Scoundrel | Star Wars Zero Company
Class
Scoundrel
The Scoundrel is a wildcard, adept at taking advantage of situations without much preparation and taking advantage of every opportunity in combat. 6 abilities across 16 upgrade tiers, with what each one does at every tier.
Role
Scoundrels are surprisingly effective at taking down dangerous foes. The following skills let these Operators decimate the unprepared. Scoundrel's Instinct ignores enemy defense, quickly conquering armored foes. Identify Weakness makes an enemy extremely vulnerable to the next attack. Easy Mark lets the Scoundrel repeatedly fire on a marked target when allies attack.
Abilities
Every Scoundrel ability the game ships, with the effect text for each upgrade tier. Higher tiers replace the tier below them.
Action says what the ability costs on your turn and Cooldown how often you get it back, which together are what decide a turn - a Major action is your turn, a Minor action leaves you able to act again.
Kabb Uppercut is the Scoundrel of Zero Company, so this list doubles as their ability sheet.
| Ability | Tier | Action | Cooldown | Type | Effect |
|---|---|---|---|---|---|
| I | Major action | Once per turn | Ultimate | Marks the chosen enemy allowing this Operator to Assist the next ally that attacks that target. | |
| Easy Mark | II | Marks the chosen enemy allowing this Operator to Assist the next ally that attacks that target. | |||
| Easy Mark | III | Marks the chosen enemy allowing this Operator to Assist the next ally that attacks that target. | |||
| Easy Mark | IV | Marks the chosen enemy allowing this Operator to Assist the next ally that attacks that target. | |||
| Easy Mark | V | Marks the chosen enemy allowing this Operator to Assist the next ally that attacks that target. | |||
| Easy Mark | VI | Marks the chosen enemy allowing this Operator to Assist the next ally that attacks that target. | |||
| - | Passive | - | - | This Operator gains a +30% increase to Critical Chance during Assist attacks. | |
| I | Minor action | - | - | Makes a chosen enemy Vulnerable, allowing the next attack to Critically Hit. | |
| Identify Weakness | II | Makes a chosen enemy Vulnerable, allowing the next attack to Critically Hit. | |||
| Identify Weakness | III | Makes a chosen enemy Vulnerable, allowing the next attack to Critically Hit. | |||
| Identify Weakness | IV | Makes a chosen enemy Vulnerable, allowing the next attack to Critically Hit. | |||
| Identify Weakness | V | Makes a chosen enemy Vulnerable, allowing the next attack to Critically Hit. | |||
| Identify Weakness | VI | Makes a chosen enemy Vulnerable x2, allowing the next 2 Attacks to Critically Hit. | |||
| - | Passive | - | - | This Operator's gains a 25% chance to join a Call For Backup targeting a teammate. | |
| - | Passive | - | - | This Operator has a 20% Chance to regain an AP after executing an Assist. | |
| - | Passive | - | - | All of this Operator's attacks Penetrate the target's defenses, ignoring up to 4 points of Defense. |
More on classes
All classes and specializations covers how Specializations, the Focus Tree and cross-training fit together. Operators lists who joins the squad and what each of them can do.
