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Zero Company Builds

Talent

Zero Company For My Brothers Talent

Trick's fixed Talent: he survives being Downed and revives himself the following turn.

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

Quick answer

Once a mission, Trick withstands being Downed and revives himself without an ally spending an action rallying him. Its ranks change when and how well: half health on the next turn, then full health, then no Injury the first time he is Downed, and finally an immediate stand-up in the same turn that also refunds an Action Point.

Available to
Trick only — fixed, and it persists across every Specialization
Cost
Passive — no cost
First rank
Once a mission, he revives at the start of the next turn with half his health.
Max rank
Reviving immediately, during the same turn he was Downed in, and recovering an Action Point as he stands. The published steps between are full health instead of half, then avoiding the Injury the first time he is Downed.
Tags
injury-prevention, sustain

Build value

What this Talent is actually for

The only self-rescue in the game, and it changes the arithmetic of risk on one Operator: an ally rallying a downed squadmate costs an action and puts them in the open, and this removes both costs. At full rank it stops being insurance and becomes a licence — standing up in the same turn with an Action Point back means walking into a known Overwatch cone is a plan rather than a mistake. The counter-intuitive part is where to spend it. Making an already-armoured Heavy harder to kill wastes it, because a previewer found the Heavy so well armoured on normal difficulty that the Talent rarely fired at all; it is worth more as insurance on a Gunslinger, Assault, Scout, pistol Sharpshooter or Medic — anything that has to get close enough for things to go wrong. What it is not worth on is a build that sits out of range all fight, where the thing that makes Trick Trick never triggers.

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.

  • Assault

    Charging into the open is the fastest way to be Downed, and this is the only Talent that makes being Downed recoverable without spending an ally's turn.

  • Heavy

    Taunting concentrates the whole enemy turn onto one Operator; self-revival is what stops that being a one-way trip.

What we don't know yet

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

  • Whether the once-a-mission limit still holds at the higher ranks, or whether it too improves.
  • How many ranks it actually has. Four distinct steps are described, and this file's other Talents have three.
  • Whether the Injury avoided at the third step is avoided again on a second Downing in the same mission, or only the first.
  • Whether the Action Point refunded at full rank is capped by the normal three, or can exceed it.

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