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Build

Best Cly Kullervo Build in Zero Company

The only Operator whose class is both fixed and expandable: locked to Mandalorian Warrior, and able to add any of the eight as a secondary once dual Specializations unlock.

Theorycraft
Confidence
Theorycraft
Verified
27 August 2026
Version
Pre-release evidence — retail verification pending

Build summary

Players who have recruited Cly Kullervo and are choosing her secondary Specialization.

Campaign phase
mid
Difficulty
Any
Game version
Pre-release evidence — retail verification pending
Strong against
entrenched enemies, grouped enemies, mixed

This build has not been tested

Every mechanic cited below is confirmed and all of them exist in the retail build. The combination of them is our reasoning rather than anything played: this squad has not yet been tested by Zero Company Builds. It will be re-labelled when it has.

Loadout

The four bays

Weapon choices below are role-based. Damage and Action Point costs are in the database from launch-build reporting; accuracy is not, and no squad here has been tested end to end — so treat these as reasoned starting points rather than optimised picks.

  1. Bay 1

    Cly Kullervo

    Mandalorian Warriorpistol

    No primary Specialization field: she is locked to Mandalorian Warrior. The secondary is the real decision, and it is hers alone — she is the only Operator with a fixed exotic class that still admits one of the eight. Scoundrel is the pick that compounds with her Talent rather than duplicating it.

  2. Bay 2

    Custom Operator

    Sharpshooterlongarm

    Combat Jump scatters enemies and strips the cover they were holding. The slot that converts that into damage is the one paying 2 AP for a single 12-damage shot into a target with nothing to hide behind.

  3. Bay 3

    Custom Operator

    Scoutpistol

    Combat Jump costs 2 Advantage every time it is used, from a pool of ten that starts empty. A generator is what turns her signature move from once a fight into a rhythm.

  4. Bay 4

    Custom Operator

    Heavyrepeater

    She lands in the middle of what she scatters. Somebody has to be a more attractive target than she is, and the taunt is the only confirmed way to arrange that.

Reasoning

Why it works

Mechanic by mechanic. Anything stated as confirmed traces to a source listed at the bottom of this page.

  • Combat Jump does more per action than any other Talent in the database: for 2 Advantage and no Action Point at all, it moves her, shoves nearby enemies aside, and at final rank applies four stacks of Burn. Costing no Action Point means it is additive to her turn rather than part of it.
  • It triggers neither Overwatch nor retaliation, so there is no counter-play to it. That is rare enough to build around — most repositioning in this game is punished, and hers is not.
  • Scoundrel as the secondary is chosen because it compounds rather than overlaps. Her armour already gives +3 base Defense and her Talent already handles mobility and displacement; what she does not have is a way through enemy Defense, and four points of armour penetration plus a guaranteed critical is the largest thing missing.
  • Her Burn is small — 4 damage, then 2, then 1 — so it is a reason to jump into a group rather than a reason to jump at one target. The value is in the scatter and the cover strip, and the Burn is what makes doing it to three enemies worth more than doing it to one.
  • Landing strips cover from whatever it scatters, which is the same anti-cover payoff Tel-Rea Vokoss provides, on an Operator who can also take a Specialization.

Interactions

Synergies in this squad

Found by running these four Operators through the same engine the Squad Builder uses, so this page cannot claim a pairing the builder would not report.

Execution

Example opening turn

An AP and Advantage plan. Costs are unpublished, so the order matters more than the exact budget.

  1. Step 1

    Turn 1 — Scout: attack, to put the first 2 Advantage in the pool.

  2. Step 2

    Turn 1 — Heavy: advance and taunt, so the ground Cly is about to land on is not the most attractive target on the field.

  3. Step 3

    Turn 1 — Cly: Combat Jump into the tightest group. It costs no Action Points, so follow it with a full Pistol turn — three shots at 1 AP each.

  4. Step 4

    Turn 1 — Sharpshooter: fire on whichever scattered enemy lost the most cover.

  5. Step 5

    Turn 2 onward — jump again as soon as the pool allows, rather than saving Advantage for an Ultimate that does less.

