Talent
Zero Company Combat Jump Talent
Cly Kullervo's fixed Talent: a jetpack leap that displaces enemies where she lands and sets them Burning.
- Confidence
- Confirmed
- Verified
- 23 August 2026
Quick answer
For 2 Advantage and no Action Point, Cly uses her jetpack to leap to a target location and shove nearby enemies out of the way. It triggers neither Overwatch nor retaliation attacks. Ranks raise the range; the final rank also applies four stacks of Burn to enemies near where she lands.
- Available to
- Cly Kullervo only — fixed, and it persists across every Specialization
- Cost
- Advantage
- First rank
- A jetpack leap for 2 Advantage that costs no Action Point and shoves enemies aside on landing.
- Max rank
- Longer range, plus four stacks of Burn on nearby enemies — 4 damage, then 2, then 1.
- Tags
- mobile, displacement, anti-cover, debuff
Build value
What this Talent is actually for
Very likely the best positioning tool in the game, and the reason is the cost line rather than the effect: no Action Point, and it provokes neither Overwatch nor retaliation, so there is nothing the enemy can do about it. Capturing an objective, taking high ground, or landing beside someone standing near a ledge and introducing them to gravity are all the same action. The Burn at the top rank is small — 4 damage, then 2, then 1 — but it is free damage bolted to something already worth doing. What it costs is the squad's shared Advantage, and that is the real constraint on her: 2 Advantage a jump is cheap individually and expensive in a squad that cannot fill the pool.
Focus Tree
Every rank, and what each one changes
Focus Points buy these steps in order. Several of them change what the Talent does rather than making it bigger, so the last row is worth reading before you commit to the first.
The ladder carries its own evidence, and it is weaker than the Talent’s. EA named these Talents; guide writers read the numbers off the shipped game’s Focus Tree. Nothing here has been reproduced by this site.
| Rank | What it does |
|---|---|
| Tier 1 | Jump up to 14m. |
| Tier 2 | Jump up to 17m. |
| Tier 3 | Jump up to 20m. |
| Tier 4 | Jump up to 23m; inflicts 4 stacks of Burning. |
Sources
- All Star Wars Zero Company Focus Trees and Skills
Hack the Minotaur · Tier 3 — Retail review · accessed 1 September 2026
Supports: Every Focus Tree in one index, with a per-tier table for each ability. Jedi Padawan — Shockwave (Ultimate) "Drive the Force outward in a focused burst, dealing Force Damage and Pushing nearby enemies back. Costs 6 Advantage", six tiers of "18 Base DMG; Area Effect 5.0m" rising to "30 Base DMG; Area Effect 5.0m; Gain Harmony for each enemy hit"; Push (Standard) "Forcefully Pushes an enemy in the chosen direction, dealing Force Damage. +4 Impact damage for each object struck. Costs 1 AP", six tiers of 12, 13, 14, 15, 16, "18 Base DMG; also Disorients"; Nobel Stance (Final Action) "Increase Deflection by defending in place against Blaster Attacks... Increases Deflection Chance by +10% for each AP used", Cannot Upgrade; Padawan Training (Passive) five tiers "+30% Deflection Chance", "Movement +1.0m", "+10% Melee Critical Chance", "Equip a second Meditation", "Equip a third Meditation"; Move With The Force (Passive) "Tel-Rea can execute Vertical Jumps without climbing or using a ladder", Cannot Upgrade; and the fixed Talent Strong with the Force at five tiers, 2 stacks of Harmony rising to 6. Mandalorian Warrior — ElectroWeb Surge (Ultimate) "Costs 4 Advantage", six tiers 12 to 18 Base DMG; ElectroWeb Dart (Standard) "Costs 2 Advantage", six tiers of Effective Range 14.0m rising to 24.0m; Ruthless (Passive) five tiers "+2 Critical Damage" to "+6 Critical Damage"; Mandalorian Armor Training (Passive) "Cly gains base defense of 3 and a Jetpack, allowing her to execute free vertical transitions", Cannot Upgrade; and the fixed Talent Combat Jump at four tiers, "Jump up to 14m", 17m, 20m, "Jump up to 23m; inflicts 4 stacks of Burning". Astromech — Coordinated Support (Ultimate) "Grant all Operators 1 AP (Operators cannot have more than 3 AP)", six tiers costing 10 Advantage falling to 6 and granting 2 AP at tier 6; Enhanced Scanners (Standard) "All effected enemies are Scanned, negating all Defense and making those enemies easier to hit. Costs 1 AP", six tiers of Effective Range 14.0m to 24.0m with "Each target has a chance to be made Vulnerable" at tier 6; five passives marked Cannot Upgrade — Extended Storage and Storage Optimization both "All Utility Items that have limited uses can be used +1 additional time", Improved Motors "+1.0m Movement", Hardened Frame "+2 Defense", Built-in Thrusters "jump vertically without restrictions"; and the fixed Talent Built-In Comlink at three tiers, "+1 AP; 1 per turn", "2 per turn", "Unlimited". The eight standard Specialization tables reproduce the per-class guides already registered above. No Focus Point cost is given for any node. Bylined Hack The Minotaur
Pairings
Specializations it combines with
A Talent is chosen separately from a class, so these are combinations you assemble yourself rather than anything the game groups for you.
- Sharpshooter
Scattering a group out of cover on landing gives a long-range attacker several exposed targets at once.
- Scout
She is described as very Advantage-hungry, and the Scout is the only class that fills the shared pool on purpose.
Open questions
Points the shipped game has not yet answered for us, or that need a controlled comparison to state as fact — recorded rather than guessed at.
- Jump range in metres, at any rank, and the radius of the shove on landing.
- How many Burn stacks each rank grants below the maximum of four. That they scale across ranks is now reported; the ladder is not.
- Whether the four Burn stacks tick 4/2/1 and then stop, or continue decaying.
- Whether it can be used more than once in a turn if the Advantage is there.
- Whether the shove can push an enemy off a ledge for a kill, as her landing near one implies.
Other Talents
- Zero Company A Life of Labor Talent
- Zero Company Anticipation Talent
- Zero Company Cold Blooded Talent
- Zero Company Espionage Talent
- Zero Company Fortitude Talent
- Zero Company Grit Talent
- Zero Company Sabotage Talent
- Zero Company Taunt Talent
- Zero Company The Bigger They Are… Talent
- Zero Company Thievery Talent
- Zero Company Built-In Comlink Talent
- Zero Company Combat Gas Talent
- Zero Company Fearless Leader Talent
- Zero Company Final Shot Talent
- Zero Company For My Brothers Talent
- Zero Company Strong with the Force Talent
- Zero Company Uppercut Talent
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
- 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
- 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
- Star Wars Zero Company Beginner's Guide: Combat & Mechanics
VULKK · Tier 3 — Hands-on preview · accessed 23 August 2026
Supports: Talents and recruitment sections — Fearless Leader granting the squad increased assist damage, Defense and Chance-to-Hit while Hawks is deployed, with upgrades improving all three; Combat Jump moving Cly Kullervo to a target location, pushing nearby enemies and applying Burn, with upgrades raising both jump range and the number of Burn stacks; recruits arriving with a generated Name, Talent, primary Specialization, weapon type and backstory that can subsequently be adjusted at the Den. Published 2026-08-22