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Zero Company Builds

Ability

Zero Company Zero In

The Sharpshooter's self-buff: stacks of Lethal that raise hit and critical chance, lost on any movement.

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

What it does

Cast on the Sharpshooter itself, granting 3 stacks of Lethal. Each stack is worth +5% chance to hit and +3% critical chance, so the opening rank gives +15% and +9%. Ranks raise it to 8 stacks, for +40% chance to hit and +24% critical chance. All stacks are lost if the Operator moves or is knocked out of place.

Belongs to
Sharpshooter
Cost
Action Points
Ultimate
No
Tags
single-target, critical-setup, high-ground

Build value

Why it matters when you are planning a squad

It buffs the Operator rather than the weapon, so a dual-specialized Sharpshooter can pour +40% chance to hit into a Gunslinger's Quick Draw chain — a chain that otherwise carries its own hit penalty. That is the strongest argument for dual specialization in the game. The cost is positional: Zero In makes standing still a build decision with a number attached, and it makes enemy displacement a hard counter that strips the buff without dealing damage.

Other Sharpshooter abilities

Sources

  • I played 54 hours of Star Wars Zero Company

    Dantics · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 5:26–11:55 — an injury is taken only on being reduced to zero health; normal, hard and expert named, plus an Ironman-style toggle; crisis operations; weapon mods slotted freely before missions; a second Specialization after cycle 18; every Bond level granting Focus Points and one of three joint training bonuses; the Sharpshooter's unmissable shot and the Soldier's rocket barrage

  • 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