Ability
Zero Company Self Repair
The astromech heals half its own maximum health, spending whatever Action Points it has left.
- Confidence
- Strongly supported
- Verified
- 8 September 2026
- Version
- Pre-release evidence, plus retail launch-build ability cards (August 2026)
What it does
Restores 50% of the astromech's maximum health, consuming its remaining Action Points as a final action. It is available every turn. Astromechs cannot be healed by Medpacs, which say so on the item card — "Cannot be used on Droids" — so this is the only way a droid recovers.
- Belongs to
- Astromechs
- Cost
- Action Points
- Ultimate
- No
- Tags
- sustain, mitigation
Focus Tree
This ability has no Focus Tree row
This one cannot be upgraded. Every Specialization has one passive that is fixed at the value above — the Heavy has two — which is why a class with four abilities shows three rows in the Focus Tree. No Focus Points make it better.
Build value
Why it matters when you are planning a squad
The strongest heal in the game and the reason a droid can stand where nothing else can. Half a health bar a turn, with a +2 Defense passive under it, means an astromech in the open is not a mistake — it is the plan, and it keeps enemy fire off Operators whose health does not come back. The cost is the honest part: it takes the turn. A droid that heals is a droid that handed out no Action Points, cast no scan and threw no grenade, so the decision is really about whether the squad needs the AP more than the droid needs the health. Play it as a tank that pays for its own healing in tempo, not as a reaction to being hurt.
Astromechs's other abilities
- Zero Company Astromech comm link
- Zero Company Astromech enhanced scanner
- Zero Company Coordinated Support
- Zero Company Extended Storage
- Zero Company Storage Optimization
- Zero Company Improved Motors
- Zero Company Hardened Frame
- Zero Company Built-in Thrusters
- Zero Company Predictive Analytics
- Zero Company Deep Target Scan
- Zero Company Self Preservation
- Zero Company Telemetry
- Zero Company Perfect Integration
Sources
- Star Wars Zero Company: How the Astromech Class Works
allthings.how · Tier 3 — Retail review · accessed 8 September 2026
Supports: Bylined Kabir Anand, updated 2 September 2026. On the self-heal, verbatim: Self Repair "Consumes all remaining AP to restore 50% of the droid's maximum health." **This is the source that contradicts Mobalytics** on whether spending more AP heals more; both readings are recorded and the disagreement sits on the record. On capacity: an astromech has "all three unlocked" Utility slots, and with both storage passives "one Impact Bomb becomes three throws" — the third independent statement of the three-uses figure, after `retail-questdaily-astromech` and `retail-mobalytics-astromech`. On the class: astromechs are "locked to a single specialization called Astromech". **Checked for and absent**: any mention of Analytics, and any interaction between two astromechs.
- Astromechs: How to Play the Strongest Character in Star Wars Zero Company
Mobalytics · Tier 3 — Retail review · accessed 8 September 2026
Supports: Bylined Mobalytics, "Updated on Sep 7, 2026". Read in a browser; the page returns 403 to an automated fetch, the same retrieval note that travels with `retail-mobalytics-zones`. On capacity, verbatim: "Astromechs get three utility slots and three uses per item, for nine total charges a mission instead of the usual one or two." On the self-heal: "Send the Astromech into the open and it can heal a large portion of its own health every turn, with a minimum of 50% of its max health, up to 100% if you spend all your AP on it", and "the Mech can't heal itself with Medpacs, but they're weaker than its self-heal anyway". On multiple droids: "Running two or more Astromechs stacks everything above. Two Astromechs feeding Action Points into a single fast, mobile Operator like Cly can let that Operator chain attacks well beyond what a normal turn allows, generating enough Advantage from each hit to keep the loop going. As a Gunslinger, she can then stack up immense Onslaught damage, or set up a huge Electro Web team nuke." On the Ultimate: "for 10-6 Advantage (depending on upgrades), it grants extra Action Points to the entire squad, INCLUDING ITSELF, once per fight", producing "somewhere between five and eight extra actions across that turn". On the Talent: "once its ability tree is fully upgraded, the once-per-turn limit on that sharing disappears". Build advice names a Focus Point price no other source prints: "Built-In Comlink 2 (3 is ideal, but 13 Focus Points is a lot)". **One naming error, recorded rather than followed**: "If you unlock the Self Preservation passive you permanently boost a random ally's defense by +1 whenever you're attacked." That effect is Perfect Integration on the ability card `retail-htm-astromech` reproduces, and Self Preservation there grants the droid 1 AP after an Overwatch or Retaliation hit. The card is taken as correct and this sentence as a mix-up.