Exotic class
Zero Company Mandalorian Warrior class guide
Cly Kullervo's exclusive class, built around a jetpack, dual blasters and thermal detonators.
- 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-reportedFor 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-reportedCreates 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.
Builds using the Mandalorian Warrior
- Scout Advantage Battery TheorycraftOpen in Squad Builder →
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