Characters · Story Operators

STAR WARS Zero Company Companions

Zero Company has six story companions: Trick, Kabb Uppercut, Jae Mordant, Tel-Rea Vokoss, Cly Kullervo, and Luco Bronc. Each has a unique Talent, and two use exotic classes.

Recruitment and character-system spoilers below

Important: companions are not protected from permadeath. Story choices can also cause a character to leave.

The Six Story Companions

CompanionStarting classUnique Talent
TrickSoldierFor My Brothers
Kabb UppercutScoundrelUppercut
Jae MordantAssaultFinal Shot
Tel-Rea VokossJedi PadawanStrong with the Force
Cly KullervoMandalorian WarriorCombat Jump
Luco BroncSharpshooterCombat Gas

Hawks is the seventh authored Operator, but is the player character rather than a companion. Custom recruits are a separate group without these six story identities.

What Do Their Unique Talents Do?

For My Brothers lets Trick recover after being downed, with upgrades improving recovery. Uppercut is Kabb's knockback melee attack and refunds its Action Point cost when it defeats the target. Jae's Final Shot assists against a low-health enemy and can eliminate it.

Tel-Rea gains Harmony through Strong with the Force, supporting lightsaber damage and deflection. Cly's Combat Jump uses Advantage rather than Action Points to move by jetpack and disrupt nearby enemies. Luco's Combat Gas builds Sharpened Senses for ranged accuracy and damage.

Which Companions Can Change Class?

Trick, Kabb, Jae, and Luco can move into any of the eight standard Specializations. Their unique Talents remain active after a respec.

Tel-Rea stays in the Jedi path and cannot take a standard class. Cly keeps Mandalorian Warrior in her first slot, but the supplied guide says her second slot can use a standard class after Cycle 18.

Bonds, Cross Training, and Hero Missions

Pairs of Operators build a Bond by completing Operations and Tactical Missions together and by using Call for Backup. Each Bond level grants a Cross Train benefit to both members. The supplied companion guide says that Cross Train choice is permanent.

Conversations at the Pit can unlock hero missions. These missions make companion relationships a source of playable content, not only passive bonuses.

Can Companions Die or Leave?

With permadeath active, companions can be killed in action. The supplied guide states that an Operator downed while already carrying two injuries is lost for that campaign. Losing Tel-Rea also removes access to her unique Jedi class because custom recruits cannot take it.

Authored Dilemmas can also drive a character away. Low approval by itself is not described as an automatic departure; the risk belongs to specific story decisions and relationships.

Is There One Best Companion?

There is no single source-wide ranking. IGN highlights Jae, Cly, and Tel-Rea, while GamesRadar places Cly and Kabb in its highest tier. These are editorial judgments built around different teams and priorities.

Choose around the job your squad needs: control and mobility, close-range pressure, ranged accuracy, reliable recovery, Force movement, or low-health cleanup. See the class guide for standard roles.

What the companion videos add

The exotic-specialization breakdown separates locked roles from the normal class pool. Tel-Rea uses lightsabers and Force Meditations instead of normal weapons and utilities, while Cly keeps her Mandalorian equipment. The companion Talent guide is also useful when planning around fixed abilities rather than a creator's tier list.

Sources and Limits

This page compares the supplied IGN, Zero Command, GamesRadar, and Epic Games operator material. It keeps recommendations attributed and does not invent hidden approval thresholds, exact departure scenes, or recruitment choices missing from the files.