Zero Company

Focus Tree and Talent catalog

Focus, refund, and rank rules4 notes
Personnel
Visit the Personnel Facility regularly to assign Focus Points to your Operators.
Refund window
Focus Points are how each individual Operator can enhance their Action and Passive abilities. They can be spent and refunded between missions.
Primary and secondary
Specializations cannot be assigned twice on the same Operator. Assigning a Specialization as their secondary specialization removes it as their primary specialization. All spent Focus Points will be refunded.
Rank text
Some current ranks repeat the same description. No extra AP, damage, cooldown, range, or chance value is listed for those ranks.
Catalog
More filters: group and path
Specialization group
Operator path

13 Focus Trees

13 Focus TreesBranches and rank progression
Selectable for Hawks and custom humanoid Operators. Authored Operators follow their assigned or permitted Specialization paths.Assault3 branches · 17 primary ranks · The Assault is a frontline fighter that excels at maneuvering in battle to score medium to close-range kills against targets hiding in cover. Operators trained in this way are lethal opponents.

Role and signature abilities

The Assault is a frontline fighter that excels at maneuvering in battle to score medium to close-range kills against targets hiding in cover. Operators trained in this way are lethal opponents. The Assault can quickly secure the battlefield using the following skills:

Passive
Strike The Flankseasily scores critical hits when attacking around cover.
Standard
Bull Rushcan knock enemies out of position, exposing them to attack.
Ultimate
Sweeping Salvois a powerful area attack that unleashes blaster fire over a wide area.
PassiveFleet of Foot5 ranks

Primary reaches rank V. A secondary Assault track reaches rank IV.

  1. I
    Fleet of Foot

    Increases this Operator's First Movement by 1.0m.

  2. II
    Fleet of Foot II

    Increases this Operator's First Movement by 1.5m.

  3. III
    Fleet of Foot III

    Increases this Operator's First Movement by 2.0m.

  4. IV
    Fleet of Foot IV

    Increases this Operator's First Movement by 2.5m.

  5. V
    Fleet of Foot V

    Increases this Operator's First Movement by 3.0m.

StandardBull Rush6 ranks

Primary reaches rank VI. A secondary Assault track reaches rank V.

  1. I
    Bull Rush

    Charge into an enemy, dealing Melee Damage and Pushing it backwards.

  2. II
    Bull Rush II

    Charge into an enemy, dealing Melee Damage and Pushing it backwards.

  3. III
    Bull Rush III

    Charge into an enemy, dealing Melee Damage and Pushing it backwards.

  4. IV
    Bull Rush IV

    Charge into an enemy, dealing Melee Damage and Pushing it backwards.

  5. V
    Bull Rush V

    Charge into an enemy, dealing Melee Damage and Pushing it backwards.

  6. VI
    Bull Rush VI

    Charge into an enemy, dealing Melee Damage and Pushing it backwards.

UltimateSweeping Salvo6 ranks

Primary reaches rank VI. A secondary Assault track reaches rank V.

  1. I
    Sweeping Salvo

    Unleash aggressive blaster fire that deals damage and Disorients all enemies within a large cone.

  2. II
    Sweeping Salvo II

    Unleash aggressive blaster fire that deals damage and Disorients all enemies within a large cone.

  3. III
    Sweeping Salvo III

    Unleash aggressive blaster fire that deals damage and Disorients all enemies within a large cone.

  4. IV
    Sweeping Salvo IV

    Unleash aggressive blaster fire that deals damage and Disorients all enemies within a large cone.

  5. V
    Sweeping Salvo V

    Unleash aggressive blaster fire that deals damage and Disorients all enemies within a large cone.

  6. VI
    Sweeping Salvo VI

    Unleash aggressive blaster fire that deals damage and Disorients all enemies within a large cone.

Cross Training choices 3

Selectable for Hawks and custom humanoid Operators. Authored Operators follow their assigned or permitted Specialization paths.Gunslinger3 branches · 17 primary ranks · The Gunslinger specializes in multi-target blaster attacks and fast strikes that allow them to spread offense across numerous targets.

Role and signature abilities

The Gunslinger specializes in multi-target blaster attacks and fast strikes that allow them to spread offense across numerous targets. A skillful Gunslinger can eliminate weakened enemy targets and rapidly build damage to eliminate powerful foes using these skills:

Passive
Onslaughtincreases the Gunslinger's blaster damage each time he fires on an enemy target each turn.
Standard
Quick Drawtakes a lightning fast shot with a sidearm pistol that restores AP when defeating a target.
Ultimate
Open Firecan unleash targeted attacks on multiple enemies at once.
PassiveKeen Eye5 ranks

Primary reaches rank V. A secondary Gunslinger track reaches rank IV.

