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How to break STAR WARS Zero Company

Milky Milky 📅 01.09.2026 19:04 đŸ’Ŧ 0 Replies đŸ‘ī¸ 91 Views Last post: 2 days ago
Milky
01.09.2026 19:04
âœī¸ Edited
Introduction


Cly is an absolute beast. With the right setup she can clear out groups of enemies in one turn. This guide will show you exactly how to build around her and make the most of her abilities.

The Core setup

All you need is 1-3 Scouts and Cly. That's it.

The basic strategy:

Use Combat Recon on Scouts to farm advantage points.

Use Cly's Jetpack to get in close.

Use Electroweb Dart on everyone in the area.

Use Electroweb Surge to kill whole groups off at once.

Move or jet out afterward.

The more grouped up enemies are, the easier the cleanup becomes.

Why Gunslinger is a must

Gunslinger's passive, Onslaught, triggers with darts. This means Cly can deal even more damage per action used.

If something survives, her high crit chance plus Quickdraw, makes her incredibly strong at cleanup and overall combat.

Skill priority

Electroweb Dart, max this first. At max level, it costs only 1 advantage point instead of 2.

Jetpack - upgrade for range.

Electroweb Surge - upgrade for damage.

Synergy with Jae

Jae's Talent, picking off low health targets at range, is incredibly powerful with this setup.

Using Sharpshooter as a secondary class allows her to land final blows from across the map. Plus, the Scout class passive works with final blows, so you can farm points more effectively and keep the chain going.

The full turn by turn setup

Here's how a typical turn plays out:

Use Combat Stim on Cly.

Use Scout to farm advantage points.

Use Cly's Jetpack to get close without using movement actions.

Scout again for more points, move Jae into view for final blow setup.

Tag everyone with a dart, then pop it when done.

Jae will final blow anyone lower than 10 HP. Otherwise, use Quickdraw if anyone is low and out of Jae's view.

Shoot to make someone low enough for final blow, or farm points if needed.

Repeat the dart + Surge combo until out of actions.

Jetpack into cover once out of actions.

End turn.

Repeat next turn.

Why i prefer Jedi over a Third Scout

The more Scouts you have, the better the setup works. But personally, I prefer using the Jedi instead of a third Scout.

Being able to pull and push people off the map for a free kill, move them out of cover, or bring them closer together for a bigger chain is just more valuable to me than a third Scout's point generation.

Jae is still a must, though purely for final blows on low targets and how it can trigger double points. Her secondary class doesn't matter much, but I believe Sharpshooter increases her final blow range.

Class recommendations

The only class that's strictly required for this to work is Scouts. That said, bringing a Medic is worth it for Combat Stim, which gives:

Increased health.

Increased damage.

Increased bond.

Other than that, you can run whatever secondary class you like for each Scout.

Weapon Mods

Go crit focused:

Assassin's Scope - Better crit percentage.

Crit + Damage mods.

Custom Ergonomic - +1 per shot to make her stronger.

For utilities, movement mods can be good, but the Targeting Visor is excellent since it gives big bonuses to crit chance and hit chance.

By the end of the game, I had Cly at nearly 80% crit chance.

Bond Synergy

There's a level 7 bond you can get that doubles crit damage on shocked targets. Since Cly's darts already apply shock, this is a permanent crit boost. Combined with Onslaught triggering on darts, this carried me all the way to the end game destroying bosses after clearing entire areas.

Late Game Note

Near the end, you'll get a weapon that can lower armor with a 1 action use. This is worth noting, since enemy armor gets higher and higher later on. Using it can make a big difference.
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