Skip to content
Zero Company Builds

Database · 10 evidenced pairings

Zero Company Bonds and Cross Training

Bonds are pair relationships that pay out permanent bonuses and most of your Focus Points. This page holds the values; the guide explains the system.

Verified
19 August 2026
Version
pre-release (no retail build)

A Bond is a relationship between two Operators that climbs through named tiers — Low, Neutral, High and Very High — and pays out a chosen bonus at every level. The bonus applies to both Operators, and one of the three options is Focus Points rather than a combat stat, which makes Bond pairing a progression decision as much as a squad one. Maximum Bond grants a Passive Ability instead, and no such passive has been named.

The relationship ladder

Pairs do not all start in the same place. Some begin below neutral because the characters dislike each other, so a Bond is as often repaired as built.

  1. 1

    Low

    Where several pairs begin. Starting below neutral is deliberate — some Operators dislike each other before you have done anything, so a Bond is as often repaired as built.

  2. 2

    Neutral

    The usual starting point for a pair with no history.

  3. 3

    High

    Reported by previewers as a named tier. It is no longer thought to be the top of the ladder.

  4. 4

    Very High

    Named by the pre-release trophy list, which asks you to reach it with specific pairings. Nothing states whether it is the maximum tier or the last one before it.

Cross Training, and which one to take

Reaching a Bond level offers the same three options every time, and the one you pick applies to both Operators in the pair. The choice is a choice — two previewers describe picking rather than being handed one — which is what makes Bond pairing plannable.

Timing Exercises

+5% Critical Chance.

The safest of the three. It pays out on every attack rather than on a narrow action, which makes it worth most on whoever attacks most often in a turn — a Gunslinger stacking Onslaught, not a Sharpshooter taking one shot.

Reflex Fire Training

+1 Overwatch Damage.

The narrowest. It pays only on turns an Operator actually holds a cone, which most never do. It stacks with the Sharpshooter's Pick Them Off, and outside that class it is usually the wrong pick.

Freeform Training

+2 Focus Points.

The only one that compounds. Focus Points buy ability and Talent ranks, so this converts a Bond level into scaling rather than into a flat modifier. On a pair that will reach several levels, taking Focus Points early and combat bonuses late is the obvious line.

Applies to
Both Operators in the pair
Offered at
Every Bond level, not only the maximum
Maximum Bond
A Passive Ability instead of the three above. None has been named.

Pairings evidenced to reach Very High

A pairing not listed here is unknown, not impossible. Every row below comes from a pre-release trophy asking the player to reach Very High Bond with that pairing. That is a list of achievements someone chose to write, not a compatibility matrix, and nothing states that other pairs cannot get there.
  • Hawks + TrickAchievement

    Evidenced by a pre-release trophy requiring this pairing to reach Very High Bond.

  • Hawks + Luco BroncAchievement

    Evidenced by a pre-release trophy requiring this pairing to reach Very High Bond.

  • Hawks + Kabb UppercutAchievement

    Evidenced by a pre-release trophy requiring this pairing to reach Very High Bond.

  • Hawks + Jae MordantAchievement

    Evidenced by a pre-release trophy requiring this pairing to reach Very High Bond.

  • Hawks + Cly KullervoAchievement

    Evidenced by a pre-release trophy requiring this pairing to reach Very High Bond.

  • Hawks + Tel-Rea VokossAchievement

    Evidenced by a pre-release trophy requiring this pairing to reach Very High Bond.

  • Trick + Luco BroncAchievement

    The one pairing a source describes as starting hostile: Umbara fought the clones. That a trophy exists for taking it to Very High means the starting animosity is repairable, not permanent.

  • Kabb Uppercut + Jae MordantAchievement

    Evidenced by a pre-release trophy requiring this pairing to reach Very High Bond.

  • Two Custom OperatorsAchievement

    Two Custom Operators. Recruits are not excluded from the relationship system, so a squad built without authored characters still progresses Bonds normally.

  • Two AstromechsAchievement

    Two Astromechs. The load-bearing row: droid-to-droid Bonds reach the top tier, which is what makes an all-astromech squad a progression strategy rather than only a legal one.

What is confirmed about Bonds

  • Bonds form between pairs of Operators, not across a squad.
  • Focus Points are mainly earned from Bonds, and every level grants them to both Operators.
  • Reaching a level offers a choice of one of three trainings, and both Operators receive it.
  • Calling for Backup, shared missions, shared Operations, Den time and approved dialogue all raise a Bond.
  • Bonds can fall, and a companion pushed far enough can leave the squad.
  • Maximum Bond unlocks a special Cross Training granting a Passive Ability.

The system, what raises a Bond and what it costs to lose one are covered on the Bonds guide and the Cross Training guide. Focus Points have their own page.

What we don't know yet

The game has not been released. These are open questions we have chosen not to guess at.

  • Every maximum-Bond Passive Ability. None has been named, and it is the strongest tier of the system.
  • Whether Very High is the top of the ladder or the step below it.
  • How many levels sit between each named tier, and how much progress each needs.
  • Whether pairings outside the ten recorded here can reach Very High. Almost certainly yes — but the trophy list is the only evidence of any pairing reaching it, and it names ten.
  • Whether the same Cross Training can be taken twice by one pair, and whether the bonuses stack.
  • How much a Bond decays from a disapproved decision, and how far it has to fall before an Operator leaves.

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

  • Complete Star Wars Zero Company Trophy List — How to Get All Achievements & Trophies

    Insider Gaming · Tier 2 — Achievement list · accessed 19 August 2026

    Supports: Full trophy table — Very High Bond as a named relationship threshold, and the named pairings reaching it, including two astromechs and two Custom Operators; completing a mission with four astromechs; equipping four Weapon Mods to one weapon (“Fully Geared”); applying a Focus Point; using Force Push or Pull to knock one enemy into another; knocking an enemy out of the combat space; defeating enemies from higher elevation; landing a shot at 10% or lower Chance-to-Hit and missing at 90% or greater; the difficulty tiers Story, Normal, Hard and Expert, and Expert with Beskar Mode. Published 2026-08-17

  • Star Wars Zero Company Trophies

    PSNProfiles · Tier 2 — Achievement list · accessed 19 August 2026

    Supports: Trophy list — independent corroboration of the trophy descriptions and of the Very High Bond terminology.

  • Star Wars Zero Company Xbox achievements

    TrueAchievements · Tier 2 — Achievement list · accessed 19 August 2026

    Supports: Achievement list — independent corroboration of the same requirements, including the four-Weapon-Mod achievement and the difficulty tiers.