Strengths

  • A repositioning tool that costs no Action Points and cannot be punished by Overwatch or retaliation.
  • One action covering mobility, displacement and damage over time — more roles than any other Talent.
  • +3 base Defense from Mandalorian armour, which is flat mitigation on every hit she takes.
  • The only Operator who gets a genuine secondary-Specialization decision on top of an exotic class, so she keeps improving after the unlock.

Weaknesses

  • Her Talent is priced in the shared Advantage pool, so she competes with every Ultimate in the squad for the resource that makes her good.
  • Jumping into a group is jumping into their return fire. Her Defense helps and does not make it free.
  • The secondary Specialization does not arrive until dual Specializations unlock, reported at around cycle 18, so this build is a mid-campaign destination rather than a starting position.
  • Untested. Combat Jump's range and its shove radius are both unpublished, and they decide whether the group-scatter plan works at all.

Alternatives

Safer and more aggressive versions

Including what to do when an authored Operator in this squad is permanently lost.

Safer secondary
Medic instead of Scoundrel. It duplicates nothing she has and answers the Injury risk her own Talent creates, at the cost of the armour penetration.
More aggressive secondary
Gunslinger, to convert the free-action jump into a full turn of attacks on a class built for volume. It stacks two Advantage costs on one Operator, which is the risk.
If you also field Tel-Rea Vokoss
Two displacement Operators turn scattering into the squad's whole plan and make an Overwatch trap viable — but they bid against each other for Advantage, and both of them want it.

What still needs testing

Play her through the dual-Specialization unlock and record Combat Jump's range, its shove radius, and whether the secondary Specialization can be changed afterwards. The radius is the number that decides whether she is a group tool or a single-target repositioner, and nothing published states it.

Mechanics this build depends on

Other builds

Sources

  • Cly Kullervo — Star Wars Databank

    StarWars.com · Tier 1 — Official · accessed 6 August 2026

    Supports: One of the last surviving members of the ancient Clan Verminoth; joins for revenge. Does not mention armour

  • Lead Zero Company To Victory on August 27

    Electronic Arts · Tier 1 — Official · accessed 6 August 2026

    Supports: Operator introductions; 3 Action Points per turn; Advantage caps at 10; the eight Specializations; Bonds in the Personnel Facility; Hawks' species options

  • I played Star Wars Zero Company — my honest thoughts

    EckhartsLadder · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 3:18–12:36 — no hunker-down action, so a spare AP goes to Overwatch; astromechs carrying three utilities and extra uses of each; Trick able to negate some injuries along an upgrade path; twelve galaxy zones; super battle droids telegraphing a rocket one turn ahead; many of the 150+ planets being text-only

  • Star Wars Zero Company preview — after 15 hours

    Arekkz Gaming · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 3:15–9:43 — conversations at the Den unlocking side missions; late companions forcing a rethink of squad composition; missions carrying a limited window; fighting alongside Anakin Skywalker late in the preview; fifteen hours without a crash

  • Star Wars Zero Company Beginner's Guide: Combat & Mechanics

    VULKK · Tier 3 — Hands-on preview · accessed 23 August 2026

    Supports: Talents and recruitment sections — Fearless Leader granting the squad increased assist damage, Defense and Chance-to-Hit while Hawks is deployed, with upgrades improving all three; Combat Jump moving Cly Kullervo to a target location, pushing nearby enemies and applying Burn, with upgrades raising both jump range and the number of Burn stacks; recruits arriving with a generated Name, Talent, primary Specialization, weapon type and backstory that can subsequently be adjusted at the Den. Published 2026-08-22

  • PC Review — 'Star Wars Zero Company'

    WorthPlaying · Tier 3 — Retail review · accessed 27 August 2026

    Supports: Weapons — "Regardless of specialization, operators can use any of the game's four ranged weapon types: blaster pistols, blaster rifles, longarms (sniper rifles), and repeaters (machine guns)", and "Blaster pistols deal the least damage but always cost one AP to fire. Blaster rifles cost one AP for the first shot and two for the second, using all three AP an operator starts with each turn. Longarms always cost two AP but offer the longest range." No cost is given for the Repeater. Progression — "Focus points can be completely reset and reallocated at any time, so you're never stuck with a bad build." Bonds — "Reaching a new bond level lets you choose one of three permanent buffs for both operators, including increased health, ranged accuracy, movement range, or additional Focus points." Published 2026-08-26