Mechanic
Zero Company bonds explained
Bonds are relationships between pairs of Operators. Building a Bond unlocks permanent combat bonuses, and reaching maximum Bond unlocks a passive. Bonds are also the main source of Focus Points, which drive the Focus Trees — so who you field together shapes your whole progression, not just one mission.
- Confidence
- Confirmed
- Verified
- 27 August 2026
- Version
- Pre-release evidence, plus retail launch-build observations (August 2026)
Pairs, not squads
Bonds form between two Operators. That means squad selection has a progression consequence: rotating a fifth Operator in and out spreads Bond progress thinly, while keeping a consistent four builds it fast.
Support actions like Call for Backup help build Bonds, so pairs that naturally assist each other progress faster.
Why they matter more than they look
Focus Points are mainly gained from Bonds. Focus Points are what upgrade Talents, Abilities and Passives through the Focus Trees. So Bonds are not a side system — they are the main progression engine, and neglecting them slows down every Operator's development.
Cross Training is the related system that turns pair relationships into shared capability.
Everything that raises them
Previewers name far more sources than the official material does. Bonds grow when Operators support each other's attacks, assist in kills, heal one another, complete missions together, complete Operations together, spend time together at the Den, and when Hawks makes a dialogue choice a given Operator approves of.
The breadth is the point: Bond progress is not something you set aside a turn for. It accrues from playing a consistent squad well, which is why a rotating roster develops slowly and a settled four develops fast.
What they pay out
A previewer names health buffs and critical damage boosts among the bonuses, and describes them as increasingly necessary as later encounters escalate. Every Bond level also grants Focus Points to both Operators in the pair, not just one.
The three-way choice is corroborated three times over, and once from the retail build. Two previewers and a launch-week reviewer independently describe reaching a Bond level and picking one of three improvements that both Operators receive — so the payout is a decision, not a fixed grant, and the pair is the unit that benefits.
What the retail account adds is the size of the menu. Alongside the three named trainings, a reviewer lists increased health, increased ranged accuracy and increased movement range as things a Bond level offers — the health buff independently confirming what a previewer reported months earlier, and the other two new. Three are shown at a time; at least six exist. See the Cross Training page for what each is worth.
Bonds also teach the paired Operators passive abilities and unique tricks, which a retail reviewer describes as a payout in its own right rather than only as the maximum-Bond prize. Whether that is the same system as the maximum-Bond passive under a looser description is not clear, and it is recorded as a question rather than merged into one.
The payoff extends past combat. Operation success and rewards reportedly depend heavily on the Bonds between the Operators you send, so a well-bonded pair is worth more Credits and Intel as well as more damage. Deeper relationships also open new conversations, and companions begin offering missions and rewards of their own.
What Bonds do not appear to unlock
It is worth stating plainly, because the opposite claim circulates: no source found says that Bonds unlock your second Specialization. The two systems are described separately everywhere they are described at all — Bonds pay out stat boosts, Focus Points and Cross Training, while the secondary Specialization is placed at a point in the campaign, with one previewer naming cycle 18.
The distinction decides whether your second class is a character-building choice or a squad-pairing consequence, so the site records it as an open question rather than assuming either. If it turns out Bonds do gate it, the advice on this page changes substantially: who you field together would then decide what your Operators can become.
The tiers, and where to read them
A pairing progresses through named tiers: Low, Neutral, High and Very High. The relationship meter is displayed in the Cross Training menu rather than anywhere in the squad screen, which is why it is easy to play several cycles without noticing it.
Very High is the newest of those and the one that changes the picture. It comes from the pre-release trophy list, which asks the player to reach it with named pairings — so High, which previewers reported as a tier, is not the top of the ladder. Whether Very High is itself the maximum is a separate question nobody has answered.
Starting at Low rather than at zero is deliberate. Some pairs actively dislike each other before you have done anything — Trick and Luco Bronc most explicitly, since Umbara fought the clones — so a Bond is something you repair as often as something you build.
