Kabb Uppercut punches people into walls for a living, and in Star Wars Zero Company that job description is also a resource engine. His signature talent costs one Action Point, pushes the target backwards, and hands the AP straight back if the punch finishes the job. Build him so that punch kills reliably and Kabb stops being a one-action melee unit.
Quick answer: Run Kabb as Assault with Soldier as the second specialization, rank Fleet of Foot, Strength, and Uppercut first, and aim Uppercut at weakened or ledge-adjacent enemies so the kill refunds the AP.
How the Uppercut AP refund works
Uppercut is Kabb’s fixed talent. It survives any respec, it can be upgraded with Focus like any other node, and it costs 1 AP to use once per turn. Kabb rushes the target, deals melee damage, and pushes it backwards. Every object the target slams into adds +4 impact damage. If that total kills the target, all the Action Points spent on the attack are restored.

Rank matters because the base damage decides how much health a target can have and still die to one punch.
| Uppercut rank | Base damage |
|---|---|
| I | 10 |
| II | 11 |
| III | 12 |
| IV | 14 |
| V | 16 |
| VI | 18 |
The number shown in a mission is usually higher than the table, because melee damage passives stack on top of the base value. Impact damage from the push is separate again, which is why the surrounding terrain is part of the calculation.
Two push interactions matter more than raw damage. A target pushed off a walkway or ledge dies outright regardless of remaining health, and a target pushed into an ally’s Overwatch cone triggers that reaction shot. Both count as the kill for refund purposes when they finish the target.
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Add to Google Preferences →Change Kabb’s starting specialization at the Den
Kabb joins as a Scoundrel, which does nothing for a melee brawler. That specialization can be swapped as soon as you reach the Den, and it can be changed again between missions at no permanent cost. His base sheet explains why he needs help closing distance.
| Attribute | Starting value |
|---|---|
| Health | 28 |
| Attack | 7 |
| Accuracy | 8 |
| Defense / Armor | 0 / 0 |
| Action points | 1 |
| Movement action points | 1 |
| Movement per action point | 5 m |
Five metres per movement point is not much when the enemy is dug into cover across the map. Everything below is aimed at shortening that walk so the Action Points go into punching instead of commuting.
Primary specialization: Assault
Assault is the close-quarters mobility class, and every part of its kit feeds the Uppercut loop.
| Ability | Cost | Effect |
|---|---|---|
| Fleet of Foot (passive) | — | +1.0m to +3.0m first movement by rank |
| Bull Rush (standard) | 1 AP | Charge and push; 8–14 base damage, +2m to +8m range |
| Strike the Flanks (passive) | — | +20% critical chance against Exposed enemies |
| Sweeping Salvo (ultimate) | 4 Advantage | Cone damage plus Disorient; can crit at rank VI |
Fleet of Foot is the unglamorous node that decides whether Kabb reaches a target at all on wide maps. Bull Rush gives him a second push on the same turn, with the same +4 impact damage per object the target strikes, so it can set up a second kill or finish one Uppercut left alive. Strike the Flanks pays off directly from the push, since an enemy knocked out of cover is usually Exposed and eating a 20 percent crit bonus from the rest of the squad.

