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Zero Company Builds

Ability

Zero Company Brutal Strike

The Soldier's melee attack: it Dazes its target, and at final rank stuns instead.

Confirmed
Confidence
Confirmed
Verified
28 August 2026
Version
Pre-release evidence, plus retail launch-build ability cards (August 2026)

What it does

A melee action costing 1 Action Point, usable once per turn. Deals melee damage and applies Dazed, which prevents the target attacking on its turn. Retail ability cards give its base damage as 12, 13, 14, 15 and 16 across the first five ranks, reaching 18 at the sixth, where it applies Stunned instead of Dazed. Unlike Bull Rush it adds no movement of its own and does not push.

Belongs to
Soldier
Cost
Action Points
Ultimate
No
Tags
debuff, single-target

Focus Tree

Every rank, and what each one changes

Focus Points buy these steps in order. Several change what the ability does rather than making it bigger, so the last row is worth reading before committing to the first.

Retail-reportedRetail 1.0 ability tables, August 2026 — per-tier values, no costs

The ladder carries its own evidence, and it is weaker than the ability’s. EA published what each ability does at its first rank; guide writers read the rest off the shipped game’s Focus Tree. Nothing here has been reproduced by this site, and no source has published what any rank costs.

RankWhat it does
Tier 112 Base DMG
Tier 213 Base DMG
Tier 314 Base DMG
Tier 415 Base DMG
Tier 516 Base DMG
Tier 618 Base DMG

Build value

Why it matters when you are planning a squad

Damage and damage prevention bought with one action, which is unusual enough to be underrated. It also benefits from the general melee rule: movement and the attack together cost a single Action Point unless extra distance is needed, so a Soldier already close can strike and still act. Switching off a priority target for a turn is often worth more than the damage — and at final rank, stunning one and shooting it is a full combo on its own.

Other Soldier abilities

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

  • 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

  • Ultimate Star Wars Zero Company Classes Guide

    Hack the Minotaur · Tier 3 — Retail review · accessed 1 September 2026

    Supports: Per-class ability tables. Soldier — Rocket Strike "Tier 1: 12 Base DMG / Tier 2: 16 Base DMG / Tier 3: 20 Base DMG / Tier 4: 24 Base DMG / Tier 5: 28 Base DMG / Tier 6: 34 Base DMG; applies Vulnerable"; Brutal Strike "1 AP" with "Tier 1: 12 Base DMG" rising 13, 14, 15, 16 to "Tier 6: 18 Base DMG" and a Daze effect; Strength increasing melee damage and grenade throw range across six tiers to "+6 Melee Damage; +6m throw range"; Armsmaster "Increases Blaster Damage and Grenade Damage by +2. Cannot Upgrade". Assault — Sweeping Salvo "Costs 4 Advantage". Gunslinger — Open Fire "Costs 9 Advantage", upgradeable to fire 3 times at Tier 6. Scout — Combat Recon granting "+1 Advantage for each assessed enemy" over ranges of "16m to 24m" with areas expanding to "7m". Bylined Hack The Minotaur, updated 2026-08-27. Re-read 2026-09-01, when the page header gave "Latest Update: August 31, 2026". Four claims taken on that pass, none of them present on 2026-08-28. On the unlock point: "Operators can unlock a Secondary Specialization once you hit Cycle 18 in game." On pairing: "you can't double up" on the same class, with "The exception to this is the Astromech class and Tel-Rea". On the secondary's ceiling, which is the claim to read carefully because no other publisher makes it: Secondary Specializations "allow you to use all the abilities for that class but they're Focus Tree upgrades cannot go past Tier 5, so a Secondary Spec will always be slightly weaker than if you had used it as your Primary Specialization." And on the class count: "Star Wars Zero Company has 12 classes split into 8 standard Specializations available to any operator and 4 exotic classes", the eight named as "Assault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter, and Soldier" and the four exotic as Jedi Padawan, Mandalorian Warrior, Astromech and Clone Commando. **Nothing has been taken here from that last name.** It is the first naming of this database's unrecorded fourth exotic class, it is a bare name with no described ability, and it is one publisher's — so it is a research lead recorded in `content/exotic-classes.ts` rather than a record.

