Skip to content
Zero Company Builds

Talent

Zero Company Final Shot Talent

Jae Mordant's fixed Talent: it automatically finishes off enemies already below a health threshold.

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

Quick answer

Once per turn, when another Operator's attack leaves an enemy below a health threshold, Jae immediately fires and finishes them off — from anywhere on the map, before the triggering Operator's action has resolved. The shot cannot miss. Ranks raise the threshold. It does nothing while she is Downed.

Available to
Jae Mordant only — fixed, and it persists across every Specialization
Cost
Passive — no cost
First rank
Executes an enemy left on 4 health or less.
Max rank
Executes an enemy left on 10 health or less.
Tags
multi-target, single-target

Build value

What this Talent is actually for

A free execution every turn, with no range limit and no chance of missing, which makes it worth the most in squads that leave wounded enemies standing — area damage from Rocket Strike or Sweeping Salvo manufactures exactly the targets it triggers on. The strategic point is that it is indifferent to everything else about her: it works on any Specialization, with a pistol, rifle, repeater or long arm, so no class amplifies it and no class wastes it. That is why she is the most flexible authored Operator on the roster — give her whatever the squad is short of and Final Shot keeps running underneath. The one real constraint is that it stops while she is down, so she is the wrong Operator to gamble with.

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.

  • Soldier

    Rocket Strike leaves a group of survivors on low health, which is exactly the state Final Shot triggers on.

  • Assault

    Sweeping Salvo damages a whole cone without killing much of it, so it manufactures the low-health targets this Talent cleans up for free.

What we don't know yet

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

  • The thresholds at the ranks between 4 and 10 health.
  • Whether it can also trigger on damage the enemy takes on its own turn — Burn, or a hazard — or only on an Operator's attack.
  • Whether line of sight is genuinely irrelevant, or only appeared to be in the fights observed.
  • Whether it consumes ammunition.
  • Whether the once-per-turn limit rises with rank. An earlier source described ranks raising the number of shots per turn, and this one describes them raising the threshold instead.

Other Talents

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

  • Star Wars Zero Company: How Some of the Greatest Minds in Tactics Games are Pushing the Genre, Again

    Xbox Wire · Tier 2 — Developer interview · accessed 6 August 2026

    Supports: Greg Foertsch and James Brawley on the eight Specializations, Combat Stim + Gunslinger synergy, Advantage, and Specialization changes on authored characters

  • 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