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What are Focus Points and how do you earn them?

The currency spent in Focus Trees to upgrade an Operator's Talents, Abilities and Passives. They come mainly from Bonds.

Confirmed
Confidence
Confirmed
Verified
8 September 2026
Version
Pre-release evidence, plus retail launch-build observations (August 2026)

The short answer

The currency spent in Focus Trees to upgrade an Operator's Talents, Abilities and Passives. They come mainly from Bonds.

In full

What that means when you are planning

Bonds are the main source, which is what ties squad selection to character power. A pairing pays both Operators on a published schedule — 1 point at each of the first five ranks, then 2, then 4, then 7, so 18 each across a full pairing — and the Freeform Training Cross Training pays +2 more on any rank where it comes up.

Three other sources exist and two of them pay everybody. Missions and Operations grant points to whoever took part. Zone Influence rewards grant +1 at Zone Grek Tier 1 and +2 at Zone Besh Tier 2 to the whole company. And the Den's Crew Focus upgrade, under the Crew tab, grants +2, then a further +3, then a further +4 to every Operator on the roster — nine points each, and the largest single source published.

They are spent at the Den before missions, on class abilities and on an Operator's personal Talent. Each Talent has three ranks, and the final rank often changes what the Talent does rather than only scaling it, so Focus Points are not evenly valuable across ranks.

Nothing you spend is lost. From Cycle 3 the reset is free, done at the Personnel console, and refunds node by node — so a Focus allocation is a working hypothesis rather than a commitment, which makes experimenting cheap and hoarding points the expensive habit. The exception is an authored character's fixed Talent, which does not refund.

What is still missing is the price of anything. No source has published what a single Focus Tree node costs at any rank, which is why no node-by-node planner exists here or anywhere else — and why this site can record what a build assumes and cannot tell you whether you can afford it.

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.

  • What any Focus Tree node costs, at any rank. The income side is now well published and the spending side carries no figure at all.
  • How many Focus Points a mission or Operation grants.
  • Whether Crew Focus rank III exists as published. Two guides carry ranks I and II with matching figures; only one, and it unbylined, carries the +4 third rank.
  • What Crew Focus costs. Only rank II has a price — roughly 1,750 supplies — and nothing says whether the ranks must be bought in order.

Next

Related questions

Do Bonds actually matter in Zero Company?
Yes — they are the main source of Focus Points, so who you field together shapes your whole progression.
How many Talents are there in Zero Company?
Eleven — ten a Custom Operator can choose between, plus Built-In Comlink, which only astromechs can take.

Where this is covered properly

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

  • PC Review — 'Star Wars Zero Company'

    WorthPlaying · Tier 3 — Retail review · accessed 27 August 2026

    Supports: Weapons — "Regardless of specialization, operators can use any of the game's four ranged weapon types: blaster pistols, blaster rifles, longarms (sniper rifles), and repeaters (machine guns)", and "Blaster pistols deal the least damage but always cost one AP to fire. Blaster rifles cost one AP for the first shot and two for the second, using all three AP an operator starts with each turn. Longarms always cost two AP but offer the longest range." No cost is given for the Repeater. Progression — "Focus points can be completely reset and reallocated at any time, so you're never stuck with a bad build." Bonds — "Reaching a new bond level lets you choose one of three permanent buffs for both operators, including increased health, ranged accuracy, movement range, or additional Focus points." Published 2026-08-26

  • Hands-on report: Star Wars Zero Company

    PlayStation.Blog · Tier 3 — Retail review · accessed 27 August 2026

    Supports: "I got fired into the fray with the full game ahead of its August 27 launch". Combat abilities listed as examples include "a 100% accurate shot for the sharpshooters" and "a party-wide stats buff", with no cost given for either. Bonds — "Good bonds earn Focus points to enhance an Operative's skills, as well as teaching each other passive abilities and unique tricks", raised by siding with an Operator in a Dilemma, partnering them for assists, completing missions together, or taking character-driven quests. Bylined Corey Brotherson, a contributor rather than PlayStation staff. Published 2026-08-26

