Guide / Den upgrades

Best Den Upgrades in STAR WARS Zero Company

There is no single best order to build the Den. This page turns the 74 collected upgrade records into the question that actually has an answer: what should you upgrade next, given the squad you field, the problems you keep hitting and the systems you actually use.

How this page labels certainty · game version 1.1

  • Game valueRead from the verified upgrade, operator and weapon data this site ships.
  • Patch noteStated by the official patch notes for the listed game version.
  • Player reportsCommon advice in the community. Useful, and not a game rule.
  • Not resolvedThe verified data does not settle this, so the page does not claim it either way.

Exact effect → game data. Recommended priority → strategy guidance. The two are always labelled separately, and no upgrade on this page is given a cost score.

What's Holding Your Company Back?

Pick the problem that is actually costing you missions. Each answer is a short upgrade path, not a global order.

Your squads win fights but slowly

Combat power is two different purchases: something that lifts the whole roster, and something that lifts the weapon family your squad actually carries. Take the roster-wide upgrade first — it is the only one that cannot miss.

  • Combat Readiness IStrong if relevant

    The squad begins each combat with 1 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions)

    Your builds have something useful to spend Advantage on in the opening turn.

  • Focus Point IStrong if relevant

    All Operators gain +2 Focus Points.

    Focus Points are the bottleneck on more than one Operator.

  • Additional Weapon Mod SlotStrong if relevant

    All Operators gain an additional Weapon Mod Slot.

    You already own Mods you cannot fit.

  • Additional Utility SlotStrong if relevant

    All Operators gain an additional Utility Item Slot.

    You already own Utilities you cannot carry.

  • Teamwork Assist Damage ISituational

    Increases Assist Damage.

    Your team triggers Assists often.

  • Grenade Throw DistanceSituational

    Increases Grenade Throw Distance by +2.0m.

    Your plans depend on where a grenade can land.

After the roster-wide layer, the weapon question is a coverage question, not a damage question — the family upgrade table further down counts how many Operators each branch actually reaches.

Best specializationsBuild PlannerCombat Calculator

Broad-Value Den Upgrades

These are the upgrades whose effect is roster-wide or fires in every combat, which means they cannot miss. They are the safest first purchases whenever you cannot name a more specific bottleneck.

Additional Weapon Mod SlotBroad value

All Operators gain an additional Weapon Mod Slot.

  • it affects the whole roster in one purchase
  • it widens every compatible build at once
  • it works with the Weapon Mod data this site already ships
  • it is useful in most mission types, not one

Who benefits

All Operators

Less urgent when

  • your current Mods are weak
  • you are not filling the slots you already have
  • Additional Weapon Mod Slot Game value

    All Operators gain an additional Weapon Mod Slot.

Browse Weapon Mods

Additional Utility SlotBroad value

All Operators gain an additional Utility Item Slot.

  • it is the second roster-wide capacity upgrade
  • it raises what every loadout can carry
  • it pays off on long operations where supplies run out

Who benefits

All Operators

Less urgent when

  • you own few Utility Items
  • you rarely use the ones you own
  • Additional Utility Slot Game value

    All Operators gain an additional Utility Item Slot.

Utilities in the mod database

Combat ReadinessBroad value

The squad begins each combat with 1 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions)

  • it applies to every combat, in every mission type
  • the effect stacks with Advantage gained inside the mission
  • each tier adds a full point rather than a percentage

Who benefits

All Operators, every combat

Less urgent when

  • your squad rarely spends Advantage in the opening turn
  • you win fights slowly anyway, so the opener does not decide them
  • Combat Readiness I Game value

    The squad begins each combat with 1 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions)

  • Combat Readiness II Game value

    The squad begins each combat with 2 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions)

  • Combat Readiness III Game value

    The squad begins each combat with 3 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions)

Abilities that spend Advantage

Focus PointsBroad value

All Operators gain +2 Focus Points.

  • every Operator gains the points, including bench Operators
  • it unlocks ability tiers that builds currently stop short of
  • it compounds with every specialization you already own

Who benefits

All Operators, including the bench

Less urgent when

  • your builds already reach the abilities you want
  • you are still early enough that specialization choices are unsettled
  • Focus Point I Game value

    All Operators gain +2 Focus Points.

  • Focus Point II Game value

    All Operators gain an additional +3 Focus Points.

  • Focus Point III Game value

    All Operators gain an additional +4 Focus Points.

Best specializationsHow to respecBuild Planner

Tiered lines often print the same sentence twice because the game resolves the amount at runtime and the collected string keeps the unresolved amount. Where that happens, this page groups the tiers instead of duplicating the sentence.

Best Den Upgrades by What You Need

Same dataset as the selector above, with the reasoning in full. Every effect line here is the exact game string; the priority tag next to it is this site's recommendation.

Your squads win fights but slowly

Combat power is two different purchases: something that lifts the whole roster, and something that lifts the weapon family your squad actually carries. Take the roster-wide upgrade first — it is the only one that cannot miss.

  • Combat Readiness IStrong if relevant

    The squad begins each combat with 1 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions)

    Your builds have something useful to spend Advantage on in the opening turn.

