Gaming Guide

Star Wars Zero Company: Jae’s Best Build (Gunslinger and Scout)

The Gunslinger and Scout pairing turns Jae into an Advantage battery that executes weakened enemies for free with Final Shot.

The Gunslinger and Scout pairing turns Jae into an Advantage battery that executes weakened enemies for free with Final Shot.

Jae Mordant joins the squad in the opening mission alongside Hawks, Trick, and Kabb Uppercut, and her value comes almost entirely from one fixed Talent: Final Shot. She starts as an Assault, but you can change her class at the Den, and the strongest setup leans into finishing wounded enemies while feeding Advantage to the rest of the team.

Quick answer: Spec Jae into Gunslinger and Scout, hand her a Blaster Pistol, and max Final Shot first. She then fires cheap shots to spread Spotted and status effects, generates Advantage with Combat Recon, and executes low-health enemies for free every turn.

Image credit: Electronic Arts

How Final Shot works

Final Shot is a passive reaction. Once per turn, when another Operator’s attack leaves an enemy at or below a health threshold, Jae immediately fires and finishes that enemy off from anywhere on the map. The shot cannot miss, and it costs no Action Points. Ranking the Talent up raises the threshold from 4 health to 10, so more damaged enemies fall inside its reach as you invest in it.

Two limits define how you deploy her. Final Shot does nothing while Jae is Downed, so she has to stay alive to keep the effect running. It also triggers on an allied attack, which means the build wants squadmates who leave enemies wounded rather than clean-killing them outright. Area damage from moves like Sweeping Salvo manufactures exactly the low-health targets Final Shot exists to clear.

Because the Talent is indifferent to her class and weapon, nothing wastes it and nothing amplifies it directly. That makes Jae the most flexible authored Operator in the roster, and it frees you to build her around whatever the squad is short of.

Image credit: Electronic Arts

Best specializations: Gunslinger and Scout

Gunslinger and Scout work together and both loop back into Final Shot. Scout’s Tactical Timing has a 20% chance to grant +1 Advantage whenever Jae defeats an enemy, and Final Shot counts, so every free execution is another roll for Advantage. Gunslinger’s Onslaught adds +1 Blaster Damage for each attack in a turn, and Final Shot feeds that too.

The two classes also support each other. The Spotter applies Spotted whenever Jae damages an enemy with her blaster, so you want to fire at several targets each turn. Doing that keeps Onslaught stacking and keeps Quick Draw available, a one-Action-Point sidearm shot that refunds 1 AP if it kills. Chain Quick Draw across weakened enemies and you can rack up multiple eliminations in a single turn, each one a chance to build Advantage.

AbilityClassEffect
Final ShotTalentFree reaction shot that executes an enemy at or below the threshold after an ally attacks
Combat ReconScoutGrants Advantage for each enemy in the assessed area
Tactical TimingScout20% chance for +1 Advantage on a kill
The SpotterScoutDamaging an enemy with a blaster applies Spotted
Quick DrawGunslinger1 AP sidearm shot that refunds 1 AP on a kill
OnslaughtGunslinger+1 Blaster Damage per attack made this turn
Keen EyeGunslinger+6% Critical Chance on all ranged attacks
Image credit: Electronic Arts

Skill priority in the Focus Tree

Push Final Shot to rank IV as early as you can. Raising the health threshold is the single biggest thing that makes the execution trigger more often, which is the whole point of the build.
Take Combat Recon to VI. This Scout ability floods the squad with Advantage, and maxing it extends the range so you can assess more enemies from a safe spot.
Work toward Quick Draw V. Improving its chance-to-hit range penalty and base damage makes it lethal more often, which means more refunded AP and more chances to fire Tactical Timing.

You will eventually be able to buy most of Jae’s tree, so these are the nodes to hit first rather than an exclusive list. Keen Eye is a fine early pickup for the extra crits.

Image credit: Electronic Arts

Weapon, mods, and utilities

The Blaster Pistol is the best fit. Its 1 AP cost per shot lets Jae hit multiple targets in a turn, spreading Spotted and keeping Onslaught stacks flowing. A Blaster Rifle is a workable alternative if you want higher per-shot damage, but the 2 AP cost for shots after the first works against the multi-target plan.

Since you are shooting several enemies each turn, mods that apply status effects earn the most value. Look for options that reduce Defense, stack Burn, or inflict Shock. Stabilizers that grant +1 Blaster Damage after attacking (expiring at the end of the turn) also pair well with the constant fire, and boosts to Critical Hit Damage or Assist Damage are solid picks.

Utilities are open. A movement item helps Jae reposition into line-of-sight so Final Shot keeps triggering, and a Medpac is always a safe backup given the Talent shuts off while she is Downed. Avoid utilities that cost 2 AP, since you will always have a better use for those points.


How to play Jae each turn

Move Jae to a position with line-of-sight on as many enemies as possible, and reposition as foes move or die. High ground helps her cover more of the field, which keeps Final Shot in range of more targets.
Use Combat Recon on a cluster of enemies to bank a large amount of Advantage for the squad’s special actions and ultimates.
Clean up any low-health targets with Quick Draw, chaining kills to refund AP and roll Tactical Timing.
Spend the rest of your Action Points shooting multiple enemies to apply Spotted and your weapon mod’s status effects, then repeat and reposition as needed.
Image credit: Electronic Arts / Gaming With Griff Griffin

Note: If you run an Advantage-hungry Operator like Cly in the same squad, Jae’s role as an Advantage battery can compete for the same resource. In that case, dialing back her assist-heavy loop keeps the team from starving.


Sharpshooter alternative for long-range damage

If you would rather run Jae as a backline damage dealer, Sharpshooter paired with a Longarm Blaster leans into high critical damage at long range. Passives like Pick Them Off weaken enemies on Overwatch so Final Shot can execute them, Zero In boosts her Critical Chance and chance-to-hit, and Identify Weakness applies Vulnerable to guarantee a critical hit against tough targets such as Droidekas. Note that the Longarm Blaster costs 2 AP per shot, so this version trades the multi-target volume of the pistol build for heavier single hits.

Whichever direction you take, the check for success is the same. When an ally softens an enemy below the threshold, Jae’s blaster fires on its own as a reaction, no Action Points spent, and the target drops. If that free shot is not going off, the enemy is above the current Final Shot threshold or Jae is out of line-of-sight or Downed, so ranking the Talent up and keeping her positioned and alive are the fixes.