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Zero Company Builds

Exotic class

Zero Company Mandalorian Warrior class guide

Cly Kullervo's exclusive class, built around a jetpack, dual blasters and thermal detonators.

Confirmed
Confidence
Confirmed
Verified
20 August 2026
Version
pre-release (no retail build)

Quick answer

Highly mobile close-to-medium attacker that repositions by jetpack and scatters enemies on landing.

Available to
Cly Kullervo
Range
close, medium
Tags
mobile, displacement, anti-cover, debuff, advantage-spender
Fixed Talent
Combat Jump

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 Cly Kullervo as a primary, and she cannot change it — 'gunslinger' in her official description is flavour, not a Specialization. She can add any of the eight as a secondary once dual Specializations unlock.

The practical consequence is that this class and its Operator are a single decision. Taking Cly Kullervo 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.

  • Electro Web Dart

    Preview-reported

    For 2 Advantage, shocks a single target. It halves that enemy's movement and ignores evasion, so it lands regardless of how hard the target is to hit. The target is then tagged for Electro Web Surge.

    Build value: Judged alone it is unremarkable, and it is not meant to be judged alone: its job is placing the tag that Electro Web Surge detonates. That makes it the setup half of the only two-step combination on the roster, and it wants spending on several enemies in a turn rather than on the most dangerous one. Ignoring evasion is the quiet detail — the setup cannot be denied by a target that is simply hard to hit.

  • Electro Web Surge

    Preview-reported

    Creates an electrical blast centred on Cly and a second blast around every enemy tagged with Electro Web Dart. The blasts ignore Defense. Where two blasts overlap, an enemy caught between them takes both.

    Build value: The payoff half of the roster's only setup-and-detonate pattern, and the reason Cly is described as Advantage-hungry: roughly 10 Advantage buys three darts and the detonation, which is the whole pool in one turn. Ignoring Defense is what makes it worth that price — Defense is flat damage reduction here, so armoured targets that blunt ordinary attacks take this in full. Placing the darts so the blasts overlap is the difference between a good turn and a decisive one, which makes it the most positioning-dependent ability on this site.

What we don't know yet

The game has not been released. These are open questions we have chosen not to guess at.

  • Electro Web Surge's Advantage cost on its own. Only the combined 10-Advantage figure for three darts plus the detonation is published.
  • How much damage either electrical ability deals, and the radius of the Surge blasts.
  • How long a dart's halved movement lasts.
  • Which secondary Specializations are offered to her in practice, and whether the Mandalorian Warrior tree keeps developing alongside one.
  • Whether the +3 armour Defense stacks with cover, or replaces it.

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

  • I played Star Wars Zero Company early — new gameplay and details

    Star Wars HQ · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 5:01–12:48 — one full combat mission per cycle; Hawks alone cannot permanently die; the exotic classes restricted to Cly, Tel-Rea and astromechs; recruitment refreshing each cycle with a name, Talent, Specialization and weapon type; Medbay bed and Bacta Tank costs; ignoring Operations granting enemies lasting upgrades

  • 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