  • Focus Point IStrong if relevant

    All Operators gain +2 Focus Points.

    Focus Points are the bottleneck on more than one Operator.

  • Additional Weapon Mod SlotStrong if relevant

    All Operators gain an additional Weapon Mod Slot.

    You already own Mods you cannot fit.

  • Additional Utility SlotStrong if relevant

    All Operators gain an additional Utility Item Slot.

    You already own Utilities you cannot carry.

  • Teamwork Assist Damage ISituational

    Increases Assist Damage.

    Your team triggers Assists often.

  • Grenade Throw DistanceSituational

    Increases Grenade Throw Distance by +2.0m.

    Your plans depend on where a grenade can land.

After the roster-wide layer, the weapon question is a coverage question, not a damage question — the family upgrade table further down counts how many Operators each branch actually reaches.

Best specializationsBuild PlannerCombat Calculator

Operators keep going down

Medbay capacity and injury prevention are separate purchases. Capacity decides how many Operators recover at once; prevention decides how often anybody needs the Medbay at all.

  • Medical Bed IIStrong if relevant

    The Medbay gains a 2nd Bed allowing you to remove Injuries from up to 2 Operators at the same time.

    You routinely have two Operators injured at once.

  • Cautionary IntelStrong if relevant

    Reduces the chance of Injuries on Dangerous Operations by 20%

    Dangerous Operations are where your injuries come from.

  • Cheaper Medical Supplies IStrong if relevant

    Reduces the cost of assigning an Operator to a Bed or the Bacta Tank by 150 Credits.

    Healing is eating the Credits you wanted for equipment.

  • Medical Bed IIISituational

    The Medbay gains a 3rd Bed allowing you to remove Injuries from up to 3 Operators at the same time.

    Three simultaneous injuries actually happen in your run.

  • Droid Repair BaySystem unlockSituational

    Interact with the Astromech in the Pit to unlock this upgrade. Unlocks recruiting Droids at Recruitment and repairing Injured Droids at the Medbay.

    You field Droids — otherwise this does nothing for the Medbay you have.

Players disagree about this branch more than any other. The disagreement is real: a squad that rarely takes injuries should delay the Medbay, and a squad that lives in Dangerous Operations should build it early.

Injury rules and Dangerous OperationsBest squadCredits sources

Injuries leave you with nobody to field

Roster size is the shortest upgrade line in the Den, and the only one that changes how many Operators can be unavailable at the same time.

  • Increased Crew Quarters IStrong if relevant

    Increases maximum Operators on your roster by 1.

    You recruit Custom Operators, or injuries bite into your core four.

  • Increased Crew Quarters IIStrong if relevant

    Increases maximum Operators on your roster by 1.

    The first one already filled up.

  • Medical Bed IISituational

    The Medbay gains a 2nd Bed allowing you to remove Injuries from up to 2 Operators at the same time.

    The real problem is recovery speed, not roster size.

  • Droid Repair BaySystem unlockSituational

    Interact with the Astromech in the Pit to unlock this upgrade. Unlocks recruiting Droids at Recruitment and repairing Injured Droids at the Medbay.

    Droids are part of how you plan to widen the roster.

Four Operators deploy at a time, so a bigger roster is flexibility rather than raw power — it buys you the option to leave somebody at the Den and still field a full squad.

Operator databaseSquad builder

Your Operators cannot fit the gear they own

When builds feel capped, the fix is usually capacity rather than damage: a slot, a point, or the ability to use both specializations you already bought.

  • Additional Weapon Mod SlotStrong if relevant

    All Operators gain an additional Weapon Mod Slot.

    You own Weapon Mods that are sitting unused.

  • Additional Utility SlotStrong if relevant

    All Operators gain an additional Utility Item Slot.

    You own Utility Items that are sitting unused.

  • Focus Point IStrong if relevant

    All Operators gain +2 Focus Points.

    Your builds stop before the ability you actually wanted.

  • Teamwork Assist Damage ISituational

    Increases Assist Damage.

    The build is built around Assists.

A slot is worth nothing until you own something to put in it. Check the Mod and Utility databases before spending an upgrade on capacity.

Weapon Mods and UtilitiesWeapon profilesBuild Planner

Bonds are progressing slowly

The Lounge is the only Den upgrade that pays out while an Operator is not deployed, which makes it a Bonds purchase rather than a combat one.

  • Unlock LoungeSystem unlockStrong if relevant

    Unlocks the Lounge. Operators remaining at the Den during a mission gain +5 Bond XP.

    You leave Operators at the Den, or you rotate a wide roster.

  • Improved LoungeStrong if relevant

    Operators remaining at the Den during a mission gain an additional +5 Bond XP.

    The Lounge is already built and you still want Bond XP.

If your A-team never leaves the squad, a Bond upgrade adds nothing: no Operator is sitting at the Den to receive it.

Bond explorerCross TrainingBest squad

You never have enough Intel

Intel comes from completing Missions, so the only Den upgrade that changes the rate is the one that pays on completion.

  • Rumor GatheringStrong if relevant

    Completing Missions provides an additional +5 Intel.

