Mechanic
Zero Company status effects explained
Three status effects now have the game's own wording behind them. Evasion makes the next attack on that Operator miss outright. Vicious makes their next ranged or melee attack a guaranteed critical hit. Invulnerable prevents all damage from the next attack against them. Alongside those, Defense reduces every incoming attack by a flat amount, Burning stacks and ticks each turn, Spotted removes range and smoke penalties against a target, and Disoriented lowers enemy accuracy. Durations are still unpublished for every one of them.
- Confidence
- Strongly supported
- Verified
- 29 August 2026
- Version
- Pre-release evidence, plus retail launch-build observations (August 2026)
The three that are now defined in writing
Evasion, Vicious and Invulnerable were all described from spoken commentary until launch week, when a guide reading the Focus Tree printed definitions for all three. They matter more than their vocabulary suggests, because all three are absolutes rather than probabilities in a game whose combat is otherwise built on percentages.
Evasion — the next incoming attack on that Operator is automatically evaded and misses. Anticipation grants one stack, once per turn at its base rank and three times per turn fully upgraded, castable on an ally at the last step.
Vicious — the Operator's next ranged or melee attack is a guaranteed critical hit. Cold Blooded grants one stack once per combat at base, and two stacks three times per combat when finished. It is why a squad can skip a dedicated crit-setter: the Scoundrel's Identify Weakness does the same job for somebody else, and Cold Blooded does it for you.
Invulnerable — all damage from the next incoming attack is prevented. Grit grants one stack per turn and +2 max health at base, two stacks and +12 at the top. It is a hard stop, not mitigation, which is why it stacks so well with a Heavy's taunt: the attacks you invited land on nothing.
Read all three the same way when you build. Each converts one enemy action, or one of yours, from a dice roll into a certainty. That is worth most where the roll is worst — Evasion against the attack that would down someone, Vicious on the shot that has one chance to land, Invulnerable on the turn you deliberately stood in the open.
Defense punishes many small hits
Defense is flat damage reduction: an enemy with 4 Defense takes 4 less from every attack that lands. A previewer states the number and shrugs it off while attacking with a heavy hitter, which is exactly the right instinct.
The consequence is the most important build interaction found before launch. Flat reduction scales with how many times you hit, not how hard. A Gunslinger firing four cheap shots into a 4-Defense target loses 16 damage; a Sharpshooter firing once loses 4. A squad built entirely on volume has a hard counter, and it is a common enemy trait rather than a boss mechanic.
Fire bombs strip Defense as well as applying Burning, which makes a cheap thrown Utility the setup for every volume-damage squad facing armour.
Burning stacks
Burning is applied by fire bombs, by environmental explosions, and reportedly by at least one weapon mod that ignites on every hit. It stacks — one observed application reached eight — and deals damage each turn.
A previewer describes the stack halving after it ticks rather than counting down by one, which would make heavy applications decay quickly rather than burning for many turns. That is a single source and the sort of detail auto-generated captions garble, so it is recorded as reported rather than as a rule.
It burns your own Operators too. The same previewer deliberately walks a Padawan through fire to reach a position, which is a reasonable trade and worth knowing is available.
Spotted is the Scout's real contribution
A Scout's attacks mark their target, and a marked target no longer benefits from range or smoke penalties against it. That recasts the class: the Scout is the squad's accuracy enabler rather than a mobility pick.
The smoke half is the sharper one. Smoke normally cuts both ways — your shots through it are penalised as much as the enemy's. Spotted cancels that, turning a mutual trade into a one-sided one, so a squad carrying smoke wants a Scout more than a squad without it.
It also pairs with Overwatch, where a far-placed cone suffers precisely the range penalty Spotted removes.
Denial and absorption
Disoriented, applied by the Assault's Sweeping Salvo, lowers enemy accuracy — a defensive result bought with an offensive resource.
Invulnerability, from the Grit Talent, works in stacks where one stack absorbs one attack completely. It is not damage reduction; it is a hard stop, and it is the reason the taunt-and-absorb pattern works at all.
On the enemy side, Infinite Coil leaders raise a shield that makes them much harder to hit, and a droideka's ray shield deflects ordinary attacks entirely until the unit moves.
Confirmed
The rules as officially stated
- Defense reduces every incoming attack by a flat amount.
- Fire bombs remove Defense and apply Burning.
- Burning stacks and deals damage each turn.
- Burning affects your own Operators as well as enemies.
- A Scout's attacks apply Spotted, removing range and smoke hit-chance penalties.
