, mission types, and difficulty ratings
  • Infinite Coil for the antagonist faction and its leadership
  • Weapons for Ion weapons and the four Weapon Classes

References

#SourceDate
1PC Gamer: Hands-on preview 26 Mar 2026
2EA: Lead Zero Company To Victory 9 Jun 2026
3EA: Answering the Internet’s Biggest Questions (community Q&A) 21 Jul 2026
4EA: Enemies hub Aug 2026
5EA Help: Turn-based tactics and combat basics 28 Aug 2026
6Star Wars Zero Company in-game combat, enemy behaviour, and trophy listAug 2026

If information is missing, it has not yet been confirmed. Corrections are welcome.

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