    You are always short of Intel.

  • Cautionary IntelSituational

    Reduces the chance of Injuries on Dangerous Operations by 20%

    The Intel problem is really a Dangerous Operations problem.

  • Persuasion ISituational

    Placing a Contact provides +2 Influence

    You already place Contacts often and want Influence instead.

This is a rate upgrade: it multiplies how many Missions you finish, not how good you are at finishing them. If your bottleneck is finishing operations, fix that first.

Intel and where it is spentMission database

You need Influence with a region

Influence upgrades pay out immediately, which makes them a threshold question: five Influence is decisive if it crosses a reward line and nearly pointless if it does not.

  • Persuasion IStrong if relevant

    Placing a Contact provides +2 Influence

    You place Contacts regularly.

  • Core Influence IStrong if relevant

    Immediately grants +5 Influence in Core Zones.

    Your campaign is concentrated in Core Zones.

  • Mid Influence IStrong if relevant

    Immediately grants +5 Influence in Mid Zones

    Mid Zones are where your remaining rewards sit.

  • Outer Influence ISituational

    Immediately grants +5 Influence in Outer Zones

    Your route runs through the Outer Zones.

Check your current standing before buying: the effect is a fixed +5 Influence in one zone band, and the verified data does not resolve the reward thresholds it is meant to cross.

Regional influence and rewardsAchievements

The shop never has what you want

The Black Market is three decisions wearing one name: whether to open it, whether you shop often enough to want more shelf space, and whether it is where your equipment really comes from.

  • Unlock Black MarketSystem unlockStrong if relevant

    Unlocks the Black Market at the Armory allowing you to purchase Weapon Mods and Utility Items.

    You want to buy Weapon Mods and Utility Items at all.

  • Increased Market Inventory IStrong if relevant

    The Black Market gains +1 item available for purchase.

    You check the shop every cycle and it is always too thin.

  • Expedited DeliverySystem unlockStrong if relevant

    Adds the ability to refresh available items in the Black Market

    You want to refresh the stock on your own schedule.

  • Cheaper RefreshSituational

    Reduces the cost to refresh the Black Market by 50%.

    You refresh often and the refresh itself is the cost.

  • Better Black Market DealsSituational

    Reduces the Black Market prices by 15%

    The Black Market is one of your main equipment sources.

  • Quality Goods ISituational

    Increases the Chance of Higher Quality Items being available at the Black Market.

    You are hunting high-quality Mods, not just more of them.

Invest deeper only if you actually use the Black Market. A player who buys two items per campaign should stop after the unlock.

Weapon Mods and UtilitiesCredits economy

Droids are not an option yet

Nothing here is a stat: one upgrade decides whether Droids exist in your campaign at all.

  • Droid Repair BaySystem unlockStrong if relevant

    Interact with the Astromech in the Pit to unlock this upgrade. Unlocks recruiting Droids at Recruitment and repairing Injured Droids at the Medbay.

    You want to recruit or repair Droids at all.

  • Medical Bed IISituational

    The Medbay gains a 2nd Bed allowing you to remove Injuries from up to 2 Operators at the same time.

    You already field a Droid and it keeps needing repairs.

If you have no intention of running Droids, leave this branch alone. That is not a verdict on the upgrade — it is a verdict on the upgrade for your run.

Droid OperatorsRepair and injury rules

Best Crew Upgrades

Crew upgrades are where the roster-wide effects live. They cover the whole company, so they are the closest thing the Den has to a default purchase.

Crew Combat

  • Grenade Throw DistanceCrew Combat

    Increases Grenade Throw Distance by +2.0m.

  • Additional Weapon Mod SlotCrew Combat

    All Operators gain an additional Weapon Mod Slot.

  • Additional Utility SlotCrew Combat

    All Operators gain an additional Utility Item Slot.

Combat Readiness

  • Combat Readiness ICombat Readiness

    The squad begins each combat with 1 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions)

  • Combat Readiness IICombat Readiness

    The squad begins each combat with 2 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions)

  • Combat Readiness IIICombat Readiness

    The squad begins each combat with 3 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions)

Focus Points

  • Focus Point IFocus Points

    All Operators gain +2 Focus Points.

  • Focus Point IIFocus Points

    All Operators gain an additional +3 Focus Points.

  • Focus Point IIIFocus Points

    All Operators gain an additional +4 Focus Points.

Lounge

  • Unlock LoungeUnlocks a new capabilityLounge

    Unlocks the Lounge. Operators remaining at the Den during a mission gain +5 Bond XP.

    Unlocks next: Improved Lounge · Improved Lounge

  • Improved LoungeLounge

    Operators remaining at the Den during a mission gain an additional +5 Bond XP.

  • Teamwork Assist Damage ILounge

    Increases Assist Damage.

  • Teamwork Assist Damage IILounge

    Increases Assist Damage.

Crew Quarters

  • Increased Crew Quarters ICrew Quarters

    Increases maximum Operators on your roster by 1.

  • Increased Crew Quarters IICrew Quarters

    Increases maximum Operators on your roster by 1.

