Ability
Zero Company Combat Stim
Medic ability that temporarily increases a teammate's damage and health.
- Confidence
- Confirmed
- Verified
- 14 August 2026
- Version
- pre-release (no retail build)
What it does
Throws a stim to a target ally — or uses it on the Medic — granting the Stimulant buff, which raises max health and damage for two turns. Each rank increases the duration and the values; at the final rank the buff lasts the whole fight and grants +3 damage and +12 health. The health arrives as temporary health added on top of current HP, so an Operator at 1 HP jumps to 13.
- Belongs to
- Medic
- Cost
- Action Points
- Ultimate
- No
- Tags
- sustain, multi-target
Build value
Why it matters when you are planning a squad
A buff and a heal bought with the same action, which is what makes it the most efficient support ability in the game. Because the damage bonus is flat and applies to each attack, it is worth the most on the Operator making the most separate attacks in a turn — the Gunslinger. Aimed at an Assault instead, the temporary health is what lets a squad be reckless about advancing into the open.
Other Medic abilities
Sources
- Star Wars Zero Company: How Some of the Greatest Minds in Tactics Games are Pushing the Genre, Again
Xbox Wire · Tier 2 — Developer interview · accessed 6 August 2026
Supports: Greg Foertsch and James Brawley on the eight Specializations, Combat Stim + Gunslinger synergy, Advantage, and Specialization changes on authored characters