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Zero Company Builds

Mechanic

Zero Company focus trees and focus points explained

Focus Points are spent in Focus Trees to upgrade an Operator's Talents, Abilities and Passives. They come mainly from Bonds, and also from missions and Operations. From Cycle 3 you can respec at the Personnel console for free, and changing Specialization refunds every Focus Point spent in the class tree — the one exception being points invested in an authored character's fixed Talent, which never come back. Every ability's ladder is now published — one Ultimate and one Standard at six ranks, one passive at five, and one passive per class that cannot be upgraded at all — so the Squad Builder can record which rank a build assumes. The per-rank *costs* are still unpublished, so it cannot tell you whether you can afford it.

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

Where the points come from

Focus Points are mainly gained from Bonds, with missions and Operations as additional sources. That connects two systems that look separate: who you field together determines how fast every Operator develops.

There is a fourth source, and it is the only one that pays every Operator at once. Zone Influence, earned from Operations at the Mission Table, unlocks tiered rewards per zone — and two of those rewards are flat grants of Focus Points to the whole company: +1 at Zone Grek's first tier and +2 at Zone Besh's second. Twelve zones have three tiers each, so choosing where to spend Influence is a progression decision as much as an equipment one.

That is worth planning around precisely because it is company-wide. A Bond pays two Operators and a mission pays whoever went; these pay everybody, including the recruits who have not been fielded yet.

What they buy

Focus Points upgrade Talents, Abilities and Passives. Since Talents are the specialization layer that carries one or two abilities, and some authored Operators have fixed Talents, the tree is where an Operator's identity gets sharpened.

A full Focus Tree planner is one of the highest-value tools this site can build — and it cannot be built responsibly until the node data exists. It is tracked as a post-launch priority.

You can take it all back, from Cycle 3, for nothing

Respeccing unlocks at Cycle 3 — early, in a campaign measured in dozens of cycles — and it is done by interacting with the Personnel console beside the map table. Changing an Operator's Specialization costs nothing and refunds every Focus Point spent in the class tree, so the reallocation and the class change are the same transaction rather than two.

This closes the question this record carried for three days with a deliberately pessimistic reading. A launch-week review said Focus Points could be reset 'at any time', and this page refused to read that as free, on the grounds that a reset costing Credits or a cycle would be a real constraint. Two launch-week guides now say plainly that it costs nothing. The caution was right to exist and is now resolved in the reader's favour by evidence rather than by hope.

One thing is not refunded, and it is the exception worth remembering: on an authored character, Focus Points spent on their fixed Talent at the top of the tree stay spent. Hawks' Fearless Leader and Trick's For My Brothers are the kind of node you invest in rather than experiment with. Everything below them in the class tree comes back.

So the practical rule is asymmetric. On a recruit, nothing is a commitment — Talent and Specialization both change, and the points return. On an authored Operator, one node is permanent and the rest is not.

What it means for how you play the first ten cycles

Spend early rather than banking. The argument for hoarding Focus Points was that the trees were invisible and a wrong pick was permanent; neither half survives Cycle 3, and an Operator sitting on unspent points is simply weaker than one who guessed.

Take Freeform Training's +2 Focus Points at every Bond level that offers it. It was already the compounding choice against three flat combat bonuses, and a free respec removes the only argument against taking it early.

Retune rather than re-recruit. When a squad meets a wall — a droid-heavy chapter, an enemy with high Defense — the cheapest answer is respeccing an Operator you already have Bonds with, not fielding a fresh one whose relationships start at zero. Bonds do not respec; Focus Points do.

Confirmed

The rules as officially stated

  • Focus Points are used in Focus Trees.
  • They upgrade Talents, Abilities and Passives.
  • They are mainly gained from Bonds.
  • They are also earned from missions and Operations.
  • Applying a Focus Point is a pre-release achievement, which confirms the spend is a deliberate player action rather than an automatic upgrade.
  • Bonds teach paired Operators passive abilities and unique tricks as well as paying Focus Points, so the relationship layer feeds progression twice.
  • Focus Points can be completely reset and reallocated at any time. Retail-reported from a launch-week review.
  • Zone Influence rewards grant Focus Points to every Operator at once: +1 at Zone Grek Tier 1 and +2 at Zone Besh Tier 2. Retail-reported.
  • Every ability's ladder is published: six ranks for a Specialization's Ultimate and Standard, five for one of its passives, and no ladder at all for one more — two, on the Heavy. That is why a Specialization band shows three rows in the tree.
  • What no source has published is what any single rank costs, which is why a Focus Point budget can be stated and not checked.
  • Respeccing unlocks at Cycle 3, at the Personnel console by the map table.
  • Changing an Operator's Specialization is free and refunds the Focus Points invested in the class tree.
  • Focus Points spent on an authored character's fixed Talent are not refunded.
  • Recruited Operators can change their Talent as well as their Specialization.

