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.
- Confidence
- Confirmed
- Verified
- 20 August 2026
- Version
- pre-release (no retail build)
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.
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.
What we don't know yet
The game has not been released. These are open questions we have chosen not to guess at.
- How many stacks she starts with at the ranks below the sixth.
- 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
- 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 Combat Jump Talent
- Zero Company Fearless Leader Talent
- Zero Company Final Shot Talent
- Zero Company For My Brothers 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