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Zero Company Builds

Ability

Zero Company Electro Web Dart

Cly Kullervo shocks one enemy, halving its movement and ignoring its evasion.

Preview-reported
Confidence
Strongly supported
Verified
20 August 2026
Version
pre-release preview build (August 2026)

What it does

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.

Belongs to
Cly Kullervo
Cost
Advantage
Ultimate
No
Tags
debuff, single-target, advantage-spender

Build value

Why it matters when you are planning a squad

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.

Cly Kullervo's other abilities

Sources

  • Star Wars: Zero Company Hands-on Preview — XClones

    Checkpoint Gaming · Tier 3 — Hands-on preview · accessed 13 August 2026

    Supports: Advantage section — the Scout specialisation having several abilities that accumulate Advantage at a rapid pace, and the Scout/Cly pairing; Cly's electrified darts and chained electrocution; the specialisation kit structure of one or two passives, an action and one Advantage ability; the Bond system's choice of one of three shared stat boosts; the randomly selected assist each turn. Published 2026-08-12

  • 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