  1. I
    Keen Eye

    Increases this Operator's Critical Chance for all Ranged Attacks by +6%.

  2. II
    Keen Eye II

    Increases this Operator's Critical Chance for all Ranged Attacks by +9%.

  3. III
    Keen Eye III

    Increases this Operator's Critical Chance for all Ranged Attacks by +12%.

  4. IV
    Keen Eye IV

    Increases this Operator's Critical Chance for all Ranged Attacks by +15%.

  5. V
    Keen Eye V

    Increases this Operator's Critical Chance for all Ranged Attacks by +18%.

StandardQuick Draw6 ranks

Primary reaches rank VI. A secondary Gunslinger track reaches rank V.

  1. I
    Quick Draw

    Fire a lightning fast sidearm pistol shot.

  2. II
    Quick Draw II

    Fire a lightning fast sidearm pistol shot.

  3. III
    Quick Draw III

    Fire a lightning fast sidearm pistol shot.

  4. IV
    Quick Draw IV

    Fire a lightning fast sidearm pistol shot.

  5. V
    Quick Draw V

    Fire a lightning fast sidearm pistol shot.

  6. VI
    Quick Draw VI

    Fire a lightning fast sidearm pistol shot.

UltimateOpen Fire6 ranks

Primary reaches rank VI. A secondary Gunslinger track reaches rank V.

  1. I
    Open Fire

    Fire 2 Times at any combination of enemies.

  2. II
    Open Fire II

    Fire 2 Times at any combination of enemies. Each attack gains a +5% bonus to Chance-To-Hit.

  3. III
    Open Fire III

    Fire 2 Times at any combination of enemies. Each attack gains a +10% bonus to Chance-To-Hit.

  4. IV
    Open Fire IV

    Fire 2 Times at any combination of enemies. Each attack gains a +15% bonus to Chance-To-Hit.

  5. V
    Open Fire V

    Fire 2 Times at any combination of enemies. Each attack gains a +20% bonus to Chance-To-Hit.

  6. VI
    Open Fire VI

    Fire 3 Times at any combination of enemies. Each attack gains a +20% bonus to Chance-To-Hit.

Cross Training choices 3

Selectable for Hawks and custom humanoid Operators. Authored Operators follow their assigned or permitted Specialization paths.Heavy3 branches · 17 primary ranks · The Heavy is a frontline combatant, heavily armored and tough as nails. These Operators specialize in survivability and soaking up enemy attacks while out in the open.

Role and signature abilities

The Heavy is a frontline combatant, heavily armored and tough as nails. These Operators specialize in survivability and soaking up enemy attacks while out in the open. The Heavy can keep his allies safe with the following skills:

Passive
Intimidating Posturetaunts each enemy the Heavy shoots granting control of the battlefield.
Standard
Unstoppableretaliates against enemies that attack the Heavy, laying out terrifying damage.
Ultimate
Bulwarkboosts defense and taunts enemies in a large area, protecting the entire team.
PassiveConditioning5 ranks

Primary reaches rank V. A secondary Heavy track reaches rank IV.

  1. I
    Conditioning

    Increases this Operator's Max Health by +4.

  2. II
    Conditioning II

    Increases this Operator's Max Health by +8.

  3. III
    Conditioning III

    Increases this Operator's Max Health by +12.

  4. IV
    Conditioning IV

    Increases this Operator's Max Health by +16.

  5. V
    Conditioning V

    Increases this Operator's Max Health by +20.

StandardUnstoppable6 ranks

Primary reaches rank VI. A secondary Heavy track reaches rank V.

  1. I
    Unstoppable

    Gain 2 Stacks of Retaliation. Each stack permits a counter against the next incoming attack.

  2. II
    Unstoppable II

    Gain 2 Stacks of Retaliation. Each stack permits a counter against the next incoming attack with +1 Damage.

  3. III
    Unstoppable III

    Gain 2 Stacks of Retaliation. Each stack permits a counter against the next incoming attack with +2 Damage.

  4. IV
    Unstoppable IV

    Gain 2 Stacks of Retaliation. Each stack permits a counter against the next incoming attack with +3 Damage.

  5. V
    Unstoppable V

    Gain 2 Stacks of Retaliation. Each stack permits a counter against the next incoming attack with +4 Damage.

  6. VI
    Unstoppable VI

    The target Operator gains 2 Stacks of Retaliation. Each stack permits a counter against the next incoming attack with +4 Damage.

