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Build

Best Tel-Rea Vokoss Build in Zero Company

The one Operator with no Specialization to choose. Her build is what you put around her, and how you spend Harmony — not what class you make her.

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

Build summary

Players who have recruited Tel-Rea Vokoss and want to know what there is to decide.

Campaign phase
any
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

    Tel-Rea Vokoss

    Jedi PadawanCarries no weapon

    No Specialization field, and that is not an omission. She is locked to the Jedi Padawan exotic class and is the only Operator who never takes one of the eight, even as a secondary once dual Specializations unlock. Her Force Push strips cover, Shockwave strips it from a whole group, and her fixed Talent starts every turn holding Harmony.

  2. Bay 2

    Custom Operator

    Sharpshooterlongarm

    The payoff slot. Force Push and Shockwave remove enemies from cover, and cover is what a long-range attack is fighting — so the squad member who benefits most from her turn is the one taking a single large shot at 2 AP into a target that no longer has anything to hide behind.

  3. Bay 3

    Custom Operator

    Scoutpistol

    Advantage. Her second Ultimate costs 10 — the entire pool at its maximum — and the pool starts every fight empty, so a squad fielding her without a generator is a squad whose best ability arrives late or not at all.

  4. Bay 4

    Custom Operator

    Medicrifle

    She fights at close range by construction, and a Padawan standing in the middle of a group she has just scattered is the Operator most likely to take return fire. Injury prevention is the tax on her positioning.

Reasoning

Why it works

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

  • Her displacement is an accuracy-free way to deal with cover. Cover reduces chance to hit and some of it is destructible; a push removes the enemy from it instead, which no hit-chance roll can refuse. That converts the squad's long-range slot from unreliable to reliable.
  • Shockwave scatters a whole group at once, and displacement can defeat an enemy outright by pushing it out of the combat space — an achievement confirms removing an enemy from the map is an intended way to defeat it. Against a group standing near an edge, that is damage with no damage roll.
  • Noble Stance is the reason to hold Action Points rather than spend them. It consumes every remaining point and adds 10% deflection per point spent, and deflected shots are reflected back at whoever fired them, so a turn where she does nothing else is not a wasted turn.
  • Force Push's final rank Disorients, cutting the target's chance to hit by 20%. A survivor of the push is still degraded, which makes the ability worth using even when it does not kill.
  • She is the single best answer this database holds to entrenched enemies, and every squad without her has an anti-cover gap that the build pages say so about.

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 fill the Advantage pool, because nothing she does with Advantage is affordable yet.

  2. Step 2

    Turn 1 — Tel-Rea: Force Push the enemy holding the strongest cover, or Shockwave if two or more are grouped. The push is the setup, not the damage.

  3. Step 3

    Turn 1 — Sharpshooter: fire into the target that no longer has cover, at 2 AP, leaving one point to reposition.

  4. Step 4

    Turn 1 — Medic: hold, and keep Injury prevention available for whatever reaches her.

  5. Step 5

    A later turn — when she has moved into a group and has points left over, spend them all on Noble Stance rather than on a second attack.

Strengths

  • The most confirmed displacement of any Operator, across two abilities and a passive.
  • Anti-cover that ignores chance to hit entirely.
  • A fixed Talent that generates its own resource every turn rather than waiting on the shared pool.
  • Nothing about her build can be got wrong by choosing the wrong class, because there is no class to choose.

Weaknesses

  • She is the only Operator who can never take a Specialization, so she cannot be adapted to a squad's gap. The squad adapts to her.
  • Close range by construction, which is where the Injuries are.
  • Her second Ultimate costs the whole Advantage pool, so fielding her with any other heavy spender means one of them does not fire.
  • Permadeath is on by default and she is not Hawks. If she dies, the confirmed displacement left is Kabb Uppercut's Uppercut, Cly Kullervo's Combat Jump and the Assault's kit.
  • None of this has been played. Her ability costs in particular are unpublished, and a 6-Advantage figure for Force Push circulates without a source.

Alternatives

Safer and more aggressive versions

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

Safer
Swap the Sharpshooter for a Heavy. It gives up the long-range payoff and gives her somebody else to stand next to, which is the trade if she is taking Injuries faster than the Medic prevents them.
More aggressive
Swap the Medic for a Scoundrel and use her pushes to manufacture flanks rather than to protect a firing line. Faster, and it removes the only Injury prevention in the squad.
If you want a second displacement source
Kabb Uppercut or Cly Kullervo alongside her turns displacement from a tool into the squad's whole plan — see the push-and-Overwatch squad.

What still needs testing

Play her for a full mission and record what Force Push, Shockwave and Lightsaber Throw actually cost in Action Points and Advantage. Every number on her page is either unpublished or a single previewer's screen reading, and the costs are what decide whether this squad can afford her twice in one fight.

Mechanics this build depends on

Other builds

Sources

  • 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

  • Tel-Rea Vokoss — Star Wars Databank

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

    Supports: Tognath Jedi Padawan honouring her late Jedi Master

  • Is Z-COM our new X-COM? Star Wars Zero Company gameplay deep dive

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

    Supports: 2:13–13:51 — Sweeping Salvo at 4 Advantage with three uses per mission; Hawks granting an ally 1 AP for 3 Advantage; Combat Recon granting 1 Advantage per unit scanned; the Grit Talent's stacking invulnerability; Heavy attacks taunting; the droideka ray shield; the Scout's Spotted status; Defense as flat damage reduction

  • 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

  • 12 hours in, Star Wars Zero Company is a solid strategy RPG, but it's missing XCOM 2 or Baldur's Gate 3's spark

    GamesRadar+ · Tier 3 — Hands-on preview · accessed 13 August 2026

    Supports: Abilities section — Trick charging a long-range explosive strike; the astromech entering battle armed not with a blaster but with grenades, ally buffs and enemy disruption; the Jedi Padawan's kit as battlefield control, Force pushing enemies and deflecting blaster fire back at them; the Backup system selecting one character per turn. By Ali Jones

  • Complete Star Wars Zero Company Trophy List — How to Get All Achievements & Trophies

    Insider Gaming · Tier 2 — Achievement list · accessed 19 August 2026

    Supports: Full trophy table — Very High Bond as a named relationship threshold, and the named pairings reaching it, including two astromechs and two Custom Operators; completing a mission with four astromechs; equipping four Weapon Mods to one weapon (“Fully Geared”); applying a Focus Point; using Force Push or Pull to knock one enemy into another; knocking an enemy out of the combat space; defeating enemies from higher elevation; landing a shot at 10% or lower Chance-to-Hit and missing at 90% or greater; the difficulty tiers Story, Normal, Hard and Expert, and Expert with Beskar Mode. Published 2026-08-17