- Sweeping Salvo disorients, lowering enemy accuracy.
- The Grit Talent grants Invulnerable in stacks; one stack prevents all damage from the next incoming attack.
- Evasion causes the next incoming attack on that unit to be evaded automatically and miss. It is granted by the Anticipation Talent.
- Vicious guarantees that the Operator's next ranged or melee attack is a critical hit. It is granted by the Cold Blooded Talent.
- Infinite Coil leaders can raise a shield that lowers their chance of being hit.
Planning
What this means for squad building
- Check a volume-damage squad for an answer to flat Defense — a fire bomb, or a single heavy hitter.
- Pair smoke with a Scout, or accept that it blinds you as much as the enemy.
- Treat Spotted as accuracy for the whole squad, not utility for the Scout.
- Count Invulnerable separately from healing: it prevents damage rather than repairing it.
- Treat Evasion, Vicious and Invulnerable as certainty rather than percentage, and spend them on the rolls you can least afford to lose.
- A squad carrying Cold Blooded does not also need a Scoundrel to set up its critical hits, which frees a slot.
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 duration, in turns. The three defined effects each say 'the next attack' without saying whether an unspent stack survives the end of the turn.
- Every magnitude except the single 4-Defense example, and the Talent ladders that grant these three.
- Whether Invulnerable stops area damage as completely as it stops a directed attack.
- Whether Burning halves its stack or decrements it.
- Whether player Operators have Defense as enemies do.
- Application chances, and whether any of these can be resisted.
- How many status effects exist in total. These are the ones that appeared in roughly ten hours of published footage.
Questions
Common questions
The way these come up in search, answered directly.
- What status effects are in Zero Company?
- At least five have been seen: Defense, Burning, Spotted, Disoriented and Invulnerability.
- What do Weapon Mods do in Zero Company?
- They slot into a weapon, change its stats, and can add effects of their own — one applies stacking Burning on every hit.
Related mechanics
Builds that depend on this mechanic
- Taunt and Absorb Wall TheorycraftOpen in Squad Builder →
- Overwatch Trap TheorycraftOpen in Squad Builder →
- Scout Advantage Battery TheorycraftOpen in Squad Builder →
- Gunslinger Burn TheorycraftOpen in Squad Builder →
Sources
- 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
- 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 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 Talents Complete List
Hack the Minotaur · Tier 3 — Retail review · accessed 29 August 2026
Supports: "10 Universal Talents" for custom Operators, one astromech-exclusive Talent and seven authored-Operator Talents, each printed as a four-tier table. A Life of Labor — "Tier 1: +5 Health; +1 Defense", "Tier 2: +5 Health; +1 Defense; +2 Melee Damage", "Tier 3: +5 Health; +1 Defense; +2 Melee Damage; +2 Critical Hit Damage", "Tier 4: +7 Health; +2 Defense; +4 Melee Damage; +4 Critical Hit Damage". Anticipation — "1 use per turn", "2 uses per turn", "3 uses per turn", "3 uses per turn, can also target an ally". Cold Blooded — "1 stack; 1 per combat", "1 stack; 2 per combat", "1 stack; 3 per combat", "2 stacks; 3 per combat". Espionage — "+5 Intel Rewards", +7, +9, +12. Fortitude — "+2 Defense", +3, +4, "+6 Defense; ignore the chance-to-hit penalty for injury". Grit — "1 stack per 1 turn, +2 Max Health", +4, +8, "2 stacks per 1 turn, +12 Max Health". Sabotage — "1 per combat", "2 per combat", "3 per combat", "Unlimited". Taunt — "1 Taunt per turn", then "reduces Damage by 2", by 4, by 6. The Bigger They Are… — "+2 Damage", +3, +4, +6. Thievery — "+150 Credits", +200, +250, +300. Built-In Comlink — "Tier 1: +1 AP; 1 per turn", "Tier 2: +1 AP; 2 per turn", "Tier 3: +1 AP; Unlimited". Status definitions — Evasion: "The next incoming attack on your unit is automatically 'evaded' and misses." Vicious: "Guarantees that your Operator's next Ranged Attack or Melee Attack is a Critical Hit." Invulnerable: "Prevents all incoming damage from the next incoming attack." Bylined Hack The Minotaur, printed update date 2026-08-17 — which predates launch, and is recorded as printed rather than quietly corrected. The tables match two launch-week sources step for step, so this is registered as corroboration and its date is not read as a claim about which build it describes.