UltimateBulwark6 ranks

Primary reaches rank VI. A secondary Heavy track reaches rank V.

  1. I
    Bulwark

    Taunts all enemies in the target area, forcing them to attack this Operator. Also increases Defense by +2 for the rest of this turn.

  2. II
    Bulwark II

    Taunts all enemies in the target area, forcing them to attack this Operator. Also increases Defense by +3 for the rest of this turn.

  3. III
    Bulwark III

    Taunts all enemies in the target area, forcing them to attack this Operator. Also increases Defense by +4 for the rest of this turn.

  4. IV
    Bulwark IV

    Taunts all enemies in the target area, forcing them to attack this Operator. Also increases Defense by +5 for the rest of this turn.

  5. V
    Bulwark V

    Taunts all enemies in the target area, forcing them to attack this Operator. Also increases Defense by +6 for the rest of this turn.

  6. VI
    Bulwark VI

    Taunts all enemies in the target area, increases Defense by +6, and grants Impervious and Immovable.

Cross Training choices 3

Selectable for Hawks and custom humanoid Operators. Authored Operators follow their assigned or permitted Specialization paths.Medic3 branches · 17 primary ranks · The Medic excels at healing and preserving their teammates. Medics can also boost their teammates, both physically and psychologically.

Role and signature abilities

The Medic excels at healing and preserving their teammates. Medics can also boost their teammates, both physically and psychologically. The following skills keep a team fighting even through the harshest of conditions:

Passive
First Responderequips every Medic with a set of Surgeon's Tools for healing wounded allies.
Standard
Combat Stimboosts a teammate for several turns, enhancing their capabilities.
Ultimate
Morale Boostprovides momentum to a fatigued team, allowing them to fight beyond normal capabilities.
PassiveLifesaving Measures5 ranks

Primary reaches rank V. A secondary Medic track reaches rank IV.

  1. I
    Lifesaving Measures

    Medpacs used by this Operator restore an additional +5% Health.

  2. II
    Lifesaving Measures II

    Medpacs used by this Operator restore an additional +10% Health.

  3. III
    Lifesaving Measures III

    Medpacs used by this Operator restore an additional +15% Health.

  4. IV
    Lifesaving Measures IV

    Medpacs used by this Operator restore an additional +20% Health.

  5. V
    Lifesaving Measures V

    Medpacs used by this Operator restore an additional +30% Health.

StandardCombat Stim6 ranks

Primary reaches rank VI. A secondary Medic track reaches rank V.

  1. I
    Combat Stim

    Grants Stimulant to an ally for 2 Turns, increasing Max Health, Melee Damage, and Ranged Damage.

  2. II
    Combat Stim II

    Grants Stimulant to an ally for 3 Turns, increasing Max Health, Melee Damage, and Ranged Damage.

  3. III
    Combat Stim III

    Grants Stimulant to an ally for 4 Turns, increasing Max Health, Melee Damage, and Ranged Damage.

  4. IV
    Combat Stim IV

    Grants Stimulant to an ally for 5 Turns, increasing Max Health, Melee Damage, and Ranged Damage.

  5. V
    Combat Stim V

    Grants Stimulant to an ally for 6 Turns, increasing Max Health, Melee Damage, and Ranged Damage.

  6. VI
    Combat Stim VI

    Grants Strong Stimulant to an ally for the rest of this combat, greatly increasing Max Health, Melee Damage, and Ranged Damage.

UltimateMorale Boost6 ranks

Primary reaches rank VI. A secondary Medic track reaches rank V.

  1. I
    Morale Boost

    This Operator and all nearby allies increase to 4 stacks of Morale.

  2. II
    Morale Boost II

    This Operator and all nearby allies increase to 5 stacks of Morale.

  3. III
    Morale Boost III

    This Operator and all nearby allies increase to 6 stacks of Morale.

  4. IV
    Morale Boost IV

    This Operator and all nearby allies increase to 7 stacks of Morale.

  5. V
    Morale Boost V

    This Operator and all nearby allies increase to 8 stacks of Morale.

  6. VI
    Morale Boost VI

    This Operator and all nearby allies increase to 10 stacks of Morale.

Cross Training choices 3

Selectable for Hawks and custom humanoid Operators. Authored Operators follow their assigned or permitted Specialization paths.Scoundrel3 branches · 17 primary ranks · The Scoundrel is a wildcard, adept at taking advantage of situations without much preparation and taking advantage of every opportunity in combat.

Role and signature abilities

The Scoundrel is a wildcard, adept at taking advantage of situations without much preparation and taking advantage of every opportunity in combat. Scoundrels are surprisingly effective at taking down dangerous foes. The following skills let these Operators decimate the unprepared.