  • Increased Crew Quarters IIICrew Quarters

    Increases maximum Operators on your roster by 2.

  • Increased Crew Quarters IVCrew Quarters

    Increases maximum Operators on your roster by 2.

Best Facility Upgrades

Facility upgrades change what the Den can do — heal more Operators at once, sell you more items, or move a region. Each one is only as good as the system it improves, so read the question next to it, not a rank.

Medbay

  • Medical Bed IIMedbay

    The Medbay gains a 2nd Bed allowing you to remove Injuries from up to 2 Operators at the same time.

  • Medical Bed IIIMedbay

    The Medbay gains a 3rd Bed allowing you to remove Injuries from up to 3 Operators at the same time.

  • Medical Bed IVMedbay

    The Medbay gains a 4th Bed allowing you to remove Injuries from up to 4 Operators at the same time.

  • Cheaper Medical Supplies IMedbay

    Reduces the cost of assigning an Operator to a Bed or the Bacta Tank by 150 Credits.

  • Cheaper Medical Supplies IIMedbay

    Reduces the cost of assigning an Operator to a Bed or the Bacta Tank by 150 Credits.

  • Droid Repair BayUnlocks a new capabilityMedbay

    Interact with the Astromech in the Pit to unlock this upgrade. Unlocks recruiting Droids at Recruitment and repairing Injured Droids at the Medbay.

Black Market

  • Unlock Black MarketUnlocks a new capabilityBlack Market

    Unlocks the Black Market at the Armory allowing you to purchase Weapon Mods and Utility Items.

    Unlocks next: Increased Market Inventory I · Expedited Delivery · Better Black Market Deals · Quality Goods I

  • Cheaper RefreshBlack Market

    Reduces the cost to refresh the Black Market by 50%.

  • Increased Market Inventory IBlack Market

    The Black Market gains +1 item available for purchase.

  • Increased Market Inventory IIBlack Market

    The Black Market gains +1 item available for purchase.

  • Expedited DeliveryUnlocks a new capabilityBlack Market

    Adds the ability to refresh available items in the Black Market

Black Market Quality

  • Better Black Market DealsBlack Market Quality

    Reduces the Black Market prices by 15%

  • Quality Goods IBlack Market Quality

    Increases the Chance of Higher Quality Items being available at the Black Market.

  • Quality Goods IIBlack Market Quality

    Further increases the Chance of Higher Quality Items being available at the Black Market.

Networking

  • Persuasion INetworking

    Placing a Contact provides +2 Influence

  • Persuasion IINetworking

    Placing a Contact provides an additional +3 Influence

  • Rumor GatheringNetworking

    Completing Missions provides an additional +5 Intel.

  • Cautionary IntelNetworking

    Reduces the chance of Injuries on Dangerous Operations by 20%

Region Influence

  • Core Influence IRegion Influence

    Immediately grants +5 Influence in Core Zones.

  • Core Influence IIRegion Influence

    Immediately grants +5 Influence in Core Zones.

  • Mid Influence IRegion Influence

    Immediately grants +5 Influence in Mid Zones

  • Mid Influence IIRegion Influence

    Immediately grants +5 Influence in Mid Zones

  • Outer Influence IRegion Influence

    Immediately grants +5 Influence in Outer Zones

  • Outer Influence IIRegion Influence

    Immediately grants +5 Influence in Outer Zones

Is the Black Market Worth It?

The Black Market is not one investment. It is three decisions in a row, and the right place to stop depends on how often you actually open the shop.

Stage 1 — Access

Do you want to buy Weapon Mods and Utility Items at all?

One upgrade, and the shop exists. Everything else in this branch is an optimisation of a system you have already opted into.

  • Unlock Black MarketUnlocks a new capabilityBlack Market

    Unlocks the Black Market at the Armory allowing you to purchase Weapon Mods and Utility Items.

    Unlocks next: Increased Market Inventory I · Expedited Delivery · Better Black Market Deals · Quality Goods I

Players who never buy from the shop get nothing from stage 2 or 3, and that is a legitimate way to play: the credits go into the Den instead.

Stage 2 — Better shopping

Do you open and refresh the shop often?

Shelf space and refresh control. These only pay out at the rate you visit the shop.

  • Increased Market Inventory IBlack Market

    The Black Market gains +1 item available for purchase.

  • Increased Market Inventory IIBlack Market

    The Black Market gains +1 item available for purchase.

  • Expedited DeliveryUnlocks a new capabilityBlack Market

    Adds the ability to refresh available items in the Black Market

  • Cheaper RefreshBlack Market

    Reduces the cost to refresh the Black Market by 50%.

If you check the stock once every few cycles, buy the unlock and stop.

Stage 3 — Economy and quality

Is the Black Market one of your main equipment sources?

Lower prices and a better roll on what appears. Worth it once the shop is where your Mods and Utilities come from.

  • Better Black Market DealsBlack Market Quality

    Reduces the Black Market prices by 15%

  • Quality Goods IBlack Market Quality

    Increases the Chance of Higher Quality Items being available at the Black Market.

