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Zero Company Builds

Talent

Zero Company Strong with the Force Talent

Tel-Rea Vokoss' fixed Talent: she opens every turn holding Harmony, which buys both deflection and lightsaber damage.

Confirmed
Confidence
Confirmed
Verified
1 September 2026
Version
Pre-release evidence — retail verification pending

Quick answer

Tel-Rea begins each turn with a number of Harmony stacks. Each stack adds 4% to her chance to deflect an incoming ranged attack and 4 damage to a Lightsaber Strike, and each Strike consumes three of them. Ranks raise how many she starts the turn with.

Available to
Tel-Rea Vokoss only — fixed, and it persists across every Specialization
Cost
Passive — no cost
First rank
She opens each turn holding Harmony, spendable on deflection and lightsaber damage.
Max rank
Six stacks at the start of every turn — +24% deflection on top of Padawan Training's 30% base, or two Lightsaber Strikes at +24 damage each.
Tags
mitigation, single-target

Build value

What this Talent is actually for

Harmony is a budget she is handed at the top of every turn, not a total she builds across the fight, and that makes her aggressive from turn one rather than back-loaded. The arithmetic is the argument for putting her where the shooting is: six stacks on a 30% Padawan Training base is 54% to deflect, and spending a full turn's Action Points on Noble Stance adds 10% each on top, reaching roughly 84% against fire from the direction she is facing. At that point standing in the open is the play. The tension inside the Talent is that the same stacks pay for both halves — three per Lightsaber Strike — so every swing is deflection sold for damage, and a turn spent striking is a turn spent less protected. Shockwave's final upgrade is the release valve: it grants Harmony per enemy hit and is the only way past the six she starts with.

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.

Retail-reportedRetail 1.0 — launch-week Focus Tree tables, one source

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.

RankWhat it does
Tier 12 stacks of Harmony at the start of each turn.
Tier 23 stacks of Harmony.
Tier 34 stacks of Harmony.
Tier 45 stacks of Harmony.
Tier 56 stacks of Harmony.

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.

  • Heavy

    Both want the enemy shooting at them, and only one of them profits from it — a Heavy taunting pulls fire off the bay where a missed deflection actually costs something.

  • Scout

    Shockwave is the only route past six Harmony, it is priced in Advantage, and the Scout is the class that fills the pool on purpose.

Still unverified

The retail game is out. These are the points we have not yet reproduced or measured reliably enough to state as fact — recorded rather than guessed at.

  • Whether unspent Harmony carries into the next turn or is simply replaced.
  • Whether stacks are lost when she takes damage.
  • Whether the deflection percentage is capped below 100%.
  • How far Shockwave can push her past six, and whether that surplus survives the turn.

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

  • 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