Star Wars Zero Company Best Abilities: Skills Worth Prioritising

Star Wars Zero Company Best Abilities

Star Wars Zero Company Best Abilities are the abilities that change the action economy or battlefield rather than simply adding a little more damage. Combat Recon, Built-In Comlink, Coordinated Support, Force Push or Pull, Uppercut, Final Shot and Combat Jump all create extra actions, resources or positioning advantages that can affect several attacks in the same turn.

The value of Star Wars Zero Company Best Abilities also depends on the Operator using them. Jae can turn Combat Recon into Advantage and then use Final Shot to remove a weakened target, while BR-1 is built around handing AP back to allies instead of competing for a damage role.

Star Wars Zero Company Best Abilities
Image credit: Electronic Arts / Lucasfilm Games

Combat Recon in Star Wars Zero Company Best Abilities

Combat Recon is one of the strongest Scout abilities because it assesses enemies in an area and generates Advantage for each enemy caught by the scan. In a crowded encounter, one AP can therefore fund several Advantage abilities for the squad.

Use it before spending the shared Advantage pool. Generating the resource early in the turn lets the rest of the squad decide whether control, damage or support is the best use of the points.

Final Shot in Star Wars Zero Company Best Abilities

Jae Mordant’s Final Shot is a passive that can automatically eliminate a target left at very low Health after an allied attack. It effectively removes the cleanup action that another character might have spent finishing that enemy.

That makes target order important. Let another Operator soften a target into Final Shot range, then use the AP you saved on movement, another attack or the objective.

Uppercut in Star Wars Zero Company Best Abilities

Kabb’s Uppercut combines damage and displacement, and a kill can refund the AP spent on it. That is a powerful action-economy effect because Kabb can finish one enemy without sacrificing the rest of the turn.

Look for weakened enemies near useful lanes or objectives. The push can change positioning even when the target survives, while a kill gives you the best version of the ability by returning its AP.

Force Push and Force Pull in Star Wars Zero Company Best Abilities

Tel-Rea’s Force movement abilities can be more valuable than direct damage when cover is the real problem. Pull an enemy into a prepared lane, drag a target closer to melee pressure or push a defender away from the position protecting it.

Displacement can improve multiple follow-up shots, which means the value of the ability is larger than the damage number on Tel-Rea’s own turn.

Built-In Comlink in Star Wars Zero Company Best Abilities

BR-1’s Built-In Comlink gives AP to another Operator. The astromech can therefore turn its own action into the exact extra point a damage dealer or objective runner needs to finish a plan.

Upgrade the Comlink when BR-1 is a regular squad member. AP support scales with whatever your strongest ally can do with that extra action, so it stays useful as the rest of the roster improves.

Coordinated Support in Star Wars Zero Company Best Abilities

Coordinated Support is BR-1’s larger team-facing AP tool. It is expensive in the shared resource, but the value rises when several Operators still have meaningful actions available during the same turn.

Do not spend it automatically at the end of a round. Use it early enough that the team can convert the extra AP into attacks, movement or objective progress.

Combat Jump in Star Wars Zero Company Best Abilities

Cly’s Combat Jump is a mobility and displacement tool that can push enemies and apply Burn while putting Cly in a new position. It is strongest on maps where elevation, cover or an objective makes location more important than raw damage.

The risk is exposure. Jumping into the enemy back line without a plan for the next turn can turn a strong ability into an Injury, so pair the move with control, support or a quick kill.

How to choose the Star Wars Zero Company Best Abilities

Prioritise abilities that solve more than one problem. Advantage generation funds the team, AP support gives flexibility, displacement improves other attacks and automatic cleanup saves normal actions.

Star Wars Zero Company Best Abilities are therefore less about one giant damage number and more about creating better turns. Combat Recon, Final Shot, Uppercut, Tel-Rea’s Force control, Built-In Comlink, Coordinated Support and Combat Jump all change what the squad can accomplish before the enemy acts again.

Official Star Wars Zero Company gameplay guide

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