Ultimate ability
Zero Company Sweeping Salvo
The Assault's Ultimate: a cone of blaster fire that damages and Disorients every enemy caught in it.
- Confidence
- Confirmed
- Verified
- 10 September 2026
- Version
- Retail 1.1, 9 September 2026 — official patch notes
What it does
Costs 4 Advantage rather than an Action Point. Sweeps a large cone with blaster fire, damaging everything inside it and applying Disoriented, which imposes a 20% chance-to-hit penalty on the affected enemies. **The cone is the whole of its reach**: from Patch 1.1 enemies outside the targeting cone are no longer hit, which the launch build did. Usable three times per combat, with no limit on how many of those come in one turn. Retail ability cards give its base damage as 14, 15, 16, 17 and 18 across the first five ranks, reaching 20 at the sixth, and its effective range as 12 metres widening to 18. It scales with blaster damage mods and effective range, and cannot critically hit until the sixth rank removes that restriction.
- Belongs to
- Assault
- Cost
- Advantage
- Ultimate
- Yes — this is the Specialization's signature ability
- Tags
- multi-target, debuff, advantage-spender, mitigation
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 | 14 Base DMG; 12.0m Range |
| Tier 2 | 15 Base DMG; 13.0m Range |
| Tier 3 | 16 Base DMG; 14.0m Range |
| Tier 4 | 17 Base DMG; 15.0m Range |
| Tier 5 | 18 Base DMG; 16.0m Range |
| Tier 6 | 20 Base DMG; 18.0m Range; can now Critically Strike |
Build value
Why it matters when you are planning a squad
The only Ultimate that is a defensive tool bought with an offensive resource: dropping a group's accuracy by 20% mitigates more damage than most heals restore. At 4 Advantage it is also the cheapest Ultimate priced so far — under half of Open Fire's 9, and affordable twice over on a pool that caps at 10 — which makes the three-per-combat cap the real constraint rather than the price. Past the third use, saving Advantage for it is waste. The crit restriction is what makes the sixth rank worth reaching, because until then the Assault's own Strike the Flanks bonus does nothing for its biggest attack. **Aim it more carefully than the launch build asked you to.** Patch 1.1 stopped it hitting enemies outside the cone, so its effective coverage is smaller and more strictly defined than the behaviour a 1.0 player got used to. Anyone who watched it catch a straggler off to one side was watching a bug, and a turn planned on that happening again will come up short. This is also what the rank ladder is buying: 12 metres widening to 18 is the difference between a cone that has to be aimed and one that can be pointed. It is the strongest argument on this site for giving the Assault's Ultimate to a Heavy. Intimidating Posture Taunts on a blaster hit, a launch-week guide reports that Taunt firing from blaster-based area attacks and Assist Attacks too, and this is a blaster-based area attack covering up to eighteen metres. A Heavy holding it Taunts everything the cone contains, for 4 Advantage and no Action Point.
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: turn-based tactics that aren't just for XCOM experts
IGN · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 2:15–12:39 — Advantage earned from successful attacks; four difficulty settings; ringing a droideka with Overwatch cones; Bonds granting health and critical damage; changing Hawks' species at the Den; the Bespin guest mission; preview-build defects including shots passing through solid cover
- Ultimate Star Wars Zero Company Assault Build and Class Guide
Hack the Minotaur · Tier 3 — Retail review · accessed 28 August 2026
Supports: Sweeping Salvo ability table — "Costs 4 Advantage"; base damage "Tier 1: 14" rising 15, 16, 17, 18 to "Tier 6: 20"; effective range expanding from 12.0m at Tier 1 to 18.0m at Tier 6; "This attack cannot score Critical Hits" printed on Tiers 1 through 5 and "can now Critically Strike" at Tier 6. Bylined Hack The Minotaur, updated 2026-08-27
- Ultimate Star Wars Zero Company Classes Guide
Hack the Minotaur · Tier 3 — Retail review · accessed 1 September 2026
Supports: Per-class ability tables. Soldier — Rocket Strike "Tier 1: 12 Base DMG / Tier 2: 16 Base DMG / Tier 3: 20 Base DMG / Tier 4: 24 Base DMG / Tier 5: 28 Base DMG / Tier 6: 34 Base DMG; applies Vulnerable"; Brutal Strike "1 AP" with "Tier 1: 12 Base DMG" rising 13, 14, 15, 16 to "Tier 6: 18 Base DMG" and a Daze effect; Strength increasing melee damage and grenade throw range across six tiers to "+6 Melee Damage; +6m throw range"; Armsmaster "Increases Blaster Damage and Grenade Damage by +2. Cannot Upgrade". Assault — Sweeping Salvo "Costs 4 Advantage". Gunslinger — Open Fire "Costs 9 Advantage", upgradeable to fire 3 times at Tier 6. Scout — Combat Recon granting "+1 Advantage for each assessed enemy" over ranges of "16m to 24m" with areas expanding to "7m". Bylined Hack The Minotaur, updated 2026-08-27. Re-read 2026-09-01, when the page header gave "Latest Update: August 31, 2026". Four claims taken on that pass, none of them present on 2026-08-28. On the unlock point: "Operators can unlock a Secondary Specialization once you hit Cycle 18 in game." On pairing: "you can't double up" on the same class, with "The exception to this is the Astromech class and Tel-Rea". On the secondary's ceiling, which is the claim to read carefully because no other publisher makes it: Secondary Specializations "allow you to use all the abilities for that class but they're Focus Tree upgrades cannot go past Tier 5, so a Secondary Spec will always be slightly weaker than if you had used it as your Primary Specialization." And on the class count: "Star Wars Zero Company has 12 classes split into 8 standard Specializations available to any operator and 4 exotic classes", the eight named as "Assault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter, and Soldier" and the four exotic as Jedi Padawan, Mandalorian Warrior, Astromech and Clone Commando. **Nothing has been taken here from that last name.** It is the first naming of this database's unrecorded fourth exotic class, it is a bare name with no described ability, and it is one publisher's — so it is a research lead recorded in `content/exotic-classes.ts` rather than a record.