  • Quality Goods IIBlack Market Quality

    Further increases the Chance of Higher Quality Items being available at the Black Market.

This is the deepest branch in the Den, so it is the easiest one to over-invest in early.

Why players disagree

Players who invest here point at high-quality Mods and Utilities, and at the fact that the price cut and the quality roll stack on the same shelf.

Players who skip it early argue the same Credits should go into the Den first, and several report buying almost nothing across a whole campaign.

Invest deeper only if you actually use the Black Market. It is not a mandatory branch — it is a branch with a usage condition.

The gate is the first purchase: see what Unlock Black Market would let you buy →

Is the Medbay Worth Upgrading?

Three separate lines live in the Medbay branch, and they answer different questions. Capacity decides how many Operators can recover at once. Cheaper supplies decide what recovery costs. Cautionary Intel decides how often you need either.

Capacity — simultaneous recovery

  • Medical Bed II2 Operators at once

    The Medbay gains a 2nd Bed allowing you to remove Injuries from up to 2 Operators at the same time.

  • Medical Bed III2 Operators at once

    The Medbay gains a 3rd Bed allowing you to remove Injuries from up to 3 Operators at the same time.

  • Medical Bed IV2 Operators at once

    The Medbay gains a 4th Bed allowing you to remove Injuries from up to 4 Operators at the same time.

Cost and prevention

  • Cheaper Medical Supplies I · II Game value

    Reduces the cost of assigning an Operator to a Bed or the Bacta Tank by 150 Credits.

    2 tiers share this sentence · the amount is resolved by the game, not by the data

Cautionary IntelReduces the chance of Injuries on Dangerous Operations by 20%

Injury risk recorded in the game configuration

  • Low 20%
  • Medium 33%
  • High 50%
  • Always 100%

Medbay Beds take a cycle to heal an Operator. The Bacta Tank heals Operators instantly but costs more. You can add more at the Upgrade Facility.

Which Medbay question maps to which upgrade
If this is your situationBuy this first
Frequent tactical injuries?Bed capacity and cheaper supplies.
Injuries from Dangerous Operations?Cautionary Intel first — fewer injuries, fewer beds needed.
Barely injured?Delay the whole branch. It is not a tax you have to pay.

Is Crew Quarters Worth It?

Every tier adds Operators to the maximum roster size. That is flexibility: more Operators available, and more ways to leave somebody at the Den without weakening the squad you field.

  • Increased Crew Quarters I · II Game value

    Increases maximum Operators on your roster by 1.

    2 tiers share this sentence · the amount is resolved by the game, not by the data

  • Increased Crew Quarters III · IV Game value

    Increases maximum Operators on your roster by 2.

    2 tiers share this sentence · the amount is resolved by the game, not by the data

Ask yourself

  1. Do you recruit Custom Operators?
  2. Do injuries often remove core members?
  3. Do you want more roster flexibility?

No, no, no and this line drops down your list. Yes, yes, yes and it moves above most combat upgrades.

Is the Lounge Worth It?

Unlocking it grants +5 Bond XP to Operators left at the Den during a mission. That makes it a Bonds purchase, and its value scales with how often you rotate.

  • Unlock Lounge Game value

    Unlocks the Lounge. Operators remaining at the Den during a mission gain +5 Bond XP.

  • Improved Lounge Game value

    Operators remaining at the Den during a mission gain an additional +5 Bond XP.

  • Large rotating roster?

    High relevance — somebody is always at the Den.

  • You leave important Operators behind?

    High relevance — the XP lands on Operators you care about.

  • You want Bond and Cross Training progression?

    High relevance — it runs in the background.

  • One fixed A-team, always deployed?

    Lower relevance — nobody stays behind to collect it.

Bond explorer →Cross Training →Compare squads →

Droid Repair Bay — When You Need It

Most upgrades make something you already do slightly better. This one changes what is possible: recruiting Droids at Recruitment, and repairing injured Droids at the Medbay.

Droid Repair BayUnlocks a new capability

Interact with the Astromech in the Pit to unlock this upgrade. Unlocks recruiting Droids at Recruitment and repairing Injured Droids at the Medbay.

The effect text names its own unlock condition: interact with the Astromech in the Pit.

  • You plan to run Droids.

    Extremely important — without it the playthrough does not exist.

  • You have no intention of running Droids.

    No short-term value. That is the whole story for this upgrade.

Best Networking Upgrades

Four upgrades, four different problems. Pick the one that matches the resource you are short of.

  • Need Intel

    Rumor Gathering

    Completing Missions provides an additional +5 Intel.

    Every completed Mission pays more Intel.

  • Playing around Contacts

    Persuasion I

    Placing a Contact provides +2 Influence

    Placing a Contact is worth more Influence, in every zone.

  • Contacts is your main Influence source

    Persuasion II

    Placing a Contact provides an additional +3 Influence

    Stacks on the first tier.

  • Dangerous Operations injure your squad

    Cautionary Intel

    Reduces the chance of Injuries on Dangerous Operations by 20%

    Fewer injuries on Dangerous Operations, before the Medbay is involved.

