Kabb Uppercut joins the squad early in Star Wars Zero Company, and he is the one operator built around a single sentence of rules text: if his signature punch kills the target, the action point it cost comes straight back. Built correctly, the Felshi ex-prizefighter stops being a slow melee liability and starts clearing weakened enemies for free while shoving the survivors out of cover.
Quick answer: Run Kabb as Assault with Soldier as his second specialization, then rank Uppercut, Fleet of Foot, Bull Rush, and Strength. Every Uppercut that kills refunds all action points spent on it.
How Uppercut’s action point refund works
Uppercut is Kabb’s fixed talent. It costs 1 AP, rushes an enemy, deals melee damage, and pushes the target backwards. It also adds +4 impact damage for every object the target is knocked into. Defeating the target restores all action points used, which means a kill costs Kabb nothing and he can immediately spend that point on another attack, another rush, or a safer position.
Because it is a story companion talent, it survives any respec and it keeps scaling as you invest focus into it.
| Uppercut rank | Base damage |
|---|---|
| I | 10 |
| II | 11 |
| III | 12 |
| IV | 14 |
| V | 16 |
| VI | 18 |
Those are the talent’s own numbers. The figure shown on the ability card in a finished build reads higher, because melee damage bonuses and impact damage from nearby objects stack on top of it. That is the whole reason the build below exists: push the displayed damage high enough that ordinary droids die to one punch, and the refund happens on nearly every turn.
The push matters as much as the damage. Knocking an enemy out of cover hands your ranged operators a high percentage shot, and enemies shoved into a teammate’s Overwatch field trigger that reaction fire for extra damage. On the right map, a well-angled punch removes an enemy entirely.

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Add to Google Preferences →Best specializations for Kabb: Assault and Soldier
Kabb arrives with the Scoundrel specialization, which you can change as soon as you reach the Den. Swap him to Assault immediately. Once operators unlock a second specialization at Cycle 18, add Soldier. Focus tree upgrades for a secondary specialization cap at Tier 5, so the class you want at full strength should always be the primary one.
Assault solves Kabb’s distance problem
Melee operators lose turns to walking. Assault fixes that, and its cover-busting kit points in the same direction as Uppercut.
- Fleet of Foot (passive): increases first movement, up to +3.0m at Tier 5.
- Bull Rush (1 AP): charges an enemy, deals melee damage, and pushes it back, with added movement range per rank.
- Strike the Flanks (passive): +20% critical chance against Exposed enemies.
- Sweeping Salvo (ultimate, 4 Advantage): cone attack that damages and Disorients, and can crit at Tier 6.
Fleet of Foot is the unglamorous node that makes the build function. Extra first movement means Kabb can start the turn behind real cover instead of being parked in the open just to guarantee he reaches someone next turn.

Soldier scales the punches
Soldier is the second half because every one of its useful pieces makes an attack Kabb was already making hit harder.
- Strength (passive): increases melee damage and grenade throw range, up to +6 melee damage at Tier 5.
- Brutal Strike: a second rush attack that deals melee damage and applies Daze.
- Armsmaster (passive): +2 blaster and grenade damage.
- Rocket Strike (ultimate): explosive area damage, applying Vulnerable at Tier 6.
Daze is the reason Brutal Strike earns a slot. A Dazed enemy can only use non-damaging moves on its next turn, which effectively deletes a dangerous humanoid target like a Coil unit for a round without needing to chew through its health bar.

Rocket Strike is a fallback, not the plan. Save it for clustered enemies or a target Kabb cannot sensibly reach, since every ultimate draws from the same shared Advantage pool.
When to take Heavy instead
If Kabb keeps dying on higher difficulties, swap Soldier for Heavy and lean into the tank version of the build. Conditioning raises his maximum health, Unstoppable grants two stacks of Retaliation so he shoots anyone who attacks him, and Bulwark taunts every enemy in a radius, pulling fire off the rest of the squad. You lose the melee scaling from Strength, so the free-kill refunds happen less often, but Kabb survives standing in the middle of a fight. Take Conditioning before Bulwark; there is no point taunting a room until he can absorb the response.
Focus point priority order
| Priority | Node | Source |
|---|---|---|
| 1 | Uppercut | Talent |
| 2 | Fleet of Foot V | Assault |
| 3 | Bull Rush VI | Assault |
| 4 | Strength IV–V | Soldier |
| 5 | Brutal Strike | Soldier |
| 6 | Rocket Strike | Soldier |
Rank Uppercut before anything else, since it is the only ability on Kabb that pays its own cost back. Fleet of Foot comes next because a punch he cannot reach is worth zero damage. Bull Rush follows, giving him a second push with its own +4 impact damage per object, so he can knock two different enemies into walls in the same turn. Strength then raises the damage on all of it at once, with no status effect or enemy type required to switch it on.
Weapon, mods, and utility slots
Give Kabb a Repeater. Repeating blasters have modest base damage but gain substantial Rapid Fire Damage when fired with 2 or 3 AP, and firing one consumes all remaining AP. That fits a character who closes the distance first and shoots at point-blank range, where accuracy matters less. A Blaster Rifle is the alternative if you want cleaner mid-range chip damage. Against droid armies, switch to an Ion variant.
| Repeater stat | Value |
|---|---|
| Weapon damage | 8 |
| Critical hit damage | +4 |
| Critical chance | 11% |
| Range | Medium |
For utility, a Medpac is the first slot. Kabb spends every fight in the line of fire, and healing him without pulling another operator out of position keeps the aggressive turns going. A Tracking Scope is a solid first weapon mod, since his position next to the enemy puts him in range to assist teammates’ shots often.

How to sequence a Kabb turn

Squad members that keep the refunds coming
Kabb wants a Medic and two dedicated damage dealers alongside him. The Medic supplies Medpacs and stims so he can stay in the middle of a fight through a long encounter, which is mandatory if you go the Bulwark taunt route. Cly and Tel-Rea both work well in the damage slots, rushing into the openings Kabb creates and getting out again.
Tel-Rea is the strongest partner specifically because her Force Push and Force Pull stack displacement on top of Kabb’s. Between them, you can drag enemies out of cover almost every round, which means your ranged operators consistently shoot at high hit percentages instead of gambling. Hawks also matters here, since spending Advantage to refresh one squadmate’s action point once per turn can extend a Kabb turn that ran out of kills.
The build rewards patience more than aggression. Kabb is not a character you walk into the nearest enemy and hold down the melee button with; he is a positioning tool that happens to hit very hard, and the free kills only stack up when you pick the target the refund actually fires on.