Second specialization: Soldier for damage, Heavy for survival
A second specialization unlocks at Cycle 18. Its Focus Tree upgrades stop at Tier 5, so a secondary class is always slightly weaker than the same class taken as a primary. Astromech and Tel-Rea Vokoss are not available as secondary picks.
Soldier
| Ability | Cost | Effect |
|---|---|---|
| Strength (passive) | — | +2 to +6 melee damage; +2m to +6m grenade throw range |
| Brutal Strike (standard) | 1 AP | Rush and strike, applying Daze; 12–18 base damage |
| Armsmaster (passive) | — | +2 blaster and grenade damage |
| Rocket Strike (ultimate) | 10 Advantage | Explosive area damage; applies Vulnerable at rank VI |
Strength is the single most important node for making the refund happen, because it raises the damage of every melee button Kabb owns. Brutal Strike is the other half, adding a second 1 AP rush that Dazes the target, which restricts that enemy to non-damaging moves on its next turn. Rocket Strike is the fallback for the turns where the enemy refuses to stand anywhere useful.
Heavy
If Kabb keeps dying, Heavy is the alternative. Conditioning raises his maximum health, Unstoppable grants two stacks of Retaliation so he shoots anyone who attacks him, and Bulwark taunts enemies in a radius to pull fire away from the rest of the squad. It trades damage for staying power, so the Uppercut kills get less reliable in exchange for Kabb surviving the front line.
Warning: On higher difficulties, sending a 28-health operator into the open is how injuries pile up between missions. Pair Kabb with a Medic if you plan to lead with him every fight.
Focus spending order
Twenty-four Focus covers the core of the build. Bull Rush, Brutal Strike, and Rocket Strike are unlocked at rank one for free, so the paid ranks go into movement, melee damage, and the talent itself.
| Node | Rank | Focus |
|---|---|---|
| Bull Rush (Assault) | 1 / 6 | 0 |
| Brutal Strike (Soldier) | 1 / 5 | 0 |
| Rocket Strike (Soldier) | 1 / 5 | 0 |
| Strength (Soldier) | 2 / 4 | 4 |
| Fleet of Foot (Assault) | 3 / 5 | 6 |
| Uppercut (talent) | 3 / 6 | 7 |
| Sweeping Salvo (Assault) | 3 / 6 | 7 |
Past that point, keep pushing Uppercut and Strength. Bull Rush rank VI is the other high-value target, since it adds 8 metres of charge range on top of the damage, which effectively gives Kabb a second long-reach push in the same turn.
Weapon and gear for Kabb
Kabb starts with the EE-3 blaster rifle, and a rifle remains the better fit for this build. Blaster rifles have strong base damage and can be fired as a Fast Weapon once per turn for 1 AP, which leaves room for a punch in the same turn. A Repeater hits harder at point-blank range with 2 or 3 AP rapid fire, but firing it consumes all available AP, which shuts down the chain the build is trying to protect. Keep an Ion variant handy for droid-heavy missions.
- Amplifier Barrel — +1 blaster damage at close range
- High-Energy Capacitor — +2 blaster damage on the first turn of combat
- Targeting Scope — reduces an enemy’s cover hit penalty by 10%
- Ergonomic Stabilizer — +1 blaster damage after attacking, expiring at end of turn
For utility slots, Repulsor Units Mk. II add +1.0m to every move, stacking with Fleet of Foot. A Medpac heals 30 percent of an ally’s health for 1 AP and is worth carrying on a frontline operator. Concussion Grenade Mk. II deals impact damage and pushes enemies, giving Kabb a second displacement tool when the target is out of rush range.
Squad setup that keeps the loop running
The push is only worth as much as the squad behind it. Enemies knocked out of cover are easy targets, so a sharpshooter or gunslinger in the squad converts Kabb’s displacement into finished kills. Tel-Rea Vokoss brings her own displacement effects, letting you strip cover from two directions in the same turn.

Advantage is a single shared pool for the whole squad, built by damaging enemies, so ultimates compete with each other. Hawks can spend Advantage to refresh one squadmate’s Action Point once per turn, and Kabb is usually the best recipient. That refresh plus an Uppercut refund can turn one turn into three actions.
How to play the turn so the punch kills


Save Sweeping Salvo for turns where three or more enemies are lined up in the cone. Disorient carries a 20 percent chance-to-hit penalty on their ranged attacks, which is the cheapest protection Kabb gets while standing in the open.
Confirming the refund worked
The check is immediate. If Uppercut finished the target, Kabb’s Action Point indicator returns to where it was before the attack and his turn does not end. If the target is still standing, the point is gone and you are committed to whatever position the rush left him in, so treat any punch on a full-health enemy as a positioning decision rather than a damage one.
Ledge pushes are the one exception worth chasing every mission. Health totals stop mattering the moment the target leaves the map, which means even a heavily armored enemy can be removed for a single point that you then get back.






