Exotic class
Zero Company Jedi Padawan class guide
Tel-Rea Vokoss' exclusive class: two lightsabers, Force displacement and an aimed deflection shield.
- Confidence
- Confirmed
- Verified
- 20 August 2026
- Version
- Pre-release evidence — retail verification pending
Quick answer
Close-range battlefield control through Force displacement and lightsaber deflection.
- Available to
- Tel-Rea Vokoss
- Range
- close, medium
- Tags
- displacement, anti-cover, mitigation, multi-target, mobile
- Fixed Talent
- Strong with the Force
The lock
Why this is not a class you pick
Every other class on this site is a choice. This one is not, and that changes how a squad is planned around it.
Exclusive to Tel-Rea Vokoss. None of the eight standard Specializations is ever offered to her — not as a primary, and not as a secondary — and no other Operator can take hers. She is not short of a second Specialization, though: the game gives her one and padlocks it, so both of hers are fixed rather than chosen.
The practical consequence is that this class and its Operator are a single decision. Taking Tel-Rea Vokoss into a squad spends the slot on this kit, and no amount of re-specialising will turn it into one of the eight. The Squad Builder locks the class picker for that reason rather than offering Specializations that cannot be taken.
Abilities
What the class brings
Only abilities named by a source appear here. No exotic class has a fully published kit.
Shockwave
Retail-reportedFor 6 Advantage, an area Force push that displaces all enemies around her simultaneously and throws them a long way back. One observed use scattered three droids and killed two more enemies outright by pushing them into hazards. Its final upgrade grants Harmony for every enemy hit.
Build value: Mass displacement is worth more here than its damage suggests: it strips cover from a group, can push several enemies into prepared Overwatch cones at once, and forced movement damages a droideka through its shield. The upgraded version is also the only route past the six Harmony she starts a turn with, which turns it from a panic button into the way a big turn is funded — hit several enemies, bank the Harmony, and spend it on Lightsaber Strikes at 4 damage a stack. At 6 Advantage it competes directly with the rest of the squad for the pool, and it is repeatable as long as the pool holds.
Force Push
ConfirmedLaunches a targeted enemy in a direction, dealing extra damage for every object they collide with on the way, or killing them outright if they go off a ledge. Ranks raise the base damage, and the final rank also Disorients the target, cutting its chance to hit by 20%.
Build value: Displacement does two jobs at once: it strips the cover bonus that reduces your hit chance, and it can move an enemy into a prepared Overwatch cone or into environmental danger. The final rank adds a third, and it is the one that changes how the ability is used — a Disoriented survivor is a degraded attacker, so the push is worth taking even when the terrain offers nothing to smash them into. That makes it reliable in open maps, where displacement abilities usually are not.
Noble Stance
Preview-reportedA directional deflection shield that you aim, like an Overwatch cone. It consumes all remaining Action Points and adds 10% deflection for each one spent, on top of the 30% base from Padawan Training and 4% per Harmony stack. Shots it deflects are reflected back at the enemy who fired them.
Build value: The only ability whose strength scales with AP invested rather than costing a fixed amount, which makes it a genuine end-of-turn decision: leftover points become survivability instead of being wasted. The full stack is large — 30% base, 24% from six Harmony, 30% from three Action Points — reaching roughly 84% against fire from the direction she faces, and reflecting what it stops. That converts the enemy turn into damage, so aim the cone at the largest group rather than the most dangerous one. It is still a probability rather than a wall: a previewer was hit through a well-funded stance. The real cost is the opportunity one, because the Action Points it eats are the same ones a Lightsaber Strike wanted.
Padawan Training
Retail-reportedAllows Tel-Rea to deflect blaster attacks at all and sets the base chance she does it with — +30% at the first rank. Later ranks add +1.0m Movement, +10% Melee Critical Chance, and the second and third Meditation slots.
Build value: The row that decides what the rest of her is worth, because everything else adds to it: Strong with the Force's Harmony is +4% a stack and Noble Stance is +10% an Action Point, and both are percentages on top of what this passive supplies. Take nothing here and those two are building on a floor of nothing. What makes it awkward to price is that its five ranks buy five unrelated things rather than one thing five times — a Meditation slot is not more of a deflection percentage — so this is the one row in the game where a reader has to know what the fourth and fifth ranks are before deciding whether to stop at the third.
Move With The Force
Retail-reportedTel-Rea can execute Vertical Jumps without climbing or using a ladder. It has no Focus Tree row.
