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Zero Company Builds

Ability

Zero Company Uppercut

Kabb Uppercut's signature ability, which knocks an enemy out of cover.

Confirmed
Confidence
Confirmed
Verified
20 August 2026
Version
pre-release (no retail build)

What it does

Once per turn, for 1 Action Point plus more depending on the distance travelled, Kabb rushes an enemy, strikes them for melee damage and knocks them backwards. A kill refunds every Action Point the ability consumed, the travel included.

Belongs to
Kabb Uppercut
Cost
Action Points
Ultimate
No
Tags
displacement, anti-cover, mobile

Build value

Why it matters when you are planning a squad

The second confirmed displacement tool, and the only one that can be free. Same use as Force Push — expose a target for a ranged finisher, or push it into a reaction cone — but the refund makes it a movement ability as much as an attack: cross the map, kill something ordinary on arrival, and get the whole cost back. Against rank-and-file enemies that turns positioning into something Kabb does for nothing, which is why he suits classes that are normally starved of Action Points by repositioning.

Sources

  • Lead Zero Company To Victory on August 27

    Electronic Arts · Tier 1 — Official · accessed 6 August 2026

    Supports: Operator introductions; 3 Action Points per turn; Advantage caps at 10; the eight Specializations; Bonds in the Personnel Facility; Hawks' species options

  • 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