Authored Operator
Cly Kullervo build guide
A Mandalorian gunslinger, one of the last of the ancient Clan Verminoth, who joins for revenge.
- Confidence
- Confirmed
- Verified
- 20 August 2026
Overview
An infamous Mandalorian gunslinger of Clan Verminoth, seeking revenge.
- Type
- Authored — joins through the story
- Story missions
- Optional
- Spoiler level
- None — nothing here spoils the story
Confirmed
What changes how you build them
- Officially described as a gunslinger — the one authored Operator whose description uses the name of a Specialization.
- Her class is Mandalorian Warrior, one of the four exotic classes, and it is exclusive to her. She cannot change it, so 'gunslinger' in her official description is flavour rather than a class.
- She can, however, add any of the eight standard Specializations as a secondary once dual Specializations unlock. That makes her the only Operator whose class is both fixed and expandable, and it is a different restriction from Tel-Rea Vokoss’, who never takes one of the eight at all.
- Her fixed Talent is Combat Jump: for 2 Advantage and no Action Point, a jetpack leap to a target location that shoves nearby enemies aside. It triggers neither Overwatch nor retaliation, so there is no answer to it. Ranks raise the range, and the final rank adds four stacks of Burn.
- That single action covers mobility, displacement and damage over time — more roles than any other Talent — and the landing strips cover from whatever it scatters. The Burn is small: 4 damage, then 2, then 1.
- Her Mandalorian armour gives +3 base Defense, so she blocks 3 damage from every hit from the start. An ordinary Defense value is 2.
- Ruthless gives +2 critical damage, rising to +6. That makes anything raising her critical chance — weapon mods, a secondary Specialization, Bond bonuses — worth more on her than on anyone else.
- Electro Web Dart costs 2 Advantage, shocks a single target, halves its movement and ignores evasion. Electro Web Surge, her Ultimate, then detonates a blast around her and around every darted enemy, ignoring Defense.
- The two electrical abilities are mediocre apart and severe together: 10 Advantage tags three enemies and detonates all three, and overlapping blasts compound on anyone caught between them.
- The jetpack makes vertical transitions free.
- She carries dual blasters, thermal detonators and traditional Mandalorian armour.
- Human, and one of the last surviving members of the ancient Clan Verminoth. She joins Zero Company to pursue a personal vendetta.
- A previewer describes her tagging several enemies with electrified darts and then electrocuting them and everything around them at once — a two-step setup-and-detonate pattern rather than a single attack.
- The same previewer calls her very Advantage-hungry, and says pairing her with a Scout produced battlefield-clearing turns. She is the only Operator anyone has described that way.
- Almost everything she does spends the squad's shared Advantage, so bringing her without a plan to fund her wastes her. A Scout generating for her, or an astromech handing her Action Points, is not a refinement — it is the condition on which she works.
- Landing an attack with an Action Point generates at least 1 Advantage, so she partly refuels herself between jumps.
- She joins late, and previewers say she and the Padawan are the two companions that force a rethink of squad composition.
- No unique ability has been officially published.
Unique abilities
Abilities only Cly Kullervo has
Electro Web Dart
Retail-reportedFor 2 Advantage, shocks a single target. It halves that enemy's movement and ignores evasion, so it lands regardless of how hard the target is to hit. The target is then tagged for Electro Web Surge.
Build value: Judged alone it is unremarkable, and it is not meant to be judged alone: its job is placing the tag that Electro Web Surge detonates. That makes it the setup half of the only two-step combination on the roster, and it wants spending on several enemies in a turn rather than on the most dangerous one. Ignoring evasion is the quiet detail — the setup cannot be denied by a target that is simply hard to hit.
Electro Web Surge
Retail-reportedCreates an electrical blast centred on Cly and a second blast around every enemy tagged with Electro Web Dart. The blasts ignore Defense. Where two blasts overlap, an enemy caught between them takes both.
Build value: The payoff half of the roster's only setup-and-detonate pattern, and the reason Cly is described as Advantage-hungry: roughly 10 Advantage buys three darts and the detonation, which is the whole pool in one turn. Ignoring Defense is what makes it worth that price — Defense is flat damage reduction here, so armoured targets that blunt ordinary attacks take this in full. Placing the darts so the blasts overlap is the difference between a good turn and a decisive one, which makes it the most positioning-dependent ability on this site.
Ruthless
Retail-reportedIncreases Cly's Critical Damage, from +2 at the first rank to +6 at the fifth.