  • Zone Influence and Best Rewards — Star Wars Zero Company

    Mobalytics · Tier 3 — Retail review · accessed 31 August 2026

    Supports: The complete Zone Influence reward table, twelve zones at three tiers each, read from the page on 2026-08-31. Bylined Mobalytics, "Updated on Aug 30, 2026". **Weapon Mods**: "Weightless Stabilizer Weapon Mod (Provides a 33% chance to gain Evasion when firing this blaster if this Operator does not already have this effect)" at Besh Tier 3; "Advanced Range Scope Weapon Mod (Reduces chance-to-hit penalties from Range by 10%)" at Forn Tier 1; "Assassin's Scope Weapon Mod (Increases Critical Chance by 12% when attacking with this blaster)" at Forn Tier 2; "Lightning Modulator Weapon Mod (Provides a 100% chance to Shock the targeted enemy when this blaster scores a Hit)" at Herf Tier 3; "Advanced Tracking Scope Weapon Mod (Increases this Operator's Assist Damage by +2)" at Isk Tier 1; and "Wildfire Modulator Weapon Mod (Inflicts 4 stacks of Burning when this blaster hits)" at Krill Tier 3. **Utilities**: "Medpac Mk. IV Utility (Heals 30% of the target ally's Health. Cannot be used on Droids)" at Aurek Tier 3; "Repulsor Units Mk. II Utility (Increases Movement by +1.0m. This bonus affects all of the Operator's moves)" at Besh Tier 1; "Prototype Imploder Utility (Throw a powerful explosive Grenade that deals excellent damage)" at Cresh Tier 3; "Trauma Kit Mk. II Utility (When this Operator Rallies a Downed ally, that ally returns to action Fully Healed. There is a 20% chance the healed ally is not Injured)" at Esk Tier 1; "Gas Dispenser MK. IV Utility (Sprays a stream of gas the Dazes all units in the target area)" at Esk Tier 3; "Custom RSKF-44 Utility (Fire a very powerful, but short range armor-piercing pistol shot)" at Grek Tier 3; "Ion Blaster Mk IV Utility (Fires an ion blaster at the target that severely weakens Ray Shields. Very effective against Droids but far less effective on Organic targets)" at Isk Tier 3; and "Reinforced Underlay Mk. III Utility (Increases Defense by +3)" at Krill Tier 2. **Permanent squad upgrades**: "All Zero Company Operators gain +2 Focus Points" at Besh Tier 2 and "+1 Focus Point" at Grek Tier 1; "All Operators gain +1 Weapon Mod Slot" at Forn Tier 3; "Increases Max Health by +4 for all Operators" at both Aurek Tier 2 and Esk Tier 2; "+30 Bond XP for everyone" at Herf Tier 2 and "+20 Bond XP for everyone" at Leth Tier 1. Also: Influence is "primarily earned through Operations at the Mission Table", and placing a Contact in a Zone earns "a significant amount of Influence, starting at +7".