Passive
Scoundrel's Instinctignores enemy defense, quickly conquering armored foes.
Standard
Identify Weaknessmakes an enemy extremely vulnerable to the next attack.
Ultimate
Easy Marklets the Scoundrel repeatedly fire on a marked target when allies attack.
PassiveNever Play Fair5 ranks

Primary reaches rank V. A secondary Scoundrel track reaches rank IV.

  1. I
    Never Play Fair

    Increases this Operator's Assist Damage by +1.

  2. II
    Never Play Fair II

    Increases this Operator's Assist Damage by +2.

  3. III
    Never Play Fair III

    Increases this Operator's Assist Damage by +3.

  4. IV
    Never Play Fair IV

    Increases this Operator's Assist Damage by +4.

  5. V
    Never Play Fair V

    Increases this Operator's Assist Damage by +5.

UltimateEasy Mark6 ranks

Primary reaches rank VI. A secondary Scoundrel track reaches rank V.

  1. I
    Easy Mark

    Marks the chosen enemy allowing this Operator to Assist the next ally that attacks that target.

  2. II
    Easy Mark II

    Marks the chosen enemy allowing this Operator to Assist the next ally that attacks that target.

  3. III
    Easy Mark III

    Marks the chosen enemy allowing this Operator to Assist the next ally that attacks that target.

  4. IV
    Easy Mark IV

    Marks the chosen enemy allowing this Operator to Assist the next ally that attacks that target.

  5. V
    Easy Mark V

    Marks the chosen enemy allowing this Operator to Assist the next ally that attacks that target.

  6. VI
    Easy Mark VI

    Marks the chosen enemy allowing this Operator to Assist the next ally that attacks that target.

StandardIdentify Weakness6 ranks

Primary reaches rank VI. A secondary Scoundrel track reaches rank V.

  1. I
    Identify Weakness

    Makes a chosen enemy Vulnerable, allowing the next attack to Critically Hit.

  2. II
    Identify Weakness II

    Makes a chosen enemy Vulnerable, allowing the next attack to Critically Hit.

  3. III
    Identify Weakness III

    Makes a chosen enemy Vulnerable, allowing the next attack to Critically Hit.

  4. IV
    Identify Weakness IV

    Makes a chosen enemy Vulnerable, allowing the next attack to Critically Hit.

  5. V
    Identify Weakness V

    Makes a chosen enemy Vulnerable, allowing the next attack to Critically Hit.

  6. VI
    Identify Weakness VI

    Makes a chosen enemy Vulnerable x2, allowing the next 2 Attacks to Critically Hit.

Cross Training choices 3

Selectable for Hawks and custom humanoid Operators. Authored Operators follow their assigned or permitted Specialization paths.Scout3 branches · 17 primary ranks · The Scout is a tactical Operator trained in ambush and reconnaissance tactics. Their planning and timing benefit their entire team, creating opportunities where none exist.

Role and signature abilities

The Scout is a tactical Operator trained in ambush and reconnaissance tactics. Their planning and timing benefit their entire team, creating opportunities where none exist. A Scout can boost his team to new heights with the following skills:

Passive
The Spotterallows allies to attack the Scout's targets accurately from range.
Standard
Combat Recondetects hidden foes and grants the team opportunities to use powerful attacks.
Ultimate
Ambushexecutes a well timed attack that can inflict unparalleled damage at just the right moment.
PassiveTactical Timing5 ranks

Primary reaches rank V. A secondary Scout track reaches rank IV.

  1. I
    Tactical Timing

    Provides a 20% chance to gain +1 Advantage when this Operator defeats an enemy.

  2. II
    Tactical Timing II

    Provides a 40% chance to gain +1 Advantage when this Operator defeats an enemy.

  3. III
    Tactical Timing III

    Provides a 60% chance to gain +1 Advantage when this Operator defeats an enemy.

  4. IV
    Tactical Timing IV

    Provides a 80% chance to gain +1 Advantage when this Operator defeats an enemy.

  5. V
    Tactical Timing V

    Provides a 100% chance to gain +1 Advantage when this Operator defeats an enemy.

UltimateAmbush6 ranks

Primary reaches rank VI. A secondary Scout track reaches rank V.

  1. I
    Ambush

    Execute a well-timed surprise attack on an enemy. The more Advantage used in this attack, the greater the damage.

  2. II
    Ambush II

    Execute a well-timed surprise attack on an enemy. The more Advantage used in this attack, the greater the damage.

