Star Wars Zero Company Cly Build Guide
Cly Kullervo is usually built as an aggressive flanker, but I think her jetpack opens up a much more interesting option. My best Cly build keeps her unique Mandalorian Warrior Specialization, adds Medic as the secondary Specialization, and equips a Longarm. Combat Jump lets Cly cross huge sections of the battlefield without consuming normal AP, which removes one of the biggest weaknesses of both a long-range weapon and a support character: having to spend your turn getting into the right position before you can actually do your job.
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Best Cly Build
Why Medic Works on Cly
Best Weapon for Cly
How to Use Combat Jump
ElectroWeb Dart & Surge
Best Upgrade Priority
Best Squad for Cly
Alternative Cly Builds
Best Cly Build in Star Wars Zero Company
My preferred Cly build is Mandalorian Warrior plus Medic with a Longarm Blaster. Her Warrior kit remains the centerpiece, with Combat Jump providing unmatched mobility and ElectroWeb giving her a separate source of Defense-ignoring damage, while Medic adds Combat Stim, stronger Medpacs, and the ability to Rally allies at full Health. The Longarm rounds everything out with 12 base damage, +12 Critical Hit Damage, and Long Range.
The combination works because the different parts of Cly's kit don't constantly fight over the same actions. A Longarm shot costs 2 AP, leaving another AP for Combat Stim or another cheap action, while Combat Jump and Cly's ElectroWeb abilities spend Advantage instead. That allows her to reposition or use her Mandalorian abilities without automatically giving up the normal three-AP turn she needs for shooting and support.
There are simpler Cly builds, particularly Assault or Scout, but both mostly reinforce things Cly is already good at. Assault gives even more mobility and close-range pressure, while Scout helps generate the Advantage her Mandalorian abilities consume. Medic instead gives her a completely different capability while letting another member of the squad handle Advantage generation.
Why Medic Is So Good on Cly
The biggest reason to use Medic is the interaction between Combat Jump and First Responder. First Responder permanently gives Cly a Medpac without consuming her normal utility slot, and any ally she rescues with Rally returns fully healed and able to act. Ordinarily, the difficult part of using that ability is reaching whichever Operator has been Downed without wasting most of your turn on movement.
Cly doesn't have that problem to the same degree. Combat Jump costs Advantage rather than normal AP, lets her leap directly to another location, and doesn't trigger Overwatch or Retaliation. If an ally gets Downed on the opposite side of the fight, Cly can potentially jump into the area and still have her regular AP available to Rally, heal, shoot, or reposition afterward.
Combat Jump can also Push enemies around Cly's landing point, which gives the rescue itself some battlefield utility. You're not guaranteed to clear every dangerous enemy away from the ally you're saving, but Cly has a much better chance than a normal Medic of arriving exactly where she's needed without sacrificing the rest of her turn just to get there.
Combat Stim fits the build just as naturally. It costs only 1 AP and gives another Operator increased Health, Melee Damage, and Ranged Damage for two turns, which pairs almost perfectly with a 2 AP Longarm attack. On a normal turn where Cly doesn't need to use her medical tools, she can buff a major damage dealer and still contribute a powerful ranged shot herself.
Longarm Is the Best Weapon for This Cly Build
The Longarm is not the obvious Cly weapon, which is part of why I like it so much. It deals 12 base damage and has +12 Critical Hit Damage, but every attack costs 2 AP and the weapon normally asks its user to find a good firing position before committing to the shot. Cly's mobility removes much of that positional burden.
Combat Jump can put her on high ground, open a new firing lane, or move her away from enemies that have collapsed onto her position without using the AP she needs to fire. Mandalorian Armor Training also gives Cly access to the jetpack for vertical movement, so elevation is much less restrictive for her than it is for a conventional Longarm user.
Ruthless makes the weapon even more attractive. Cly's passive increases her Critical Damage, starting at +2 and scaling higher as it's upgraded, so a weapon that already has a huge Critical Hit Damage bonus benefits disproportionately from her unique kit. I would look for Critical Chance improvements through weapon mods, Bonds, or squad setup because every additional crit is worth more on Cly than it would be on an Operator without Ruthless.
This is also where Scoundrel becomes one of Cly's best teammates. Identify Weakness can make an enemy Vulnerable so the next damaging attack automatically crits, and a guaranteed crit is far more valuable when Cly is cashing it with a 12-damage Longarm that already carries +12 Critical Hit Damage and then adds Ruthless on top.
Why Not Use a Repeater or Blaster Rifle?
The Repeater makes sense if you want Cly to function primarily as an aggressive damage dealer, but it consumes all of the AP remaining when fired and gains additional Rapid Fire damage based on how much AP you commit. That clashes with a Medic secondary because Cly often has a valuable use for one of those actions, whether that's Combat Stim, a Medpac, Rally, an objective interaction, or another utility action.
The Blaster Rifle is much closer. Its first shot each turn costs only 1 AP and deals 10 base damage, making it an excellent option if you prefer maximum flexibility and want Cly moving between support and offense constantly. I would consider Rifle the safer version of this build, especially if you find yourself using Medic actions more frequently than expected.