Build value: Free vertical movement is worth more than it sounds in a game where high ground is a hit-chance bonus and a climb is Action Points. It is also the quiet reason she and Cly Kullervo play more alike than their kits suggest: Mandalorian Armor Training grants the same free vertical transitions through a jetpack, so both of them reach the roof the squad's Sharpshooter is still climbing towards. Nothing is invested here — it is on from the first mission and never improves — so it belongs in the plan rather than in the budget.
Still unverified
The retail game is out. These are the points we have not yet reproduced or measured reliably enough to state as fact — recorded rather than guessed at.
- How the lightsaber is modelled — whether it is a weapon in this site's sense or a separate system.
- Whether any Force Meditations exist beyond the three seen in the preview — 8 health at the start of the turn, +10% deflection, and one extra Harmony stack.
- The Advantage or Action Point cost of Force Pull and Elegant Weapon's rank values.
- Whether the Padawan Training movement bonus is per move or per turn. A metre per move across three moves is a materially different number.
- What Wayseeker is, exactly. The name is settled; its nature is not. Whether her padlocked SPEC 2 band is this database's missing fourth exotic class, a second exotic Specialization, or simply the far half of one Jedi path is unanswered, and it decides whether it needs an ExoticClassSlug of its own.
- How many Meditations exist and how many she may equip. Padawan Training V reads "Allows Tel-Rea to equip a third Meditation", so the third is bought rather than granted; the ceiling is unpublished.
Builds using the Jedi Padawan
The eight standard Specializations
Other exotic classes
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
- Star Wars Zero Company — game announcement
StarWars.com · Tier 1 — Official · accessed 6 August 2026
Supports: Operator one-line descriptions — Cly Kullervo as a Mandalorian gunslinger of clan Verminoth, Luco Bronc as a sharpshooter, Trick as a clone soldier, Tel as a Tognath Jedi Padawan; the Den on the Ring of Kafrene; the Caisson piloted by M-3VO
- 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
- 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
- All Companion Abilities & Skills | Star Wars Zero Company
Dantics · Tier 3 — Hands-on preview · accessed 20 August 2026
Supports: 1:05–3:40 Kabb — starts Scoundrel; Uppercut costs 1 AP plus travel, once per turn, and refunds every point spent on a kill. 5:05–7:00 Trick — starts Soldier; For My Brothers rank by rank: half health, full health, no Injury, then an immediate stand-up refunding 1 AP. 7:02–8:34 Jae — starts Assault, changeable; Final Shot fires once per turn at 4 health or less, rising to 10, cannot miss, and is inactive while she is dead. 8:34–13:50 Tel-Rea — Specialization cannot be changed; Padawan Training's 30% base deflection; Harmony at 4% per stack to six; Noble Stance at +10% per AP; Lightsaber Strike at +4 damage per stack, consuming three; Shockwave at 6 Advantage; Force Meditations in place of Utilities, one slot rising to three; Force Pull, Lightsaber Throw and Elegant Weapon in place of a second Specialization. 13:50–17:55 Cly — Specialization cannot be changed, but dual Specialization adds any of the eight; +3 base Defense from Mandalorian armour; Combat Jump at 2 Advantage and no AP, triggering neither Overwatch nor retaliation; Ruthless at +2 critical damage rising to +6; Electro Web Dart at 2 Advantage; Electro Web Surge detonating on every darted target and ignoring Defense. 17:55–20:05 Luco — starts Sharpshooter; Combat Gas at 2 Advantage, no AP, once per battle, granting Sharpened Senses stacks worth +5% hit and +1 ranged damage each, two rising to six, one consumed per ranged attack. 20:05–21:15 Astromechs — three Utility slots, no blaster, an Action Point handed to another Operator, and an extra passive, ability and Ultimate at dual Specialization
- BEST DUAL SPECIALIZATION Builds in Star Wars Zero Company
Jay Dunna · Tier 3 — Retail review · accessed 30 August 2026