When Influence Upgrades Are Worth It

Each influence upgrade grants a fixed +5 Influence immediately, in one zone band. Whether that is worth an upgrade slot depends entirely on where your standing sits relative to the next regional reward.

Core Zones

  • Core Influence I · II Game value

    Immediately grants +5 Influence in Core Zones.

    2 tiers share this sentence · the amount is resolved by the game, not by the data

Mid Zones

  • Mid Influence I · II Game value

    Immediately grants +5 Influence in Mid Zones

    2 tiers share this sentence · the amount is resolved by the game, not by the data

Outer Zones

  • Outer Influence I · II Game value

    Immediately grants +5 Influence in Outer Zones

    2 tiers share this sentence · the amount is resolved by the game, not by the data

  1. 01Find your current Influence in the zone band.
  2. 02Find the next reward threshold above it.
  3. 03If +5 crosses that line, the upgrade pays out in that same cycle.
  4. 04If it does not, you are buying progress towards a later threshold.

The verified data resolves the reward text for the regions but not the Influence thresholds each reward sits behind, so this page shows the decision, not the numbers.

Missions by zone band →

Which Weapon Upgrades Should You Buy?

There is no best weapon upgrade in isolation. There is the weapon family your squad actually carries, and the number of Operators that family reaches.

My squad uses

Rifle upgradesUpgrade reach

3 of 8 Operators

Hawks, Jae Mordant, Kabb Uppercut

Published squads that field at least one Rifle user: 4 of 4. The most any single published squad fields: 2 of 4 slots.

    • Rifle Movement I · II Game value

      Increases First Movement Distance for Operators armed with Rifles.

      2 tiers share this sentence · the amount is resolved by the game, not by the data

    • Rifle Range I Game value

      Reduces Chance-To-Hit penalties from Range by 5% and increases Max Overwatch Range for Operators armed with Rifles.

    • Rifle Range II Game value

      Reduces Chance-To-Hit penalties from Range by an additional 5% and increases Max Overwatch Range for Operators armed with Rifle.

    • Rifle Damage I · II · III Game value

      Increases Damage and Critical Damage for Rifles.

      3 tiers share this sentence · the amount is resolved by the game, not by the data

  • Rifle3
  • Pistol1
  • Repeater1
  • Longarm1
  • Melee1

That count is the whole comparison. A Rifle upgrade reaches three roster members and four of the four published squads; a Longarm upgrade reaches one. Neither is objectively better — but for most squads they are not equally urgent either.

Primary vs Situational Upgrades

This page does not use S, A, B and F tiers, because a Den upgrade's value depends on a system you may not use. Four labels replace them.

  • Broad value

    Helps most squads because the effect is roster-wide or triggers constantly.

    Additional Weapon Mod SlotIt changes every Operator at once, so it cannot miss.

  • Strong if relevant

    Excellent for the goal named below, and close to worthless if that goal is not yours.

    Medical Bed IIExcellent if injuries are your bottleneck, close to worthless if they are not.

  • Situational

    Depends on a system or a mission type you may not use in this run.

    Persuasion IOnly pays out at the rate you place Contacts.

  • Low priority for this goal

    Not weak — just not what your stated problem needs first.

    Droid Repair BayNot weak — just irrelevant to a run that does not field Droids.

Early / Mid / Late Campaign Priorities

These are recommendation frames rather than game rules. They describe what tends to matter at each point, not a schedule you have to keep.

Early campaign

Unlock systems and lift the roster.

  • System unlocks first: the Lounge, the Black Market and the Droid Repair Bay decide what your campaign can do at all.
  • Broad roster upgrades next, because every Operator benefits from the same purchase.
  • Solve the bottleneck you can already see rather than a distant one.

Mid campaign

Amplify the builds you actually run.

  • Weapon families that match the roster you have settled into.
  • Bond and Cross Training progression, if you rotate the squad.
  • Intel and Influence, once missions and regions are the constraint.

Late campaign

Finish branches instead of starting them.

  • Top-tier weapon upgrades for the families your core squad carries.
  • Black Market quality, only if the shop is already your main source.
  • Campaign-targeted upgrades: the zone band or the mission type that is left.

Community strategy Player reports

Many players try to keep a useful Den upgrade under construction whenever Credits and build slots allow, because construction consumes campaign time and the Den does not queue itself.

That is a habit, not a rule. The page does not tell you to buy an upgrade every cycle: a Den that builds the wrong branch quickly is worse than one that builds nothing for a cycle.

Game version 1.1 Patch note

Patch 1.1 corrected how the interface reports construction progress when a multi-cycle upgrade is cancelled: the progress reset is now shown correctly.

Upgrade Dependencies

You are rarely choosing one upgrade. You are committing to a branch. Tiers below are ordered by the game's own numbering inside each line.

Crew branches

Two tiers each, and the second tier is meaningless without the first.

  • Unlock LoungeImproved Lounge

  • Teamwork Assist Damage ITeamwork Assist Damage II

  • Combat Readiness ICombat Readiness IICombat Readiness III

  • Focus Point IFocus Point IIFocus Point III

  • Increased Crew Quarters IIncreased Crew Quarters IIIncreased Crew Quarters IIIIncreased Crew Quarters IV

Facility branches

The Medbay lines are independent of each other — capacity and cost are separate purchases.

