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Zero Company Builds

Authored Operator

Kabb Uppercut build guide

A Felshi former prizefighter with a cybernetic arm and a signature cover-breaking Uppercut.

Confirmed
Confidence
Confirmed
Verified
11 August 2026

Overview

A Felshi former prizefighter with a cybernetic arm.

Type
Authored — joins through the story
Species
Felshi
Story missions
Optional
Spoiler level
None — nothing here spoils the story

Confirmed

What changes how you build them

  • His fixed Talent is Uppercut: once per turn, for 1 Action Point plus more depending on distance travelled, he rushes an enemy, hits them and knocks them backwards. If it kills them, every point it cost is refunded — the travel as well as the strike. Ranks mostly raise its base damage.
  • Because the refund covers the travel, he can spend a full 3 Action Points crossing the map, kill a rank-and-file droid with the punch, get all three back and continue the turn. Ordinary enemies work as stepping stones, which makes him one of the most mobile Operators in the game rather than simply a melee one.
  • He starts as a Scoundrel, and can be changed to any of the eight at the Den.
  • Felshi, a species created for this game — he is the first in Star Wars canon. A veteran crook and former prizefighter, with a cybernetic arm.
  • EA give the intended use outright: knock a target out of cover and into a squadmate's Overwatch. Previewers confirm doing exactly that.
  • A previewer describes him knocking enemies through barriers and into other Operators' lines of fire, so the displacement clears obstacles as well as cover.
  • Forced movement damages a droideka through its ray shield, which makes him a counter to a specific enemy rather than a general utility.

Unique abilities

Abilities only Kabb Uppercut has

  • Uppercut

    Confirmed

    Once per turn, for 1 Action Point plus more depending on the distance travelled, Kabb rushes an enemy, strikes them for melee damage and knocks them backwards. A kill refunds every Action Point the ability consumed, the travel included.

    Build value: The second confirmed displacement tool, and the only one that can be free. Same use as Force Push — expose a target for a ranged finisher, or push it into a reaction cone — but the refund makes it a movement ability as much as an attack: cross the map, kill something ordinary on arrival, and get the whole cost back. Against rank-and-file enemies that turns positioning into something Kabb does for nothing, which is why he suits classes that are normally starved of Action Points by repositioning.

Specializations

Recommended Specializations

These are our reading of the character's confirmed identity, not confirmed starting classes.

  • Assault

    The best fit for how Uppercut actually behaves: an extra movement bonus, a second melee strike with knockback, and a cone Ultimate that wants him already standing in the middle of a group — which he is very good at arranging.

  • Soldier

    Melee damage bonuses that Uppercut itself benefits from, plus a melee attack of the class's own. The cheapest way to make the Talent hit harder without spending Focus Points on the Talent.

  • Sharpshooter

    The unobvious one, and it works because Uppercut is a movement ability with a kill attached: punch whoever is standing on the high ground you want, refund the points, and fire a long arm from it in the same turn.

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.

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.

  • How the travel surcharge is calculated — how far the first Action Point of the rush reaches before a second is charged.
  • Whether the refund is capped at the three Action Points a turn normally holds.
  • Knockback distance, and whether it can push a target into a hazard for an instant kill as the Assault's Bull Rush can.
  • Whether the cybernetic arm is mechanical or cosmetic.
  • How much the base damage rises per rank.

How this Operator is ranked

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

  • 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

  • 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

  • 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