Planning

What this means for squad building

  • Bond planning is Focus Point planning — they are the same decision.
  • Nothing spent here is lost, and from Cycle 3 nothing is charged for taking it back. A Focus allocation is a working hypothesis rather than a commitment, which makes experimenting with a tree the cheap option and hoarding points the expensive one.
  • Budget one permanent decision per authored Operator: the Focus spent on their fixed Talent. Everything else on every Operator is reversible.
  • Answer a difficulty spike by respeccing an Operator who already has Bonds rather than fielding a new one. Focus Points come back; Bond progress does not transfer.
  • Take Freeform Training's +2 Focus Points early. Its only argued risk was spending them badly before the tree was understood, and a free reset removes it.
  • Hold all 'best early nodes' guidance until the trees are visible — but hold it because the nodes are unknown, no longer because a wrong pick would be permanent.

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 Focus Tree's nodes, ranks, prerequisites and costs.
  • Whether trees differ per Specialization, per Operator, or both.
  • Whether a respec is possible at all before Cycle 3, or simply unavailable until the Personnel console unlocks.
  • Whether changing a recruit's Talent refunds the points spent inside that Talent, the way a Specialization change refunds the class tree.
  • What a Specialization change costs in Credits, if anything — 'free' is stated of the Focus refund, and the two guides describing it do not separate the two charges.
  • How many points a full campaign yields.

Questions

Common questions

The way these come up in search, answered directly.

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.

Every question, answered with its sources

Related mechanics

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

  • 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

  • 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

  • How to respec in Star Wars Zero Company

    PC Gamer · Tier 3 — Retail review · accessed 29 August 2026

    Supports: Respec guide: class change unlocks "once you reach Cycle 3", performed by interacting with "the Personnel console by the map table"; "There's no cost to changing class and it will also refund all of your Focus Points, letting you respec entirely"; "The only thing this doesn't refund (if you're respec-ing a story character) is the Focus Points you've put into your talent at the top." Same retrieval caveat as retail-pcgamer-talents — the body sits behind a membership interstitial — and the Cycle 3 unlock, the absence of a cost and the Focus refund are each corroborated by retail-keengamer-talents.

  • Star Wars Zero Company – Best Talents & Focus Tree Guide

    KeenGamer · Tier 3 — Retail review · accessed 29 August 2026

    Supports: "10 universal talents" available to Custom Operators, each walked rank by rank. Anticipation — "Gain 1 Evasion once per turn" (Rank I), twice per turn (II), three times per turn (III), applying to allies (IV). Grit — "+2 Health and 1 Invulnerable stack" (I) to "+12 Health and 2 Invulnerable stacks" (IV). Cold-Blooded — "1 Vicious stack once per combat" (I), two uses per combat (II), three uses (III), "2 Vicious stacks" (IV). A Life of Labor — "+5 Health/+1 Defense" (I) scaling to "+7 Health/+2 Defense/+4 Melee Damage/+4 Critical Hit Damage" (IV). The Bigger They Are… — +2 Elite/Boss Damage (I) to +6 (IV). Taunt — "Taunt one enemy once per turn" (I), reducing target damage by 2 to 6 across upgrades. Sabotage — once per combat (I) to Unlimited (IV). Fortitude — "+2 Defense" while injured (I) to "+6 Defense and removes Injury accuracy penalty" (IV). Thievery — +150 Credits (I) to +300 (IV). Espionage — +5 Intel (I) to +12 (IV). Respec — "You unlock full respeccing very early, around Cycle 3", "Changing a Specialization is free and refunds the Focus Points invested", recruitable Operators can change both Specialization and Talent, and story characters' fixed Talents are not refunded. Bylined Ali Amir, dated 2026-08-28

  • 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".

  • Ultimate Star Wars Zero Company Gunslinger Build and Class Guide

    Hack the Minotaur · Tier 3 — Retail review · accessed 31 August 2026

    Supports: Per-ability progression tables, tier by tier. Open Fire six tiers, 9 Advantage at tier 1 rising through +5% to +20% Chance-to-Hit and a third shot at tier 6. Quick Draw six tiers, its Chance-to-Hit penalty falling 25/20/15/10/5% and tier 6 reading "Defeating an enemy restores 1 AP"; base card "Fire a lightning-fast sidearm pistol shot... Costs 1 AP". Keen Eye five tiers, Ranged Crit Chance +6/+9/+12/+15/+18%. Onslaught marked Cannot Upgrade — "Each attack in a turn grants +1 Blaster Damage, primary blaster only".