Focus Tree
Overview
The Focus Tree is each Operator’s personal progression system in Star Wars Zero Company. It is accessed from the Personnel facility in the Den, where players spend Focus Points to upgrade an Operator’s Talents, Abilities, and Passives.
Every Operator, whether Hawks, a story companion, or a custom recruit, has their own Focus Tree. It sits alongside, but is distinct from, an Operator’s class: the Classes determines which Specializations and abilities an Operator has, while the Focus Tree determines how those abilities are upgraded over the campaign.
Focus Points
Focus Points are the currency spent in the Focus Tree. They are earned primarily by increasing Bonds between Operators, and can also be awarded by completing Tactical Missions and Operations. The Freeform Training Cross Training option grants +2 Focus Points to both Operators in a pairing.
Tree Structure
The Focus Tree is laid out as a tiered grid, at least five tiers deep, with multiple ability tracks per Operator. Each node has a Focus Point cost and unlocks or upgrades one of:
- A Special Action: an active ability used in combat
- A Passive: an always-on bonus
- An upgrade to the Operator’s existing Talents and Abilities
Many abilities have multiple ranks (e.g. I, II, III), with later ranks costing more Focus Points and improving the effect. Ranks are visible in combat: an ability card shows the rank as part of the ability’s name, so an operator using Combat Recon IV is running the fourth rank of that node. Where a rank is shown, the AP or Advantage cost on the card belongs to that rank, not to the base ability.
Rank ceilings
- Class abilities run to rank VI, with the Gunslinger the single exception at rank V across its whole kit
- Three passives cap at rank V: Fleet of Foot, Tactical Timing, and Strength
- Universal Talents run to rank IV. Authored operator talents vary, as high as VI for Hawks and Kabb Uppercut
Upgrade paths are not all numerical. Some ranks raise damage or range, some loosen a usage limit (Easy Mark VI drops its once-per-turn restriction, Sabotage IV removes its per-combat cap), and some add an effect that was not there before (Sweeping Salvo VI becomes able to crit, Brutal Strike VI upgrades its Daze into a Stun).
Ranking an Ultimate up can also make it cheaper. Open Fire costs 9 Advantage at rank I and 7 at rank II; Easy Mark costs 7 at rank I and 5 at rank III. Advantage cost is part of the upgrade, not a fixed price per ability.
Per-rank values sit with the ability they belong to: each class page carries its own four ability tracks, and Talents carries both Talent sets.
Confirmed Nodes
| Node | Type | Effect |
|---|---|---|
| Morale Boost III | Special Action | The Operator and all nearby allies rise to 6 stacks of Morale at this rank, up from 4 at base. Each turn Morale restores 2 HP per stack and then loses a stack, and an Operator holding Morale ignores Chance-to-Hit penalties from Injury. |
| Lifesaving Measures II / III | Passive | Medpacs used by this Operator restore an additional +20% Health at the rank shown, up from +5% at base rank. A higher rank (III) is confirmed to exist. |
| Combat Stim | Ability | The Medic’s temporary buff to a teammate (increased damage and health) appears as a Focus Tree node. See Medic. |
| Identify Weakness II | Fast Action | The Scoundrel’s Standard ability at rank II: 1 AP, effective range 16.0m, applying Vulnerable 1 so the next attack can critically hit. |
| Easy Mark III | Special Action | The Scoundrel’s Ultimate at rank III: 5 Advantage, once per turn, applying Marked 1 so the Scoundrel Assists the next ally to attack that target. |
| Combat Recon IV | Fast Action | The Scout’s Standard ability at rank IV: 1 AP, once per turn, granting +1 Advantage per enemy assessed and revealing hidden enemies across a 5.5m area within a 20.0m range. |
| Open Fire II | Special Action | The Gunslinger’s Ultimate at rank II: 7 Advantage for 17 damage, firing Chained Ranged attacks that each gain +10% Chance-to-Hit. The base ability fires 2 times; the shot count at this rank is not stated on the card. |
| Brutal Strike IV | Melee Action | A Soldier melee ability at rank IV: 1 AP for 16 damage, once per turn, rushing and striking a target and applying Dazed. |
| Sweeping Salvo III | Special Action | The Assault’s Ultimate at rank III: 7 Advantage for 14 damage in a Cone, applying Disoriented 1 to all enemies caught in it. |
Those are the nodes seen on in-combat ability cards, which is why each carries a rank and a cost.
Preview-era readings
A handful of figures published during the preview period read differently from the ability data, because a card shown in combat reflects one operator’s rank, gear, and banked Advantage rather than the ability’s base values. The ability data is the newer reading and the one used across the wiki; the preview figures are kept as footnotes under the rank tables they affect, and the substantive ones are:
| Ability | Preview reading | Ability data |
|---|---|---|
| Sweeping Salvo | Sweeping Salvo III card at 14 damage, 7 Advantage | 16 damage at rank III; 7 Advantage is the only cost figure recorded |
| Ambush | Card listed at 19 damage | 14 base damage before any Advantage is spent, plus 2 per Advantage at rank I |
| Brutal Strike | Brutal Strike IV card at 16 damage | 15 base damage at rank IV, 16 at rank V |
| Morale | +9% Chance-to-Hit per stack, lost on taking damage | 2 HP per stack each turn, one stack lost per turn, and immunity to Injury accuracy penalties |
| Fearless Leader | Assist damage, defence and chance-to-hit | Assist Damage and Defense at every rank |
| Final Shot | More shots per turn at higher ranks | Once per turn at every rank, with a rising health threshold |
Respec and Second Specialization
The Focus Tree tab is also where Specializations and Talents are respecced. Both are freely reassignable for most of the roster, with only a few specific heroes locked out, and a Talent respec swaps the operator’s Universal Talent the same way a Specialization respec swaps their class.
It is also where an operator’s Second Specialization is chosen once the campaign unlocks it. Because Focus Points upgrade Talents, Abilities, and Passives across whichever Specializations an operator holds, a second Specialization widens the tree rather than replacing the first.
Relationship to Other Systems
- Bond System: Bonds are the primary source of Focus Points, and Cross Training can grant them directly.
- Classes: an Operator’s Talent, Primary Specialization, and Secondary Specialization define the abilities the Focus Tree upgrades.
- Base Management: the Focus Tree is found under the Personnel facility, where Specializations can also be reassigned.
References
If information is missing, it has not yet been confirmed. Corrections are welcome.