Supports: The video's own description carries a chapter list naming the build each section covers, and it is cited here as much as the frames are: "0:17 Player Character: Medic/Gunslinger", "2:12 Trick: Heavy/Soldier", "4:02 Jae: Scout/Sharpshooter (or Scoundrel, Assault)", "5:41 Tel-Rea: Padawan/Wayseeker", "6:51 Cly Kullervo: Warrior/Assault or Gunslinger", "9:11 Kabb Uppercut: Soldier/Scoundrel", "9:56 Astromech Droid", "10:10 Weapon Mods for the Team", "12:00 Utilities", "13:08 Always Spend Influence!". Plus ten frames of the retail build screens, captured 2026-08-30; published 2026-08-29. PERSONNEL → FOCUS TREE, three Operators. The tree is three bands — TALENT, SPEC 1, SPEC 2 — with one ability row in the Talent band and three in each Specialization band, columns numbered 2 to 6, a Focus Point cost printed beside every unbought node, and rows of visibly different lengths (four, five and six nodes all appear on one screen). Hawks: "TALENT: FEARLESS LEADER" padlocked, "SPEC 1: GUNSLINGER", "SPEC 2: MEDIC", "1 FOCUS POINT REMAINING". Cly Kullervo: "TALENT: COMBAT JUMP" padlocked, "SPEC 1: WARRIOR" padlocked, "SPEC 2: ASSAULT" not padlocked, "2 FOCUS POINTS REMAINING". Tel-Rea Vokoss: "TALENT: STRONG WITH THE FORCE", "SPEC 1: PADAWAN", "SPEC 2: SEEKER", all three padlocked. Ability tooltips print cost, kind and rank together: "ADV 2 | COMBAT JUMP | SPECIAL ACTION"; "AP 1 | 8 BASE DMG | QUICK DRAW | FAST ACTION" with "RANGED. Fire a lightning fast sidearm pistol shot", "This skill applies a Chance-To-Hit Range Penalty of 25%", "Defeating an enemy restores 1 AP", "This ability does not trigger enemy Overwatch or Retaliation", "This Sidearm Attack does not receive benefits from Weapon Mods"; and the same ability at maximum, "AP 1 | 14 BASE DMG | QUICK DRAW VI", whose first clause becomes "Chance-To-Hit Range Penalty no longer applies". "FEARLESS LEADER II | PASSIVE" — "…eases Assist Damage by +1 for all Operators", opening clause obscured by the presenter's camera. "PADAWAN TRAINING V | PASSIVE" — "Allows Tel-Rea to equip a third Meditation. Meditations are managed in the Armory." An unaffordable node shows "CAN'T AFFORD — Gain additional Focus Points by growing bonds or completing missions"; a bought rank offers "REFUND". CHANGE SPECIALIZATION screen: "SPECIALIZATION ABILITIES" lists four per class with their kind — Gunslinger's are "OPEN FIRE | ULTIMATE | Fire 2 Times at any combination of enemies", "QUICK DRAW | STANDARD | Fire a lightning fast sidearm pistol shot", "KEEN EYE | PASSIVE | Increases this Operator's Critical Chance for all Ranged Attacks by +6%", "ONSLAUGHT | PASSIVE | Each attack within a single turn grants this Operator +1 Blaster Damage. This bonus applies only to attacks with this Operator's primary blaster" — with the class blurb "The Gunslinger specializes in multi-target blaster attacks and fast strikes that allow them to spread offense across numerous targets." The same screen offers eight Specialization cards under each of SPEC 1 and SPEC 2, the card taken by one row padlocked in the other, and states "This talent cannot be changed for this operator" over Hawks' Talent. ARMORY → WEAPON: tabs WEAPON, UTILITIES, BLACK MARKET; four equipped slots of which two are filled (a primary and a sidearm) and two padlocked; weapons named as a class plus a model with five statistics — Blaster Rifle DC-15A "WEAPON DAMAGE 14, CRITICAL HIT DAMAGE +9, CRITICAL CHANCE 17%, RANGE Medium, MELEE DAMAGE 10", Blaster Rifle WESTAR-M5 "12, +11, 20%, Medium, 10", Blaster Pistol G40-5 "9, +10, 17%, Short, 10"; and an inventory grouped into BARREL, CELL, SCOPE and STABILIZER. Mods carry a rarity word and a credit value — "ION MODULATOR | WEAPON MOD | BASIC — Increases Blaster Damage against Droids by +1 and against Ray Shields by +16", VALUE 200, shown under CELL; "DUAL COIL CONDENSER | WEAPON MOD | SUPERIOR — Increases Critical Hit Damage by +3 when firing this blaster", VALUE 350; "GRADE II ION MODULATOR | WEAPON MOD | SUPERIOR", against Ray Shields by +24, its Droid figure and its value partly obscured. In-game glossary panels define BLASTER ATTACK ("all attacks that use the Operator's primary blaster… Attacks that use a secondary blaster are considered Sidearm Attacks"), DROID ("weak against Ion effects and cannot be Healed"), CRITICAL HIT ("A hit that strikes a weak point, doing additional Damage on top of the equipped weapon's Base Damage") and PASSIVE ("benefits that are always active… never require AP").