  3. III
    Ambush III

    Execute a well-timed surprise attack on an enemy. The more Advantage used in this attack, the greater the damage.

  4. IV
    Ambush IV

    Execute a well-timed surprise attack on an enemy. The more Advantage used in this attack, the greater the damage.

  5. V
    Ambush V

    Execute a well-timed surprise attack on an enemy. The more Advantage used in this attack, the greater the damage.

  6. VI
    Ambush VI

    Execute a well-timed surprise attack on an enemy. The more Advantage used in this attack, the greater the damage.

StandardCombat Recon6 ranks

Primary reaches rank VI. A secondary Scout track reaches rank V.

  1. I
    Combat Recon

    Assess threats in the target area, granting Advantage for each enemy in the assessment area.

  2. II
    Combat Recon II

    Assess threats in the target area, granting Advantage for each enemy in the assessment area.

  3. III
    Combat Recon III

    Assess threats in the target area, granting Advantage for each enemy in the assessment area.

  4. IV
    Combat Recon IV

    Assess threats in the target area, granting Advantage for each enemy in the assessment area.

  5. V
    Combat Recon V

    Assess threats in the target area, granting Advantage for each enemy in the assessment area.

  6. VI
    Combat Recon VI

    Assess threats in the target area, granting Advantage for each enemy in the assessment area.

Cross Training choices 3

Selectable for Hawks and custom humanoid Operators. Authored Operators follow their assigned or permitted Specialization paths.Sharpshooter3 branches · 17 primary ranks · The Sharpshooter is an expert marksman that excels at long-range engagements, focused on singling out and defeating chosen enemies in battle.

Role and signature abilities

The Sharpshooter is an expert marksman that excels at long-range engagements, focused on singling out and defeating chosen enemies in battle. These Operators dominate the battlefield from the back ranks with the following skills:

Passive
Sharpshooter Trainingmakes every blaster attack surprisingly accurate.
Standard
Zero Insets a firing position, allowing incredibly lethal strikes if the Sharpshooter holds position.
Ultimate
Precision Shotfires a shot that cannot miss, securing victory in crucial moments of battle.
PassivePick Them Off5 ranks

Primary reaches rank V. A secondary Sharpshooter track reaches rank IV.

  1. I
    Pick Them Off

    Increases Overwatch Chance-To-Hit by +5% and Overwatch Damage by +2.

  2. II
    Pick Them Off II

    Increases Overwatch Chance-To-Hit by +10% and Overwatch Damage by +3.

  3. III
    Pick Them Off III

    Increases Overwatch Chance-To-Hit by +15% and Overwatch Damage by +4.

  4. IV
    Pick Them Off IV

    Increases Overwatch Chance-To-Hit by +20% and Overwatch Damage by +5.

  5. V
    Pick Them Off V

    Increases Overwatch Chance-To-Hit by +25% and Overwatch Damage by +6.

UltimatePrecision Shot6 ranks

Primary reaches rank VI. A secondary Sharpshooter track reaches rank V.

  1. I
    Precision Shot

    Fires a calculated blaster shot that Always hits.

  2. II
    Precision Shot II

    Fires a calculated blaster shot that Always hits. This attack's Critical Damage is increased by +10%.

  3. III
    Precision Shot III

    Fires a calculated blaster shot that Always hits. This attack's Critical Damage is increased by +20%.

  4. IV
    Precision Shot IV

    Fires a calculated blaster shot that Always hits. This attack's Critical Damage is increased by +30%.

  5. V
    Precision Shot V

    Fires a calculated blaster shot that Always hits. This attack's Critical Damage is increased by +40%.

  6. VI
    Precision Shot VI

    Fires a calculated blaster shot that Always hits. This attack's Critical Damage is increased by +50%.

StandardZero In6 ranks

Primary reaches rank VI. A secondary Sharpshooter track reaches rank V.

  1. I
    Zero In

    Set up a position for accurate shooting and gain 3 Stacks of Lethal, increasing Chance-To-Hit by +15% and Critical Chance by +9%.

  2. II
    Zero In II

    Set up a position for accurate shooting and gain 4 Stacks of Lethal, increasing Chance-To-Hit by +20% and Critical Chance by +12%.

  3. III
    Zero In III

    Set up a position for accurate shooting and gain 5 Stacks of Lethal, increasing Chance-To-Hit by +25% and Critical Chance by +15%.

  4. IV
    Zero In IV

    Set up a position for accurate shooting and gain 6 Stacks of Lethal, increasing Chance-To-Hit by +30% and Critical Chance by +18%.