  • Medical Bed IIMedical Bed IIIMedical Bed IV

  • Cheaper Medical Supplies ICheaper Medical Supplies II

  • Persuasion IPersuasion II

Black Market branch

The unlock is the gate; everything else is optional depth behind it.

Unlock Black MarketUnlocks the Black Market at the Armory allowing you to purchase Weapon Mods and Utility Items.Unlocks next: Increased Market Inventory I · Expedited Delivery · Better Black Market Deals · Quality Goods I

  • Quality Goods IQuality Goods II

  • Increased Market Inventory IIncreased Market Inventory II

Influence branches

Three zone bands, two tiers each, and they do not depend on one another.

  • Core Influence ICore Influence II

  • Mid Influence IMid Influence II

  • Outer Influence IOuter Influence II

Weapon branches

Each family has its own line per stat, and families never share progress.

  • Rifle Movement IRifle Movement II

  • Rifle Range IRifle Range II

  • Rifle Damage IRifle Damage IIRifle Damage III

  • Pistol Critical Chance IPistol Critical Chance II

  • Pistol Damage IPistol Damage II

  • Pistol Movement IPistol Movement IIPistol Movement III

  • Repeater Movement IRepeater Movement II

  • Repeater Damage IRepeater Damage II

  • Repeater Overwatch IRepeater Overwatch IIRepeater Overwatch III

  • Longarm Critical Chance ILongarm Critical Chance IILongarm Critical Chance III

  • Longarm Damage ILongarm Damage II

  • Longarm Range and Overwatch ILongarm Range and Overwatch II

A tier number and a shared line are exact. Whether every tier enforces the tier below it as a prerequisite is not resolved by the verified data, so treat the arrow as the branch you are buying into rather than a hard gate.

Find My Next Den Upgrade

Six questions, no model: this is a rule engine over the same records the rest of the page uses. Change an answer and the shortlist changes with it.

1 · Biggest problem
2 · Do you use Droids?
3 · Do you buy from the Black Market?
4 · Are Operators frequently injured?
5 · What stage are you in?
6 · Which weapons does your core squad use?

High relevance · 6

  • Additional Utility Slot

    You already own Utilities you cannot carry.

  • Additional Weapon Mod Slot

    You already own Mods you cannot fit.

  • Combat Readiness I

    Your builds have something useful to spend Advantage on in the opening turn.

  • Focus Point I

    Focus Points are the bottleneck on more than one Operator.

  • Rifle Damage I

    Rifle upgrades reach 3 roster members (Hawks, Jae Mordant, Kabb Uppercut), and 4 of the 4 published squads field one.

  • Unlock Black Market

    You buy sometimes, so the shop needs to exist.

Medium · 9

  • Better Black Market Deals

    A price cut is the safest upgrade if you buy occasionally.

    Price cuts pay better once the shop is your main source.

  • Cautionary Intel

    Worth it if your injuries trace back to Dangerous Operations.

  • Grenade Throw Distance

    Your plans depend on where a grenade can land.

  • Increased Market Inventory I

    Shelf space pays out at the rate you visit.

  • Medical Bed II

    An occasional second injury is what a second bed is for.

  • Rifle Movement I

    Rifle upgrades reach 3 roster members (Hawks, Jae Mordant, Kabb Uppercut), and 4 of the 4 published squads field one.

  • Rifle Range I

    Rifle upgrades reach 3 roster members (Hawks, Jae Mordant, Kabb Uppercut), and 4 of the 4 published squads field one.

  • Teamwork Assist Damage I

    Your team triggers Assists often.

  • Unlock Lounge

    Early on, the Lounge starts banking Bond XP while your roster is still wide.

Low for your current run · 2

  • Droid Repair Bay

    You said you do not use Droids, so this unlocks nothing you need.

  • Quality Goods I

    Quality rolls are a later purchase, not a first Den upgrade.

Every line above traces to a rule in this page: a problem you named, an answer you gave, or a coverage count from the roster this site ships. Nothing is generated, and no upgrade is scored by Credits.

How We Recommend Upgrades

We do not use a single S–F tier list, and we do not price upgrades against each other. These are the inputs.

  • Who benefits?

    All Operators, three of eight, the bench, Droids only, injured Operators, one weapon family.

  • How often does it trigger?

    Every combat, every mission, every shop visit, or only when a specific situation appears.

  • Does it unlock a new system?

    A capability is not a percentage: the Lounge, the Black Market and the Droid Repair Bay change what is possible.

  • Does it solve your stated bottleneck?

    The goal selector and the advisor both start from your problem, not from a global order.

  • Does your squad use it?

    A weapon upgrade is only worth its coverage — we count the Operators and the published squads behind it.

  • What does it lead to?

    Some upgrades are one tier of a branch. The dependency section shows what you are committing to.

