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Zero Company Builds

Evidenced before launch

Displacement into Overwatch

Pushing an enemy into a prepared reaction cone instead of waiting for it to walk in.

Confirmed
Confidence
Confirmed
Verified
14 September 2026
Version
Retail 1.1, 9 September 2026 — official patch notes

What it needs

In the squad
A displacement ability — Force Push, Uppercut or Combat Jump — or a Concussion Grenade in any Operator's Utility slot · An Operator holding an Overwatch cone
The builder checks
An Operator with a confirmed displacement ability or a Concussion Grenade equipped, plus a Specialization that can plausibly hold a cone at range.

Mechanism

Why it works

Overwatch is a directional cone that triggers when an enemy moves or acts inside it. Its weakness is that it is passive: a cone pointed at ground the enemy chooses not to cross does nothing at all.

Force Push, Uppercut and Combat Jump all move enemies. Moving an enemy into a waiting cone triggers the reaction on your terms rather than the enemy AI's, which converts Overwatch from a hope into a plan.

EA set this out themselves as a Force Push and Uppercut combination, and previewers demonstrate both — punching a single enemy into a cone, and using an area push to move several at once.

From 2026-08-29 this stopped being an Operator property. A Concussion Grenade displaces and sits in a Utility slot, which any Operator can carry — so a squad of four Custom Operators with no Padawan, no Cly and no Kabb can now run the best-evidenced pairing on this site. Xbox Wire recommend the grenade for shoving enemies, including off ledges, and a previewer knocked enemies clean out of the combat space with one.

The grenade is the less reliable half and the record says so rather than levelling them. Force Push and Uppercut are abilities with known behaviour; the grenade's push *distance* has never been published, and distance is exactly what decides whether a target lands inside the cone or short of it.

From Patch 1.1 the cone is enforced — Overwatch no longer triggers on units outside it — which is the case this pairing was always built for, since a pushed enemy lands inside the cone by design. What the patch does not claim is that the cone always fires when it should. PC Gamer report Overwatch failing to trigger on enemies moving through it after the patch, and EA's notes address only the opposite failures. The synergy is valid; its execution is not yet a guarantee, and a plan built on it should carry a second cone or a shot in hand for the target that lands and walks on.

Cost

What it gives up

The Overwatch holder gives up its whole turn to set the cone, and the displacement costs a second Operator's action. Two turns are spent to kill on the enemy's. Done with a grenade it also costs a Utility slot and a charge, on an Operator who starts the campaign with one slot. And since Patch 1.1, one outlet reports the cone can fail to fire on a legitimate trigger — so the turn spent setting it is not yet a certain one.

In practice

Squads built on this

Curated builds whose four Operators trigger this finding in the Squad Builder. Derived from the same engine, so the two lists cannot disagree.

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.

  • The cone's angle and range, and how the trade between reach and hit chance is priced.
  • Whether an enemy displaced into a cone triggers it on entry, or only if it acts inside it afterwards.
  • Whether a pushed enemy that dies to collision damage before entering the cone still triggers anything.
  • How far a Concussion Grenade pushes, and whether heavy or armoured enemies resist it. It is the difference between a reliable delivery into the cone and an opportunist one.
  • How often a cone fails to fire on an enemy that is genuinely inside it in 1.1. One outlet reports it; no rate, no reproduction, and no acknowledgement from EA. It is the difference between a synergy that is reliable and one that is merely correct.

Read next

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

  • Star Wars Zero Company: A New Hope for Turn-Based Tactics

    Xbox Wire · Tier 3 — Hands-on preview · accessed 19 August 2026

    Supports: Difficulty — the writer played on Hard, "third highest out of four difficulties", and "the cutely named Beskar mode is this game's equivalent for XCOM's Ironman, with no reloading previous saves". That line was the basis of this site's difficulty record from 2026-08-19 and was missing from this locator until 2026-08-27; a cited claim whose location is not recorded is a claim nobody can re-check. Combat and squad sections — Advantage accumulating when a squad member successfully deals damage, and capping at 10; respeccing Hawks from Scoundrel into Gunslinger to exploit a Weapon Mod that applied an accumulating Burn status on every attack; unique-specialisation recruits being unable to respec the same way; an astromech with no basic attack, carrying three different Utility items with two uses each; a Concussion Grenade knocking enemies clean out of the combat space. 15-hour preview build.