Build value: Her only Focus Tree row that makes her ordinary attacks better rather than her electrical ones, which is what makes it the row to think hardest about. Both her class abilities are priced in Advantage and compete with the whole squad for the pool; this is free and applies to every blaster shot she fires between them. Critical damage rather than damage means it wants a critical chance to pay out on, so it argues for the secondary Specialization she is uniquely allowed — a Gunslinger's Keen Eye more than doubles the base 5%, and this is the passive that turns those criticals into a number.
Mandalorian Armor Training
Retail-reportedCly gains a base Defense of 3 and a jetpack, which lets her execute free vertical transitions. It has no Focus Tree row.
Build value: This is where her survivability actually comes from, and it is worth being clear that it is not something you buy — it is on from the first mission and never improves, so a plan that leans on it is planning around a constant rather than an investment. Defense is flat damage reduction, so 3 is worth most against the many small hits her jetpack tends to fly her into. The free vertical transitions are the same thing Move With The Force gives Tel-Rea, and they are separate from Combat Jump: the jetpack is how she gets up, the Talent is how she arrives in combat.
Specializations
Recommended Specializations
No build advice yet — deliberately
Cly Kullervo’s kit has not been officially published. Publishing a recommended Specialization now would mean guessing, so this section stays empty until a source names their abilities. It will be filled in as soon as that happens.
Bonds
Confirmed Very High Bond pairings
Each of these is required by a pre-release trophy, so the pairing is evidenced to reach the top tier. A pairing that is not listed is unknown, not impossible.
- Cly Kullervo + HawksAchievement
What a Bond level actually pays out — and which of the three Cross Training options to take — is on the Bonds database page.
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.
- Combat Jump's range in metres, and the radius of the shove on landing.
- Electro Web Surge's Advantage cost. The pairing is priced at 10 Advantage for three darts plus the detonation, which does not separate the two.
- The blast radius of Electro Web Surge, and how much damage either electrical ability deals.
- How long the halved movement from a dart lasts.
- Whether Burn arrives only at Combat Jump's final rank or is simply largest there.
- Which secondary Specializations are actually offered to her, and whether the Mandalorian Warrior kit keeps developing alongside one.
- Recruitment timing.
How to build Cly Kullervo
How this Operator is ranked
Sources
- Star Wars Zero Company — game announcement
StarWars.com · Tier 1 — Official · accessed 6 August 2026
Supports: Operator one-line descriptions — Cly Kullervo as a Mandalorian gunslinger of clan Verminoth, Luco Bronc as a sharpshooter, Trick as a clone soldier, Tel as a Tognath Jedi Padawan; the Den on the Ring of Kafrene; the Caisson piloted by M-3VO
- Cly Kullervo — Star Wars Databank
StarWars.com · Tier 1 — Official · accessed 6 August 2026
Supports: One of the last surviving members of the ancient Clan Verminoth; joins for revenge. Does not mention armour
- 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
- Every Move Counts — Pre-Order Star Wars Zero Company
Electronic Arts · Tier 1 — Official · accessed 15 August 2026
Supports: "Authored Operatives such as a Clone Trooper, Mandalorian, Umbaran, Jedi Padawan, and more"; Custom Operative species; Kundri Fathom named as leader of the Infinite Coil. Re-read 2026-08-15 for editions: Standard and Deluxe; the Deluxe adds the Grand Army of the Republic and Shadow Collective cosmetic packs and five exclusive painted weapon themes; the pre-order bonus on both is the Crystalline Astromech Cosmetic Pack (R3 droid, translucent crystalline R4 and R5 heads, BR-1 droid); storefronts named as Steam, EA App and Epic Games Store on PC. **No price appears on this page**, so none is recorded on this site
- 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
- I played Star Wars Zero Company — my honest thoughts
EckhartsLadder · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 3:18–12:36 — no hunker-down action, so a spare AP goes to Overwatch; astromechs carrying three utilities and extra uses of each; Trick able to negate some injuries along an upgrade path; twelve galaxy zones; super battle droids telegraphing a rocket one turn ahead; many of the 150+ planets being text-only
- Star Wars Zero Company preview — after 15 hours
Arekkz Gaming · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 3:15–9:43 — conversations at the Den unlocking side missions; late companions forcing a rethink of squad composition; missions carrying a limited window; fighting alongside Anakin Skywalker late in the preview; fifteen hours without a crash
- 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
- 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