  5. V
    Zero In V

    Set up a position for accurate shooting and gain 7 Stacks of Lethal, increasing Chance-To-Hit by +35% and Critical Chance by +21%.

  6. VI
    Zero In VI

    Set up a position for accurate shooting and gain 8 Stacks of Lethal, increasing Chance-To-Hit by +40% and Critical Chance by +24%.

Cross Training choices 3

Selectable for Hawks and custom humanoid Operators. Authored Operators follow their assigned or permitted Specialization paths.Soldier3 branches · 17 primary ranks · The Soldier is a mainstay offensive unit, capable of engaging enemies at close to medium-range with melee, grenades, heavy blaster fire, and a powerful rocket launcher.

Role and signature abilities

The Soldier is a mainstay offensive unit, capable of engaging enemies at close to medium-range with melee, grenades, heavy blaster fire, and a powerful rocket launcher. The Soldier crushes his foes with the following skills:

Passive
Armsmasterincreases the Soldier's damage with blasters and grenades.
Standard
Brutal Strikepunishes enemies with a physical strike that leaves them temporarily dazed.
Ultimate
Rocket Strikedemolishes groups of enemies with a devastating rocket.
PassiveStrength5 ranks

Primary reaches rank V. A secondary Soldier track reaches rank IV.

  1. I
    Strength

    Increases Melee Damage by +2 and increases the throw range of all Grenades by +2.0m.

  2. II
    Strength II

    Increases Melee Damage by +3 and increases the throw range of all Grenades by +3.0m.

  3. III
    Strength III

    Increases Melee Damage by +4 and increases the throw range of all Grenades by +4.0m.

  4. IV
    Strength IV

    Increases Melee Damage by +5 and increases the throw range of all Grenades by +5.0m.

  5. V
    Strength V

    Increases Melee Damage by +6 and increases the throw range of all Grenades by +6.0m.

StandardBrutal Strike6 ranks

Primary reaches rank VI. A secondary Soldier track reaches rank V.

  1. I
    Brutal Strike

    Rush and strike a target, dealing Melee Damage and Dazing.

  2. II
    Brutal Strike II

    Rush and strike a target, dealing Melee Damage and Dazing.

  3. III
    Brutal Strike III

    Rush and strike a target, dealing Melee Damage and Dazing.

  4. IV
    Brutal Strike IV

    Rush and strike a target, dealing Melee Damage and Dazing.

  5. V
    Brutal Strike V

    Rush and strike a target, dealing Melee Damage and Dazing.

  6. VI
    Brutal Strike VI

    Rush and strike a target, dealing Melee Damage and Stunning.

UltimateRocket Strike6 ranks

Primary reaches rank VI. A secondary Soldier track reaches rank V.

  1. I
    Rocket Strike

    Fire a powerful rocket that explodes on impact, damaging all targets in the blast.

  2. II
    Rocket Strike II

    Fire a powerful rocket that explodes on impact, damaging all targets in the blast.

  3. III
    Rocket Strike III

    Fire a powerful rocket that explodes on impact, damaging all targets in the blast.

  4. IV
    Rocket Strike IV

    Fire a powerful rocket that explodes on impact, damaging all targets in the blast.

  5. V
    Rocket Strike V

    Fire a powerful rocket that explodes on impact, damaging all targets in the blast.

  6. VI
    Rocket Strike VI

    Fire a powerful rocket that explodes on impact, damaging all targets in the blast and making them Vulnerable.

Cross Training choices 3

Fixed primary path for Tel-Rea Vokoss.Padawan3 branches · 17 primary ranks · The Padawan is an all-around powerful Operator with strong melee capabilities, strong defensive capability through the Force, and tactical control abilities using telekinetic applications of the Force.
PassivePadawan Training5 ranks
  1. I
    Padawan Training

    Allows Tel-Rea to Deflect blaster attacks and provides a base Deflection Chance of 30%.

  2. II
    Padawan Training II

    Increases Tel-Rea's Movement by +1.0m.

  3. III
    Padawan Training III

    Increases Tel-Rea's Melee Critical Chance by +10%.

  4. IV
    Padawan Training IV

    Allows Tel-Rea to equip a second Meditation.

  5. V
    Padawan Training V

    Allows Tel-Rea to equip a third Meditation.

StandardPush6 ranks
  1. I
    Push

    Forcefully Pushes an enemy in the chosen direction, dealing Force Damage.

  2. II
    Push II

    Forcefully Pushes an enemy in the chosen direction, dealing Force Damage.

  3. III
    Push III

    Forcefully Pushes an enemy in the chosen direction, dealing Force Damage.

  4. IV
    Push IV

    Forcefully Pushes an enemy in the chosen direction, dealing Force Damage.