  • Star Wars Zero Company: Specializations Tier List

    GameRant · Tier 3 — Retail review · accessed 28 August 2026

    Supports: Assault entry — "Sweeping Salvo, which acts as a close-range AoE Disorient (-20% Chance-To-Hit) that also deals solid damage, is up there with the best offensive abilities in the game, and it costs just 4 Advantage." Soldier entry — "Rocket Strike (Ultimate): Fire a powerful rocket that explodes on impact, damaging all targets in the blast", "Brutal Strike (Standard): Rush and strike a target, dealing Melee Damage and Dazing", "Armsmaster (Passive): Increases Blaster Damage and Grenade Damage by +2", with no Advantage cost given for Rocket Strike. Gunslinger entry — "Open Fire (Ultimate): Fire 2 Times at any combination of enemies", with no cost given. Bylined William Parks, published 2026-08-27

  • STAR WARS Zero Company™ Specializations and Weapon Classes

    EA Help · Tier 1 — Official · accessed 30 August 2026

    Supports: "Every Specialization includes a unique set of abilities" and "Each Specialization includes three types of abilities" — Ultimate ("a Specialization's most powerful ability"), Standard ("an active ability you can use during combat") and Passive ("always-active abilities... without needing to be activated"). Note that this is three *types*, not three abilities: nothing on the page says how many Passives a Specialization has, and the per-Specialization ability lists sit behind collapsed accordions that are not in the retrieved text. "Most abilities cost Action Points (AP) to use... These special abilities cost Advantage instead of AP. Advantage is a shared resource that your squad can earn as a battle progresses." On authored characters: "Authored Operators have assigned Talents that you can't change, and some Authored Operators have Specializations that you can't change." On dual specialization: "Later in the game, you'll be able to choose an additional specialization for your Operators." Combat stat definitions — Weapon Damage "The amount of damage dealt by the weapon when attacking"; Critical Hit Damage "The additional damage applied when an attack Critically Strikes"; Critical Chance "The chance the weapon has of critically striking a target for extra damage"; Range "The optimal weapon range for combat. Attacking outside of this range incurs a Strike Penalty." All four Weapon Class panels, read on 2026-08-30 by expanding the page's accordions in a browser — combat stats as printed: Blaster Rifle "Weapon Damage 10, Critical Hit Damage +6, Critical Chance 5%, Range Medium"; Repeater "8, +4, 5%, Medium"; Blaster Pistol "6, +4, 5%, Short"; Longarm Blaster "12, +12, 5%, Long". **All four are 5%.** Action types and costs, verbatim: the Blaster Rifle is fired "once per turn as a Fast Weapon using 1 x AP" with "additional shots in the same turn cost 2 x AP"; the Blaster Pistol "is a Fast Action weapon, which means each shot costs 1 x AP"; the Longarm Blaster "is a Slow Action weapon, which means each shot costs 2 x AP"; and the Repeater "deals significantly more damage if you invest additional AP while firing it. The more AP you spend, the more Rapid Fire Damage it deals", with no fixed figure given. The eight per-Specialization panels expand too, but their ability lists are **inside screenshots** rather than in text — the Assault panel's image reads "SWEEPING SALVO / ULTIMATE / Unleash aggressive blaster fire that deals damage and Disorients all enemies within a large cone", "BULL RUSH / STANDARD / Charge into an enemy, dealing Melee Damage and Pushing it backwards", "FLEET OF FOOT / PASSIVE / Increases this Operator's First Movement by 1.0m", "STRIKE THE FLANKS / PASSIVE / This Operator gains a +20% Critical Chance bonus against Exposed enemies". An image caption on the same page names a "Final Action attack". Page header "Updated 2 days ago", retrieved 2026-08-30.