Data status

  • 74 upgrade records · 69 with a localized name and effect · 5 without
  • 1 of those is a deprecated record and 4 are melee records, so no page can state what they do.
  • 19 name Credits · 34 name the facility resource · 29 name neither

The collected recipes name which resource an upgrade consumes, but no record resolves an amount. That is why no recommendation on this page is derived from Credits per upgrade.

Exact effect Game value· Recommended priority Player reports

Den Upgrade FAQ

What are the best Den upgrades in Zero Company?

The upgrades with the widest reach are the ones that target every Operator: the additional Weapon Mod slot, the additional Utility slot, Combat Readiness and the Focus Point tiers. Everything else is strong for a specific problem, which is why this page sorts upgrades by the problem you have rather than printing one order.

What should I upgrade first?

Start with whichever of these three you are missing: a system you intend to use, a roster-wide upgrade, or the fix for the bottleneck that is currently costing you missions. If you cannot name a bottleneck, take a roster-wide upgrade — it cannot miss.

What is the best early Den upgrade?

Early on, system unlocks have the highest ceiling, because they decide what your campaign can do for the rest of the run. A broad roster upgrade is the safe alternative when you already know which systems you will use.

Is the Black Market worth upgrading?

The unlock is worth it if you want to buy Weapon Mods and Utility Items at all. The deeper tiers are only worth it if you visit the shop regularly — shelf space, refresh control and price cuts all pay out at the rate you shop. Players who buy almost nothing across a campaign should stop after the unlock.

Should I upgrade the Medbay?

Upgrade it when injuries are actually costing you missions. Bed capacity, cheaper supplies and injury prevention answer three different problems, and a squad that is rarely injured can delay all of them without falling behind.

Is Crew Quarters worth it?

It is worth it if you recruit Custom Operators, if injuries regularly remove core members, or if you want the freedom to leave Operators at the Den. If none of those is true, the roster cap is not what is holding your campaign back.

Is the Lounge worth it?

The Lounge grants Bond XP to Operators who stay at the Den during a mission, so its value is proportional to how often you leave somebody behind. A fixed A-team that always deploys together gets very little from it.

Is Combat Readiness worth it?

Combat Readiness gives the squad Advantage at the start of every combat, and the bonus stacks with Advantage gained during the mission. It is worth it when your builds have something useful to spend Advantage on in the opening turn, and much less important when they do not.

Is the extra Weapon Mod Slot worth it?

It applies to every Operator, so it is one of the safest Den purchases in the game. Its value depends on whether you own Mods that are currently sitting unused — check the Mod database before you buy capacity you will not fill.

Is the extra Utility Slot worth it?

Same logic as the Weapon Mod slot, on the Utility side. It is roster-wide, so it cannot miss, but it pays out only once you have Utility Items worth carrying.

Are Focus Point upgrades worth it?

Focus Point upgrades grant points to every Operator, including Operators on the bench. They unlock ability tiers that builds currently stop short of, which makes them a general progression purchase rather than a fix for one squad member.

Should I unlock Droid Repair Bay?

Unlock it if you intend to recruit or repair Droids: the upgrade is what makes Droids playable, and its effect text names its own prerequisite, interacting with the Astromech in the Pit. If you are not running Droids, it has no short-term value for you.

What are the best weapon upgrades?

The weapon upgrades that reach the most Operators. Rifle upgrades reach three Operators on the roster and three of the four published squads; Pistol, Repeater, Longarm and Melee reach one roster member each. The weapon table on this page counts the coverage per family so you can compare them against your own squad.

Should I upgrade Rifles or Pistols?

Compare how many Operators you actually field on each. On the roster this site ships, three Operators carry Rifles and one carries a Pistol, so a Rifle upgrade usually touches more of a squad — but if your own squad is built around a Pistol user, the answer inverts.

What does Rumor Gathering do?

Rumor Gathering increases the Intel awarded for completing Missions. It is a rate upgrade: it rewards the missions you finish, not the way you play them, so it is strongest for a player whose Intel is always short.

How do I get more Intel from Den upgrades?

There is exactly one Den upgrade that changes Intel income: Rumor Gathering in the Networking branch, which adds Intel per completed Mission. Intel does not have a second Den-level source.

Are Influence upgrades worth it?

They are threshold purchases. Each one grants +5 Influence immediately in one zone band, so it is decisive when +5 crosses the next regional reward threshold and modest when it does not. Check your standing before buying.

Can I build every Den upgrade?

Credits and build slots are shared between the Den, the Medbay and the Black Market, so a single campaign is very unlikely to finish all 74 records. Treat the set as branches you choose between rather than a checklist.

Should I build an upgrade every Cycle?

Many players try to keep something under construction, because construction consumes campaign time and the Den does not queue itself. It is a habit rather than a rule: a Den that rushes the wrong branch is worse than one that waits a cycle.

What happens if I cancel an upgrade?

Cancelling a multi-cycle upgrade resets the construction progress on it. Patch 1.1 corrected how the interface reports that reset, which is why this page records the game version it was checked against rather than describing the behaviour as permanent.

What Should You Decide Next?

You know which upgrade to buy. These pages answer the questions that sit on either side of that decision.

/guides/best-den-upgrades · effects from game data, priorities from this guide · version 1.1