  5. V
    Push V

    Forcefully Pushes an enemy in the chosen direction, dealing Force Damage.

  6. VI
    Push VI

    Forcefully Pushes an enemy in the chosen direction, dealing Force Damage and Disorienting it.

UltimateShockwave6 ranks
  1. I
    Shockwave

    Drive the Force outward in a focused burst, dealing Force Damage and Pushing nearby enemies back.

  2. II
    Shockwave II

    Drive the Force outward in a focused burst, dealing Force Damage and Pushing nearby enemies back.

  3. III
    Shockwave III

    Drive the Force outward in a focused burst, dealing Force Damage and Pushing nearby enemies back.

  4. IV
    Shockwave IV

    Drive the Force outward in a focused burst, dealing Force Damage and Pushing nearby enemies back.

  5. V
    Shockwave V

    Drive the Force outward in a focused burst, dealing Force Damage and Pushing nearby enemies back.

  6. VI
    Shockwave VI

    Drive the Force outward in a focused burst, dealing Force Damage and Pushing nearby enemies back.

Cross Training choices 2

Browse Force Meditation abilities in the Armory

Fixed related second path for Tel-Rea Vokoss.Wayseeker3 branches · 14 primary ranks · Tel-Rea's Jedi training progresses to a higher level, allowing mastery of new skill and abilities.
PassiveAn Elegant Weapon4 ranks
  1. I
    An Elegant Weapon

    For Tel-Rea's lightsaber attacks, increases Critical Damage by +2 and increases Critical Chance by +6%.

  2. II
    An Elegant Weapon II

    For Tel-Rea's lightsaber attacks, increases Critical Damage by +4 and increases Critical Chance by +9%.

  3. III
    An Elegant Weapon III

    For Tel-Rea's lightsaber attacks, increases Critical Damage by +6 and increases Critical Chance by +12%.

  4. IV
    An Elegant Weapon IV

    For Tel-Rea's lightsaber attacks, increases Critical Damage by +8 and increases Critical Chance by +15%.

StandardPull5 ranks
  1. I
    Pull

    Forcefully Pulls an enemy directly towards Tel-Rea, dealing Force Damage.

  2. II
    Pull II

    Forcefully Pulls an enemy directly towards Tel-Rea, dealing Force Damage.

  3. III
    Pull III

    Forcefully Pulls an enemy directly towards Tel-Rea, dealing Force Damage.

  4. IV
    Pull IV

    Forcefully Pulls an enemy directly towards Tel-Rea, dealing Force Damage.

  5. V
    Pull V

    Forcefully Pulls an enemy directly towards Tel-Rea, dealing Force Damage.

UltimateLightsaber Throw5 ranks
  1. I
    Lightsaber Throw

    Throws both lightsabers, dealing colossal Lightsaber Damage to all enemies along the path.

  2. II
    Lightsaber Throw II

    Throws both lightsabers, dealing colossal Lightsaber Damage to all enemies along the path.

  3. III
    Lightsaber Throw III

    Throws both lightsabers, dealing colossal Lightsaber Damage to all enemies along the path.

  4. IV
    Lightsaber Throw IV

    Throws both lightsabers, dealing colossal Lightsaber Damage to all enemies along the path.

  5. V
    Lightsaber Throw V

    Throws both lightsabers, dealing colossal Lightsaber Damage to all enemies along the path.

Fixed primary path for Cly Kullervo.Warrior3 branches · 17 primary ranks · Mandalorian Warriors are renowned as the galaxy's most ruthless fighters. Rare Mandalorian technology grants deadly efficiency in battle. Impenetrable armor, a jetpack, and the exotic ElectroWeb Array make this Warrior nearly unstoppable.
PassiveRuthless5 ranks
  1. I
    Ruthless

    Increases Cly's Critical Damage by +2.

  2. II
    Ruthless II

    Increases Cly's Critical Damage by +3.

  3. III
    Ruthless III

    Increases Cly's Critical Damage by +4.

  4. IV
    Ruthless IV

    Increases Cly's Critical Damage by +5.

  5. V
    Ruthless V

    Increases Cly's Critical Damage by +6.

StandardElectroWeb Dart6 ranks
Effect
Applies Harmful · MovementShockedDecreases this unit's Movement by 50%.AffectsBothStack wordingNot named in the current rule and arms the target for Surge; no direct damage.
Cost
T1 to T5 cost 2 Shared combat resourceAdvantageAdvantage is used to power Special Actions. Each time an Operator damages an enemy unit, the squad receives 1x Advantage.Maximum10Gain1 per damaging hitUsePowers Special ActionsIconShared Combat Recon icon used for Advantage; T6 costs 1.
Range
T1 14m · T2 16m · T3 18m · T4 20m · T5 22m · T6 24m
  1. I
    ElectroWeb Dart

    Fire an electrified dart that Shocks the target and can be detonated by ElectroWeb Surge.

