Gaming Guide

Star Wars Zero Company: How to Beat Visser in Retake Mordant Citadel

Squad picks, ability priorities, and the turn order that end the Mordant Citadel fight without losing operators.

Squad picks, ability priorities, and the turn order that end the Mordant Citadel fight without losing operators.

Retake Mordant Citadel drops a four-operator squad into Jae Mordant’s old mining citadel on Luunata, now held by the Infinite Coil. The objective is Visser, one of the Coil’s three named leaders, and he does not fight alone. Enforcers, a Coil Brute, and reinforcements all sit between your squad and the end of the mission, and Visser himself will start covering the ground in Plague Miasma once the fight gets going.

Quick answer: Kill Visser’s escort first using ledge knockbacks and high-percentage shots, keep every operator outside Plague Miasma, bank Advantage while you clear, then open on Visser with a Force Push and finish him with concentrated fire. The mission only completes once Visser and every remaining Coil unit are dead.


Squad picks for the Mordant Citadel fight

You deploy four operators, and Hawks always takes one slot in a story mission. The other three should cover three jobs between them: hitting several enemies at once, moving quickly across the arena, and keeping people upright. A Jedi and a Mandalorian in the same squad cover the first two on their own.

OperatorWhat they bring to this fight
HawksCommand ability spends Advantage to refresh an Action Point for another operator once per turn; a medic build also gives you Combat Stim, Medpac, and Surgeon’s Tools.
Tel-Rea VokossForce Push costs 6 Advantage and throws every nearby enemy away from her. It breaks up clusters, pushes units off ledges, and works on Visser.
Cly KullervoCombat Jump moves her across the arena with her jetpack and damages what she lands on. Electroweb Surge shocks several targets at once.
Jae MordantFinal Shot automatically finishes off an enemy left on low health, so you do not burn a full turn confirming a kill.
TrickHeavy specialization with the rocket launcher for grouped Coil troops.
Kabb UppercutUppercut knocks enemies out of cover, Identify Weakness marks a target Vulnerable, and Rally picks downed teammates back up.

Tip: bonds matter here. Operators who have deployed together repeatedly bring cross-training and synergy bonuses into the fight, so a squad you have been running for several missions performs noticeably better than four operators meeting for the first time.


Opening turns: clear Visser’s escort first

Visser is the objective, but the escort is what actually kills your operators. Spend the first rounds thinning the Coil, and only commit to the boss once the arena is quiet.

Before you move anyone, read the enemy health bars and pick your weapons. Long-range operators should have the Longarm Blaster ready so you can answer targets on the far platforms without repositioning into the open.
Weapon selection wheel with Fire Longarm Blaster highlighted and a Confirm prompt
The weapon selection screen with Fire Longarm Blaster highlighted; pick Confirm to lock in the ranged attack. Image: Bit Reactor
Use Tel-Rea’s Force Push on anything standing near an edge. A Coil Brute knocked off a ledge is removed from the fight in a single action, which is far cheaper than shooting it down, and the same push scatters whatever else is standing next to it.
Push IV ability in progress as the squad advances through the citadel garden toward a Coil Brute
A push ability resolving as the squad advances through the contested garden area toward a Coil Brute. Image: Bit Reactor
With the rest of your actions, take the highest hit-chance shots available on Coil Enforcers rather than gambling on low-percentage attacks against tougher units. Chipping the escort down steadily is what stops the arena filling up.
Attack menu showing Fire Repeating Blaster with hit chance percentages against a Coil Brute
The attack menu showing Fire Repeating Blaster and its hit chance against the Coil Brute. Image: Bit Reactor
Call for backup and settle your squad into cover before ending the round. Operators left standing in the open between turns take the worst of the Coil’s return fire, and a covered line beats a slightly better firing angle.
Radial ability menu open during Retake Mordant Citadel while an operator uses Providing Backup
The radial ability menu open during Retake Mordant Citadel as the selected operator provides backup. Image: Bit Reactor

Advantage is the resource that wins this fight

Force Push costs 6 Advantage, and Hawks’ command ability spends Advantage to hand another operator an extra Action Point. That means the boss phase is largely decided by how much Advantage you have saved when Visser becomes the target. Do not dump it all on the escort.

Cly is the cheapest way to build it back up. Combat Jump repositions her and deals damage without costing you a normal move, and Electroweb Surge catches several Coil units at once, generating value from a single action. Alternate between spending on control and rebuilding the pool so you are never stuck with an empty bar when Visser closes in.

Combat Jump II prompt with an ADV 2 indicator during the citadel arena fight
Cly’s Combat Jump prompt in the arena, with the Advantage indicator showing what the move banks. Image: Bit Reactor

Plague Miasma and keeping the squad alive

Visser deploys Plague Miasma over part of the battlefield. Treat the affected ground as unusable, even if it holds the best cover in the room. Move operators out of it on their own turn rather than trying to shoot from inside it, and plan your approach on Visser so nobody has to end a turn standing in it.

Healing stims and Medpacs are the other half of surviving this. Top operators up before they drop rather than after, because a downed operator costs you a full teammate action to recover. If Kabb is on the squad, Rally gets someone back on their feet mid-fight; a medic build on Hawks can do the same job while the rest of the squad keeps shooting.


Killing Visser and confirming the clear

Once the escort is thin, turn everything on Visser in as few rounds as possible. Force Push works on him, so use it to break him off your front line or out of a favourable position, then follow up immediately with your heaviest damage while he is displaced. Marking him Vulnerable with Identify Weakness before the big hits lands more of them.

Position Jae so she has line of sight on him for the closing turn. Final Shot picks off a target left on low health automatically, which saves you a round of clean-up and closes the fight before Visser gets another activation.

Killing Visser does not end the mission on its own. Any surviving Coil units still have to be eliminated, so sweep the arena afterwards. The mission resolves when the last Coil unit goes down and the objective clears.


What makes this fight go wrong

  • Hawks goes down. Hawks is immune to permadeath, but losing them restarts the mission outright.
  • Injuries stack. Every other operator can die permanently. Being downed adds an injury, and three injuries kill a character for the rest of the run, taking their class and story thread with them.
  • Advantage runs dry. Spending 6 Advantage on Force Push against trash leaves you without control tools when Visser is the one who needs pushing.
  • Standing in Plague Miasma. Holding good cover inside Visser’s field costs more health than the cover saves.

Injuries carry over to whatever you deploy into next, so a sloppy win here is still a cost. If two or three operators finish the citadel banged up, it is worth spending time at the Den before the next contract rather than pushing straight on with a squad that is one bad round away from losing someone permanently.