Jae Mordant joins Zero Company after the Cycle 3: In Debt to the Hutts mission, and her value comes almost entirely from her signature talent rather than a fixed class. Final Shot lets her clean up wounded enemies for free, so the strongest build feeds her a steady stream of low-health targets while generating Advantage for the rest of the squad.
Quick answer: Run Jae as a Gunslinger with Scout as her second specialization, equip a Blaster Pistol, and prioritize Final Shot, Combat Recon, and Quick Draw. Fire at multiple enemies each turn so Final Shot triggers and picks off anything left at low health.

How Final Shot works and scales
Final Shot is a passive that persists through any respec. Once per turn, after an allied Operator attacks, Jae immediately fires her blaster and eliminates any enemy left at or below a health threshold. She spends no Action Points to do it, which makes every teammate’s attack a potential setup for a free kill.
The health cap grows as you upgrade the talent in her Focus Tree, and at the top rank it can be used more often per turn. Investing here first is the single biggest improvement you can make to the build.
| Final Shot rank | Enemy health eliminated |
|---|---|
| Tier 1 | 4 health or less |
| Tier 2 | 6 health or less |
| Tier 3 | 8 health or less |
| Tier 4 | 10 health or less (usable twice per turn) |

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Add to Google Preferences →Best specializations: Gunslinger and Scout
Gunslinger gives Jae cheap, repeatable shots and rewards her for attacking many times in a turn. Scout turns her into an Advantage battery and a debuffer. Together they line up perfectly with Final Shot, because more shots means more wounded enemies for her to finish.
The key interactions are simple. Final Shot’s execution counts as a defeat, so it can trigger the Scout passive Tactical Timing for extra Advantage, and it also stacks the Gunslinger passive Onslaught for more blaster damage. Firing two or more shots each turn spreads Scout’s The Spotter status across several foes while keeping Onslaught stacks building.
| Ability | Type | Effect |
|---|---|---|
| Combat Recon | Scout, Standard | Grants Advantage for each enemy in the assessment area. |
| Tactical Timing | Scout, Passive | 20% chance to gain +1 Advantage when this Operator defeats an enemy. |
| The Spotter | Scout, Passive | Enemies hit by her blaster become Spotted. |
| Ambush | Scout, Ultimate | Surprise attack that deals more damage the more Advantage is spent. |
| Quick Draw | Gunslinger, Standard | Fast 1 AP pistol shot; restores 1 AP if it defeats an enemy. |
| Onslaught | Gunslinger, Passive | Each attack in a turn grants +1 Blaster Damage (primary blaster only). |
| Keen Eye | Gunslinger, Passive | Increases Critical Chance on all ranged attacks (+6% at Tier 1). |
| Open Fire | Gunslinger, Ultimate | Fire twice at any combination of enemies (costs 9 Advantage). |
Quick Draw is the glue of the build. Because it costs 1 AP and refunds that AP when it lands a kill, you can chain it across several low-health enemies in a single turn, and each of those kills has a chance to fire Tactical Timing for more Advantage.
Note: Jae’s class is flexible, so other setups work. If your Hawks is already a Gunslinger, Assault is a solid primary for Jae, and Scoundrel or Sharpshooter fit a longer-range, single-target style. The Gunslinger and Scout pairing is the one that leans hardest into Final Shot.

Focus Tree skill priority
You will eventually unlock most of Jae’s nodes, but the order matters early. Spend Focus in this sequence to make the core loop reliable as fast as possible.
- Final Shot IV first, to raise the execution threshold and make the free kills trigger far more often.
- Combat Recon VI next, to maximize its range and flood the squad with Advantage each turn.
- Quick Draw V after that, to cut its chance-to-hit penalty and raise its base damage so it secures kills and refunds AP.
Best weapon and mods for Jae
The Blaster Pistol is the right fit. It is a fast weapon that fires for 1 AP with no limit, which lets Jae spread Spotted across several enemies and stack Onslaught in a single turn. That volume of shots is exactly what feeds Final Shot.
| Weapon | Damage | Crit Damage | Crit Chance | Range | AP to fire |
|---|---|---|---|---|---|
| Blaster Pistol | 6 | +4 | 11% | Short | 1 AP |
| Longarm Blaster | 12 | +12 | 11% | Long | 2 AP |
A Longarm Blaster or Blaster Rifle hits harder per shot, and if the target survives, Final Shot can often clean it up. The trade-off is the 2 AP cost after the first shot, which works against a build that wants as many attacks per turn as possible. Stick with the pistol unless you specifically want single-target punch.
Since the goal is hitting many enemies with Spotted, favor mods that apply status effects. Look for mods that reduce a target’s Defense, apply Burn stacks, or inflict Shock. A stabilizer that grants +1 Blaster Damage after attacking (expiring at the end of the turn) also pairs well with the high-volume shooting.

Utility slots
Her utility slots are flexible, since nothing is strongly tied to Final Shot or the recommended specs. A movement utility is the most useful pick, because repositioning keeps her in line of sight for the next Final Shot. Medpacs are a fine alternative for extra healing on harder difficulties.
Avoid utilities that cost 2 AP to use. Jae will almost always have a better use for that AP, whether it is another Quick Draw or an extra blaster shot.
Turn-by-turn rotation

You will know the build is clicking when Jae starts closing out turns by executing enemies your teammates only chipped, all while topping up the squad’s Advantage for ultimates. Lean on her range, keep her firing at multiple foes, and let Final Shot do the cleanup.