  • Star Wars Zero Company Tips for Tactics Padawans

    Xbox Wire · Tier 3 — Retail review · accessed 27 August 2026

    Supports: "Fit Check" — "utility items like grenades and health packs are refreshed at the start of every battle (even when you have multiple battles in sequence as part of a larger story mission)", and "you'll likely be shifting your best equipment around between different operators as you field different teams". "Action Economy Is King" — "The limit of 3 action points per turn only applies to how many they can hold at any given moment", a free assist available every turn, and abilities that grant additional actions to teammates. Opening paragraph — four difficulty settings, changeable in the menu at any time between missions. Autosave on the first round of a battle, then at cycle start. Bylined Will Fulton, Xbox Wire Editor. Published 2026-08-26

  • STAR WARS Zero Company — Patch 1.1 Notes

    Electronic Arts · Tier 1 — Official · accessed 14 September 2026

    Supports: Published 9 September 2026, the first post-launch patch; re-read in full on 14 September 2026, when it was still the newest entry on EA's News & Updates page. **Every item below is listed by EA under bug fixes**, which is what makes each one a statement about 1.0 as well as about 1.1. Secondary Specializations: their passive Cross Trainings "now correctly enter the selection pool at Relationship +8", and Secondary Specializations "now count for Specialization-specific Operation requirements and results". Chance-to-Hit: attacks displayed at 100% "can no longer erroneously miss". Scattergun: Tiers II, III and IV "no longer incorrectly use Tier I values". Droid Dismantler: Harmony "is granted only on Droid deaths, not on every enemy death". Tel-Rea: the Ranged Damage Cross Training bonus "is now applied once rather than twice" to her Force attacks, and Critical Damage bonuses "now correctly apply" to them. DC-17m Anti-Armor: it "can now critically hit" and "receives damage bonuses that apply to grenades". Ion Blasters "no longer double Critical Damage". Sweeping Salvo: "enemies outside the targeting cone are no longer hit". A Life of Labor II "can no longer infinitely accumulate bonuses when purchased repeatedly". Immovable: the status "now provides its intended bonuses". Bacta Tank, missed on the first read and added 14 September: "Fixed an issue where the Bacta Tank could be used more than one in a cycle" — EA's wording, typo included; the intended rule is one use per cycle. Overwatch, three lines, quoted verbatim on 14 September because the first pass had paraphrased the first of them too loosely: "Fixed an issue where Overwatch shots triggered against attackers caused the enemies to fire through solid objects at Operators they couldn't see" — an enemy-side line-of-sight failure, not the player's reaction shots passing through walls; "Fixed some instances of Overwatch triggering on a unit outside of the targeting cone"; and "Fixed various Overwatch issues that caused enemies and Operators to be unintentionally attacked". A fourth mentions it in passing: "Fixed a turn ordering issue that caused the Coil Captain to heal a target already slain by Overwatch". **Checked for and absent**: any figure for anything — no Scattergun tier statistics, no Harmony amount, no DC-17m damage, no figure for what Immovable now provides, no Bacta Tank cost. Also absent: any fix for Overwatch *failing* to trigger. Every Overwatch line corrects a shot that should not have happened, and none claims a shot that should have happened now does.

  • Star Wars Zero Company gets much-needed first patch so you won't miss shots with a 100% chance to hit any more

    PC Gamer · Tier 3 — Retail review · accessed 14 September 2026

    Supports: Registered for one claim, and it is the one no patch note can make about itself: what the patch did *not* fix. The outlet's own playthrough had Overwatch failing to fire — in the passage as it surfaced through search, the main bug experienced was Overwatch not triggering even when enemies jog through multiple targeting cones on their turn, and that does not seem to have been addressed, although the bugs where Overwatch triggered on units outside the cone or behind solid objects have. The article body could not be retrieved by this site — pcgamer.com returns a membership interstitial to an automated fetch, as it did for `retail-pcgamer-talents` — so the byline and the exact build tested are unrecorded, and the claim is filed as one outlet's account rather than corroborated. It is consistent with EA's notes, which fix only shots that should not have happened, and it is why every Overwatch record here carries a reliability caveat rather than reading the patch as a guarantee. **Checked for and absent**: any statement of how often the failure occurs, any reproduction steps, and any acknowledgement from EA.