  • Star Wars Zero Company Bonds & Cross Training Guide

    Hack the Minotaur · Tier 3 — Retail review · accessed 8 September 2026

    Supports: Bylined Hack The Minotaur, "Latest Update: September 1, 2026". **The complete Cross Training table, fourteen rows, verbatim**: Speed Training "+0.50m first movement"; Target Practice "-5% range hit penalty"; Agility Drills "-5% enemy ranged hit chance"; Close Combat Drills "+1 Melee Damage"; Precision Shooting Games "+1 Critical Damage"; Timing Exercises "+3% Critical Chance"; Freeform Training "+2 Focus Points"; Ranged Combat Drills "+1 Ranged Damage"; Cover Combat Practice "+5% Cover Bonus"; Fitness Work "+4 Max Health"; Reflex Fire Training "+1 Overwatch Damage"; A Friendly Game "+40 Bond XP"; Grenade Training "+1 Grenade Damage"; Combined Fire Games "+1 Assist Damage". Introduced as "All known basic Cross Training rewards are listed below" — a claim about the author's knowledge, not a claim of completeness. **The eight-rank Bond ladder**, as a table of Rank / Tier / Total Bond XP to Unlock / Focus Points Earned / Cross Training: 1 Very Low 40 1 "1 Standard Upgrade"; 2 Low 70 1; 3 Low 80 1; 4 Neutral 100 1; 5 Neutral 125 1; 6 Neutral 175 2; 7 High 250 4; 8 Very High 350 7 "1 Unique Upgrade". Prose around it: "You also earn Focus Points by hitting each Bond Rank, with 8 Bond Ranks in total", and "There are 8 confirmed Bond Tiers... Very High is the maximum tier and the threshold the game's trophy list recognizes for reaching maximum Bond with a given pair." On the choice: "You get to select from 3 random Cross Training passives each time your Operators rank up in Bond XP. You cannot predict which options will appear at a given tier, only that they will be drawn from the total pool of available trainings." On stacking: "Cross Training STACKS on each Operator. This means you can have multiple instances of Fitness Work (+4 Max Health) or Speed Training (bonus First Movement) for example". On permanence: "Cross Training bonuses apply permanently to both operators in the pair once chosen, regardless of deployment status." On Bond XP: "Each completed mission awards 30 Bond points to every pair that participated"; Call for Backup is "a Free Action available once per turn to one randomly selected operator, at no AP cost", and "Both the operator who called and the operator who assisted gain Bond progress"; healing a specific squadmate builds Bond between those two; assigning two Operators to the same Operation does too. On the top tier: "The maximum-Bond Cross Training grants a Passive Ability unique to each pairing, which cannot be obtained through the Focus Tree or any other progression system." On permadeath: a dead Operator's Bonds are severed and "The Cross Training bonuses already earned and locked in from that pairing remain on the surviving operator." **Checked for and absent**: any Focus Point cost for any node, any figure for Bond decay, and any name for a single maximum-Bond passive.

  • Complete Star Wars Zero Company Den Guide & Upgrades

    Hack the Minotaur · Tier 3 — Retail review · accessed 8 September 2026

    Supports: Bylined Hack The Minotaur, updated 26 August 2026. The Crew Focus upgrade line, verbatim: "Focus Point I: All Operators gain +2 Focus Points." and "Focus Point II: All Operators gain +3 Focus Points." **Only two ranks appear on this page**; the third is registered from `retail-dtgre-den` and the difference is recorded on the record rather than merged away. Other roster-wide lines named: Increased Crew Quarters I–IV, raising the roster cap by 1, 1, 2 and 2; "Additional Utility Slot: All Operators gain an additional Utility Item Slot"; "Additional Weapon Mod Slot: All Operators gain an additional Weapon Mod Slot". The Zone Influence rewards it repeats — "+4 Max Health for all Operators" at Aurek Tier 2 and Esk Tier 2 — match `retail-mobalytics-zones` exactly. **Checked for and absent**: any Credit or supply cost for any Crew upgrade.

  • Star Wars Zero Company The Den Guide: Every Facility, Upgrade & Unlock

    DTG Reviews · Tier 3 — Retail review · accessed 8 September 2026

    Supports: Updated 1 September 2026. **Unbylined** — a publication name and no author, which is why it is registered as the corroborating source on a figure and never as the originating one. The Crew Focus line at three ranks, verbatim: "Focus Point I: All Operators gain +2 Focus Points."; "Focus Point II: All Operators gain an additional +3 Focus Points."; "Focus Point III: All Operators gain an additional +4 Focus Points." Ranks I and II match `retail-htm-den` and `retail-games-gg-focus`; **rank III appears on no other source read in this pass**. Other Crew lines named without figures: Combat Readiness (starting Advantage), Teamwork I and II (Assist Damage) and the Lounge (passive Bond XP for Operators not deployed). **Checked for and absent**: any cost for any rank.

  • Star Wars Zero Company Focus Points Guide: How to Earn, Refund & Reassign

    games.gg · Tier 3 — Retail review · accessed 8 September 2026

    Supports: Bylined Larc, published and updated 1 September 2026. Registered as the second independent account of the Crew Focus line and for the one cost figure anybody has printed for it: Focus Point II gives "+3 Focus Points across your whole roster" and costs "approximately 1,750 supplies". It names the Crew tab as where the line sits. On the other sources of Focus Points it agrees with what this database already holds: Tactical Missions award them to active Operators, a Bond level grants "+1 Focus Point" to both Operators, and Freeform Training grants "+2 Focus Points to both operators". On refunds: "Every point can come back for free between missions", node by node rather than as a full wipe, and a Change Specialization refund "becomes free once you reach Cycle 3". **Checked for and absent**: Focus Point I and III, and any total for a campaign.