Star Wars Zero Company Trick Build
Plan a Star Wars Zero Company Trick build with Soldier and Heavy skills, an 18-Focus allocation, equipment choices, AP turns, and Patch 1.2 death rules.
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For a Star Wars Zero Company Trick build, keep Soldier for Rocket Strike and add Heavy when your squad needs a tougher front line. A practical specialization target is Rocket Strike III, Conditioning II and Unstoppable III: 18 Focus across those three lines, before talent spending. Prioritize For My Brothers III when available if preventing a first knockdown Injury matters more than extra damage.
Which Trick build should you use?
Use this Soldier/Heavy plan when you want Trick to contribute an area attack and remain near a contested objective. Epic's operator guide supports that pairing. Our allocation below keeps the rocket at a middle tier instead of spending most of the budget on its final upgrades.
If the mission mainly rewards reaching an exit quickly, deploy another mobile Operator for that job and let Trick cover the approach. If the team already has durable front-line coverage, compare an offensive alternative before investing in more health.
Skill priorities and Focus costs
The numbers below come from community-extracted build 25898267 records, not an independent damage test. Our totals add the tier purchases within each line: Rocket Strike III costs 3 + 4 = 7 Focus. Heavy is the secondary Specialization here, so use its secondary costs and level gates, which differ from primary Heavy. For example, Conditioning II costs 4 Focus as secondary, versus 2 as primary.
| Priority | Target | Total Focus in that line | Why take it, and when to stop |
|---|---|---|---|
| Early Soldier | Rocket Strike II | 3 | An affordable first rocket upgrade; reserve the next points for the role your squad lacks |
| First Heavy investment | Conditioning II | 4 | Gives +8 Max Health; the secondary rank requires roster level 6 |
| Balanced intermediate target | Rocket Strike III + Conditioning II | 7 + 4 = 11 | Keeps area damage while taking Conditioning's +8 Max Health |
| Add counter pressure | Unstoppable III | 3 + 4 = 7 | Two Retaliation stacks with +2 damage on each counter; secondary rank requires roster level 6 |
| Later survival choice | Conditioning III instead of II | 4 + 6 = 10, an additional 6 | Adds another 4 Max Health; secondary rank requires roster level 8 |
| Later rocket choice | Rocket Strike IV instead of III | 13, an additional 6 | Compare its preview against a target the lower rank fails to finish |
The 18-Focus specialization example is 7 + 4 + 7. It excludes For My Brothers and any other talent or ability spending. Reserve their costs in your own save before following it; this is a set of milestones, not a claim that every rank becomes available in a fixed mission. Until a secondary upgrade unlocks, use its available base rank rather than saving points for an action you cannot yet equip.
A useful later decision is to compare the two 6-Focus upgrades in the last rows. If Trick survives reliably but leaves a dangerous target alive, inspect the rocket upgrade first. If he is repeatedly downed before supporting the objective, the health upgrade or a safer position addresses the actual failure.
For My Brothers: choose the recovery you need
The extracted talent ranks distinguish the upgrades:
| Rank | Recovery | Practical priority |
|---|---|---|
| I | Once per mission, revives at the next turn's start with half Health | Keep someone available to stabilize his position |
| II | That recovery restores full Health | Take when low post-revive Health is the immediate problem |
| III | Also prevents the first knockdown Injury | Valuable when repeated deployments and injury recovery constrain the roster |
| IV | Also allows an immediate revive with 1 AP if downed on your turn | Consider when your plan specifically benefits from that timing |
Treat a recovery as a chance to regain a safe position, finish a threat or complete an objective. Sending him back into the same exposed lane can waste the once-per-mission protection. Under Instant Death, apply the official 1.2 rule below instead of assuming the normal injury protection makes him permanently safe.
Equipment: leave AP for the job
For this build, compare the actual weapon attack and movement previews before choosing raw damage.
| Equipment choice | Use it when | Check first |
|---|---|---|
| An attack that costs 2 AP in the current preview | Trick can fire without moving and keep 1 AP for Unstoppable | The selected attack does not consume all remaining AP |
| A cheaper mobile attack | Trick must move or help an ally before shooting | Move, support and attack all fit the same turn |
| A Medpac on a nearby teammate | Trick may return from a knockdown in a dangerous position | That teammate can reach him and afford the support action |
| A grenade or other area Utility | It changes a useful finish or target position | Allies, objective units and campaign Advantage rules |
Use your current weapons, Mods and Utilities rather than buying equipment solely for a tier label. An all-remaining-AP attack leaves no point for Unstoppable afterward. Choose the attack sequence before committing.
Example turns: AP and Advantage separately
These are planning examples using the stated costs, not recorded combat rotations.
Hold a firing position: if the current shot costs 2 AP and Trick starts with 3, activate Unstoppable for 1 AP and take the shot for 2. This fits only without an additional move. Reserve an ally's action if a miss would leave the objective threatened.
Move and stop a nearby threat: if movement costs 1 AP, Soldier's Brutal Strike costs 1 AP and Heavy's Unstoppable costs 1 AP, those actions use all three. Inspect the rush endpoint before using Brutal Strike; a control effect is less useful if it leaves Trick exposed to several other enemies.
Choose the shared-pool spender: Rocket Strike costs 10 Advantage and is limited to once per combat in the extracted record. Heavy's Bulwark costs 4 Advantage. Starting at 10, spending 4 leaves 6, so the rocket is unavailable until the pool is replenished. Choose between protecting the line and removing a cluster before an ally spends the shared resource.
See AP planning and the squad planner to assign the setup, finisher and recovery jobs. You can act with another Operator between Trick's actions.
Patch 1.2: Instant Death and Advantage generation
EA's Patch 1.2 notes state that Instant Death permits Trick to be downed and injured once in a Tactical Mission through For My Brothers; a second defeat in that mission kills him. After the first recovery, give him a safer job and leave a healthy teammate able to intervene.
For No Advantage from Area Attacks, plan the rocket as a resource spender rather than assuming blast damage refills the pool. Scout changes also remove the older guarantee of effortless Advantage generation. Check your campaign modifiers before copying an older rocket loop.
If Locked Tactical Respec is enabled, work with the campaign's assigned Specializations instead of planning a later switch to Heavy. Locked Weapon Respec also restricts weapon changes, with the specific one-time Trick exception described in EA's notes.
Sources and review
Checked October 26, 2026. Epic supports the Soldier/Heavy direction; the linked ability records provide effects, and the Heavy secondary ladder supplies its tier costs and level gates. The Heavy data page lists Bulwark's 4-Advantage cost, while the Brutal Strike record lists its 1-AP action. EA is the source for 1.2 campaign rules. Cost sums, allocation milestones, equipment comparisons and turn examples are our editorial calculations and recommendations, distinct from the underlying records.
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