- Star Wars Zero Company: Specializations Tier List
GameRant · Tier 3 — Retail review · accessed 28 August 2026
Supports: Assault entry — "Sweeping Salvo, which acts as a close-range AoE Disorient (-20% Chance-To-Hit) that also deals solid damage, is up there with the best offensive abilities in the game, and it costs just 4 Advantage." Soldier entry — "Rocket Strike (Ultimate): Fire a powerful rocket that explodes on impact, damaging all targets in the blast", "Brutal Strike (Standard): Rush and strike a target, dealing Melee Damage and Dazing", "Armsmaster (Passive): Increases Blaster Damage and Grenade Damage by +2", with no Advantage cost given for Rocket Strike. Gunslinger entry — "Open Fire (Ultimate): Fire 2 Times at any combination of enemies", with no cost given. Bylined William Parks, published 2026-08-27
- 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.
- STAR WARS Zero Company — Patch 1.1 Notes
Electronic Arts · Tier 1 — Official · accessed 14 September 2026
Supports: Published 9 September 2026, the first post-launch patch; re-read in full on 14 September 2026, when it was still the newest entry on EA's News & Updates page. **Every item below is listed by EA under bug fixes**, which is what makes each one a statement about 1.0 as well as about 1.1. Secondary Specializations: their passive Cross Trainings "now correctly enter the selection pool at Relationship +8", and Secondary Specializations "now count for Specialization-specific Operation requirements and results". Chance-to-Hit: attacks displayed at 100% "can no longer erroneously miss". Scattergun: Tiers II, III and IV "no longer incorrectly use Tier I values". Droid Dismantler: Harmony "is granted only on Droid deaths, not on every enemy death". Tel-Rea: the Ranged Damage Cross Training bonus "is now applied once rather than twice" to her Force attacks, and Critical Damage bonuses "now correctly apply" to them. DC-17m Anti-Armor: it "can now critically hit" and "receives damage bonuses that apply to grenades". Ion Blasters "no longer double Critical Damage". Sweeping Salvo: "enemies outside the targeting cone are no longer hit". A Life of Labor II "can no longer infinitely accumulate bonuses when purchased repeatedly". Immovable: the status "now provides its intended bonuses". Bacta Tank, missed on the first read and added 14 September: "Fixed an issue where the Bacta Tank could be used more than one in a cycle" — EA's wording, typo included; the intended rule is one use per cycle. Overwatch, three lines, quoted verbatim on 14 September because the first pass had paraphrased the first of them too loosely: "Fixed an issue where Overwatch shots triggered against attackers caused the enemies to fire through solid objects at Operators they couldn't see" — an enemy-side line-of-sight failure, not the player's reaction shots passing through walls; "Fixed some instances of Overwatch triggering on a unit outside of the targeting cone"; and "Fixed various Overwatch issues that caused enemies and Operators to be unintentionally attacked". A fourth mentions it in passing: "Fixed a turn ordering issue that caused the Coil Captain to heal a target already slain by Overwatch". **Checked for and absent**: any figure for anything — no Scattergun tier statistics, no Harmony amount, no DC-17m damage, no figure for what Immovable now provides, no Bacta Tank cost. Also absent: any fix for Overwatch *failing* to trigger. Every Overwatch line corrects a shot that should not have happened, and none claims a shot that should have happened now does.
- Star Wars Zero Company Heavy Class Guide: Abilities and Builds
VULKK · Tier 3 — Retail review · accessed 10 September 2026
Supports: Published 9 September 2026, the same day as Patch 1.1, and **it does not state which build it was written against** — which is why nothing taken from it is filed as 1.1 behaviour. Bulwark reported at "up to 24m cast range" with an "8m area" and its Defense bonus "scaling from +2 to +6": all three reproduce `retail-htm-heavy` exactly, and are the first corroboration that ladder has had. Unstoppable "costs 1 AP", "starts with 2 Retaliation stacks", and at maximum rank "can be applied to allies" and permits "up to 4 Retaliation stacks" — the AP cost and the four-stack ceiling appear on no other source read in this pass. Impact Underlay "reduces incoming melee damage by 50%", the first published effect for any Underlay outside the Reinforced line. On Intimidating Posture: its Taunt "also triggers from blaster-based AoE attacks and from Assist Attacks", and the guide draws the conclusion itself — a Heavy with Sweeping Salvo "can Taunt every enemy the cone hits". **Checked for and absent**: any Advantage cost for Bulwark, which remains unpublished everywhere.