Ability
Zero Company Identify Weakness
Scoundrel ability that applies Vulnerable, guaranteeing a critical hit on the next attack.
- Confidence
- Confirmed
- Verified
- 14 August 2026
What it does
A Fast Action costing 1 Action Point. Applies Vulnerable to a single enemy, and the next attack against that enemy critically hits. Each rank extends its range; the final rank applies Vulnerable twice, so the next two attacks both crit.
- Belongs to
- Scoundrel
- Cost
- Action Points
- Ultimate
- No
- Tags
- critical-setup, debuff
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.
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.
| Rank | What it does |
|---|---|
| Tier 1 | 12m range |
| Tier 2 | 16m range |
| Tier 3 | 20m range |
| Tier 4 | 24m range |
| Tier 5 | 28m range |
| Tier 6 | Vulnerable x2 on target in 28m range |
Build value
Why it matters when you are planning a squad
A guarantee, not an improved chance — which is what makes it worth saving for the squad's largest hit rather than its next one. Spent on a Precision Shot that cannot miss and carries +50% critical damage at max rank, it produces the biggest single hit available. Its limitation is timing: Vulnerable is wasted unless a teammate can act on it before the turn ends.
Other Scoundrel 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
- 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.