They can fall, and Operators can leave
Bonds move in both directions. Some squad members dislike each other from the start. Because Hawks' decisions are public, earning one Operator's trust can cost another's — a previewer describes Operations that force you to choose which squadmate to please.
Pushed far enough, a companion can leave the squad entirely. That is a way to lose an Operator that has nothing to do with permadeath, and it is worth knowing before you make a run of decisions that suit one character. Dilemmas are where that most often happens, and they have their own page.
That Bonds move downwards was a previewer's account until 27 August, when StarWars.com's own guide stated it: "Certain operations can also strengthen or weaken bonds between your team." It is a short sentence and it does two things. It makes the falling half of this system first-party rather than reported, and it names Operations specifically — so the choice of who to send is a Bond decision in both directions, not only a rewards one.
Confirmed
The rules as officially stated
- Bonds are pair relationships between Operators.
- They unlock permanent combat bonuses.
- Maximum Bond unlocks a passive.
- Focus Points are mainly gained from Bonds.
- Every Bond level grants Focus Points to both Operators in the pair.
- Reaching a Bond level offers a choice of one of three improvements, which both Operators receive. Corroborated in the retail build.
- At least six different improvements exist across the pool the three are drawn from: critical chance, Overwatch damage, Focus Points, health, ranged accuracy and movement range.
- Bonds teach paired Operators passive abilities and unique tricks.
- Call for Backup helps build Bonds.
- Assists, heals, shared missions, shared Operations, Den time and approved dialogue choices all raise them.
- Health buffs and critical damage boosts are among the bonuses.
- The ladder includes a Very High tier above High.
- Ten specific pairings are evidenced to reach Very High, including two astromechs and two Custom Operators.
- Operation rewards depend on the Bonds between the Operators sent.
- Bonds can fall, and a companion pushed far enough can leave the squad.
- Operations can strengthen or weaken a Bond. First-party, from StarWars.com's own guide — the only part of the falling half of this system that is not a previewer's account.
Planning
What this means for squad building
- Evaluate whether a squad's pairings are deliberate or accidental.
- A consistent four-Operator squad develops Bonds faster than a rotating roster.
- Warn when a squad has strong classes but no planned Bond pairings.
- Send bonded pairs on Operations together — the rewards scale with the relationship.
- Spread investment across more than one pairing: a single death takes both the Operator and every Bond they held.
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.
- Every maximum-Bond passive, and whether the passive abilities a Bond is reported to teach are that same system described loosely or a second one alongside it.
- The full list of Bond bonuses and the figures attached to them. Six are evidenced, three of the six carry a published value, and nothing states how many exist.
- How many Bond levels exist and what each requires, and whether Very High is the top.
- Whether every pair can Bond or only certain combinations. Ten pairings are evidenced to reach Very High; nothing says the others cannot.
- How many Focus Points a Bond level grants.
- Whether Bonds have anything to do with unlocking the second Specialization. No source says they do, and the two systems are described separately — but nobody rules it out either.
- How much a disapproved decision costs, and whether that damage can be repaired.
- How close to zero a Bond has to fall before an Operator leaves.
- Which Operations move a Bond, and by how much. The first-party statement is that certain ones strengthen or weaken Bonds; it names none of them and gives no figure.
Questions
Common questions
The way these come up in search, answered directly.
- Does Call for Backup cost Action Points?
- No. It costs nothing.
- 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.
- What is Cross Training?
- The menu where Bond progress is converted into permanent bonuses that both Operators in the pair receive.
- Can an Operator leave the squad?
- Yes. Bonds can fall, and a companion pushed far enough can leave Zero Company permanently.
- What is a Very High Bond?
- The top named tier of the relationship ladder, above Low, Neutral and High.