  2. II
    ElectroWeb Dart II

    Fire an electrified dart that Shocks the target and can be detonated by ElectroWeb Surge.

  3. III
    ElectroWeb Dart III

    Fire an electrified dart that Shocks the target and can be detonated by ElectroWeb Surge.

  4. IV
    ElectroWeb Dart IV

    Fire an electrified dart that Shocks the target and can be detonated by ElectroWeb Surge.

  5. V
    ElectroWeb Dart V

    Fire an electrified dart that Shocks the target and can be detonated by ElectroWeb Surge.

  6. VI
    ElectroWeb Dart VI

    Fire an electrified dart that Shocks the target and can be detonated by ElectroWeb Surge.

UltimateElectroWeb Surge6 ranks
Cost
4 Shared combat resourceAdvantageAdvantage is used to power Special Actions. Each time an Operator damages an enemy unit, the squad receives 1x Advantage.Maximum10Gain1 per damaging hitUsePowers Special ActionsIconShared Combat Recon icon used for Advantage
Blast
5m around the user and every darted enemy; overlapping areas deal extra damage.
Damage
T1 12 · T2 13 · T3 14 · T4 15 · T5 16 · T6 18
Defense
Ignored by every blast
  1. I
    ElectroWeb Surge

    Emit electrical blast around Cly and each enemy with a Dart. These blasts Ignore Defense.

  2. II
    ElectroWeb Surge II

    Emit electrical blast around Cly and each enemy with a Dart. These blasts Ignore Defense.

  3. III
    ElectroWeb Surge III

    Emit electrical blast around Cly and each enemy with a Dart. These blasts Ignore Defense.

  4. IV
    ElectroWeb Surge IV

    Emit electrical blast around Cly and each enemy with a Dart. These blasts Ignore Defense.

  5. V
    ElectroWeb Surge V

    Emit electrical blast around Cly and each enemy with a Dart. These blasts Ignore Defense.

  6. VI
    ElectroWeb Surge VI

    Emit electrical blast around Cly and each enemy with a Dart. These blasts Ignore Defense.

Cross Training choices 3

Primary path for custom Astromech Operators.Astromech6 branches · 16 primary ranks · The Astromech is everyone’s closest companion. These loyal droids carry useful equipment in the field, allowing tremendous versatility in combat and providing valuable support functions to its team.
PassiveExtended Storage1 rank
  1. I
    Extended Storage

    All Utility Items that have limited uses can be used +1 additional time.

PassiveImproved Motors1 rank
  1. I
    Improved Motors

    Increases the Astromech's Movement by +1.0m.

PassiveHardened Frame1 rank
  1. I
    Hardened Frame

    Increases the Astromech's Defense by +2.

PassiveStorage Optimization1 rank
  1. I
    Storage Optimization

    All Utility Items that have limited uses can be used +1 additional time. This effect stacks with Extended Storage.

StandardEnhanced Scanners6 ranks
  1. I
    Enhanced Scanners

    All affected enemies are Scanned, negating all Defense and making those enemies easier to hit.

  2. II
    Enhanced Scanners II

    All affected enemies are Scanned, negating all Defense and making those enemies easier to hit.

  3. III
    Enhanced Scanners III

    All affected enemies are Scanned, negating all Defense and making those enemies easier to hit.

  4. IV
    Enhanced Scanners IV

    All affected enemies are Scanned, negating all Defense and making those enemies easier to hit.

  5. V
    Enhanced Scanners V

    All affected enemies are Scanned, negating all Defense and making those enemies easier to hit.

  6. VI
    Enhanced Scanners VI

    All affected enemies are Scanned, negating all Defense and making those enemies easier to hit. Each target has a chance to be made Vulnerable.

UltimateCoordinated Support6 ranks
  1. I
    Coordinated Support

    Grant all Operators +1 AP.

  2. II
    Coordinated Support II

    Grant all Operators +1 AP.

  3. III
    Coordinated Support III

    Grant all Operators +1 AP.

  4. IV
    Coordinated Support IV

    Grant all Operators +1 AP.

  5. V
    Coordinated Support V

    Grant all Operators +1 AP.

  6. VI
    Coordinated Support VI

    Grant all Operators +2 AP.

Cross Training choices 3

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