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Zero Company Builds

Ability

Zero Company Bull Rush

The Assault's melee charge: it grants bonus movement, cannot miss, and pushes its target.

Preview-reported
Confidence
Strongly supported
Verified
23 August 2026

What it does

A melee charge that grants 2 metres of bonus movement at first rank, rising to 8 across five ranks, then slams into the target and pushes it backwards. A pushed enemy that collides with anything takes 4 impact damage. Being melee, it cannot miss, and it still receives the Assault's Strike the Flanks critical bonus.

Belongs to
Assault
Cost
Action Points
Ultimate
No
Tags
displacement, anti-cover, mobile

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 18 Base DMG; +2 movement range
Tier 29 Base DMG; +3 movement range
Tier 310 Base DMG; +4 movement range
Tier 411 Base DMG; +5 movement range
Tier 512 Base DMG; +6 movement range
Tier 614 Base DMG; +8 movement range

Build value

Why it matters when you are planning a squad

Stacked with a fully invested Fleet of Foot, the charge carries an Assault 11 extra metres on its first movement — often the length of the arena — which collapses a three-Action-Point crossing into one. The push is the other half: an enemy shoved off a cliff, into a void or down a turbolift shaft dies outright regardless of its health, which is the cheapest kill in the game and entirely free of the hit-chance roll.

Other Assault abilities

Sources

  • 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™ 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.