Related mechanics
Builds that depend on this mechanic
- Full Clone Trooper Squad TheorycraftOpen in Squad Builder →
- Full Astromech Squad TheorycraftOpen in Squad Builder →
- Scout Advantage Battery TheorycraftOpen in Squad Builder →
- Hawks Stationary Sharpshooter TheorycraftOpen in Squad Builder →
- Dual Specialization squad TheorycraftOpen in Squad Builder →
Sources
- 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
- 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
- I played 54 hours of Star Wars Zero Company
Dantics · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 5:26–11:55 — an injury is taken only on being reduced to zero health; normal, hard and expert named, plus an Ironman-style toggle; crisis operations; weapon mods slotted freely before missions; a second Specialization after cycle 18; every Bond level granting Focus Points and one of three joint training bonuses; the Sharpshooter's unmissable shot and the Soldier's rocket barrage
- Star Wars Zero Company: turn-based tactics that aren't just for XCOM experts
IGN · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 2:15–12:39 — Advantage earned from successful attacks; four difficulty settings; ringing a droideka with Overwatch cones; Bonds granting health and critical damage; changing Hawks' species at the Den; the Bespin guest mission; preview-build defects including shots passing through solid cover
- I played Star Wars Zero Company early — new gameplay and details
Star Wars HQ · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 5:01–12:48 — one full combat mission per cycle; Hawks alone cannot permanently die; the exotic classes restricted to Cly, Tel-Rea and astromechs; recruitment refreshing each cycle with a name, Talent, Specialization and weapon type; Medbay bed and Bacta Tank costs; ignoring Operations granting enemies lasting upgrades
- Star Wars Zero Company is full of (excellent) surprises
Skill Up · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 2:09–15:14 — the Gunslinger's core ability refunding its point on a kill; half and full cover; Hawks' two voices sharing one personality; companions able to leave the squad entirely; a closed-doors developer briefing and the studio's Firaxis lineage
- Star Wars: Zero Company Hands-on Preview — XClones
Checkpoint Gaming · Tier 3 — Hands-on preview · accessed 13 August 2026
Supports: Advantage section — the Scout specialisation having several abilities that accumulate Advantage at a rapid pace, and the Scout/Cly pairing; Cly's electrified darts and chained electrocution; the specialisation kit structure of one or two passives, an action and one Advantage ability; the Bond system's choice of one of three shared stat boosts; the randomly selected assist each turn. Published 2026-08-12
- Complete Star Wars Zero Company Trophy List — How to Get All Achievements & Trophies
Insider Gaming · Tier 2 — Achievement list · accessed 19 August 2026
Supports: Full trophy table — Very High Bond as a named relationship threshold, and the named pairings reaching it, including two astromechs and two Custom Operators; completing a mission with four astromechs; equipping four Weapon Mods to one weapon (“Fully Geared”); applying a Focus Point; using Force Push or Pull to knock one enemy into another; knocking an enemy out of the combat space; defeating enemies from higher elevation; landing a shot at 10% or lower Chance-to-Hit and missing at 90% or greater; the difficulty tiers Story, Normal, Hard and Expert, and Expert with Beskar Mode. Published 2026-08-17
- Star Wars Zero Company Trophies
PSNProfiles · Tier 2 — Achievement list · accessed 19 August 2026
Supports: Trophy list — independent corroboration of the trophy descriptions and of the Very High Bond terminology.
- Star Wars Zero Company Xbox achievements
TrueAchievements · Tier 2 — Achievement list · accessed 19 August 2026
Supports: Achievement list — independent corroboration of the same requirements, including the four-Weapon-Mod achievement and the difficulty tiers.
- Star Wars Zero Company — beginner's guide
StarWars.com · Tier 1 — Official · accessed 3 September 2026
Supports: Bylined Kelly Knox, 27 August 2026. Two claims are taken from it and no others. On Bonds: "Certain operations can also strengthen or weaken bonds between your team" — the first first-party statement that a Bond can move *downwards*, and that an Operation is one of the things that moves it. On Advantage: "Operators gain Advantage points when they inflict damage on an enemy during combat", tracked "in the bottom left of the screen", and "most powerful abilities cost Advantage points". No cap, no per-hit figure and no spending rule beyond that is given. **Checked for and absent**: any mention of Weapon Mods, the Armory or equipment.
- 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