I still prefer Longarm because Cly has two unusual advantages that specifically compensate for the weapon's downsides: Combat Jump solves positioning, while Ruthless improves the payoff when its already-large critical hits connect. Rifle works well on almost anyone; Longarm takes advantage of things that are unusually strong on Cly.
How to Use Combat Jump
Combat Jump is much more than a way to dive behind enemies. It costs 2 Advantage and no AP, moves Cly to the selected area, Pushes nearby enemies, ignores Overwatch and Retaliation during the jump, and eventually adds Burning as you invest further into the Talent. Because Advantage is shared across the squad, though, I would still avoid using it as ordinary movement whenever walking would accomplish the same thing.
For this build, I use Combat Jump primarily for three jobs. The first is reaching a better Longarm position without losing the attack Cly wanted to make afterward. The second is emergency support, particularly when a wounded or Downed Operator is too far away for a normal Medic to reach efficiently. The third is setting up Cly's ElectroWeb geometry, where her final position can directly change how much value you get from ElectroWeb Surge.
That last use is the most aggressive, but it gives Combat Jump a much more interesting purpose than simply finding a flank. Cly herself becomes one of the centers of ElectroWeb Surge, so where she stands when the ability is triggered can matter just as much as which enemies were tagged beforehand.
How to Use ElectroWeb Dart and ElectroWeb Surge
Cly's Mandalorian Warrior abilities give her a second damage system that doesn't rely on the Longarm at all. ElectroWeb Dart costs Advantage, Shocks its target, ignores Evasion, and can be applied without triggering Overwatch or Retaliation. ElectroWeb Surge then creates electrical blasts around Cly and each Darted enemy, with the damage ignoring Defense.
The important mechanic isn't simply tagging as many enemies as possible; it's creating overlapping blast areas. If two Darted enemies are positioned near each other, a target may be caught by more than one Surge. Cly's own position also produces a blast, so Combat Jump can be used before the detonation to place another center exactly where it produces the most overlap.
I would therefore think about ElectroWeb as a geometry puzzle rather than a normal Ultimate. Against scattered weak enemies, the Advantage cost may not be worthwhile at all. Against several durable enemies grouped tightly enough that multiple Surge areas intersect, Cly can suddenly produce Defense-ignoring damage that is much harder for armored targets to reduce.
This also gives the build two very different offensive modes. The Longarm handles individual priority targets and benefits heavily from critical-hit setup, while ElectroWeb is the better answer when Defense is high or the enemy formation gives you a valuable multi-target detonation.
Don't Waste Cly's Advantage
Cly is one of the easiest Operators to make Advantage-hungry because Combat Jump, ElectroWeb Dart, and ElectroWeb Surge all want access to the same squad-wide resource. Adding Medic doesn't change that, which is why I don't build this version around Morale Boost even though it's a strong Medic Ultimate.
Combat Stim, First Responder, Lifesaving Measures, and the free Medpac are the Medic tools I'm actually taking the Specialization for. They add support through AP and passive effects rather than placing another major claim on the resource Cly already needs for Warrior abilities. Morale Boost remains useful when the entire squad genuinely needs stabilization, but I wouldn't fire it automatically just because it's available.
This is also why I prefer putting Scout on somebody else instead of making Cly a Scout herself. Combat Recon can generate the Advantage Cly needs, and because Advantage is shared, Cly benefits regardless of which Operator created it. That lets her secondary Specialization add a new role rather than spending the slot fixing her own resource consumption.
For a broader breakdown of that economy, my Star Wars Zero Company Advantage guide covers how the shared resource works and why some squads can spend it much more aggressively than others.
Best Cly Upgrade Priority
Combat Jump and Ruthless are my first two priorities because they define the parts of the build that are uniquely Cly. More Combat Jump range makes her increasingly difficult to trap in the wrong part of the battlefield, while the later Burning upgrade gives offensive jumps additional value. Ruthless directly improves the payoff from the Longarm's already-large critical hits, which becomes increasingly important as your Critical Chance and guaranteed-crit setup improve.
ElectroWeb Dart deserves investment next because its range determines how easily Cly can prepare a detonation without compromising her positioning. ElectroWeb Surge becomes more important once the squad's Advantage generation is strong enough that you can actually afford to set up multiple Darts and still detonate them regularly.
On the Medic side, Combat Stim is the ability I'd prioritize. It's useful in almost every fight, costs little enough AP to fit beside a Longarm attack, and improves both survivability and damage for whichever squadmate currently offers the best payoff. First Responder is already valuable because of its interaction with Combat Jump, while Morale Boost is lower priority specifically because Cly has so many other worthwhile ways to spend shared Advantage.
Best Squad Members for Cly
The first thing I'd put next to this Cly is a Scout. Combat Recon gives the squad a deliberate way to generate Advantage, which is important when Cly may want to Jump, place ElectroWeb Darts, and eventually trigger Surge within the same encounter. My best Scout weapon guide uses a Longarm setup for a traditional Scout, although a more AP-flexible weapon also works if that Operator is spending Combat Recon frequently.
Scoundrel is probably the best partner for maximizing Cly's single-target damage. Identify Weakness creates a guaranteed critical hit, and Ruthless makes Cly one of the characters most capable of turning that setup into a large payoff. The Scoundrel doesn't even need to be the one attacking afterward; it can set up Cly's Longarm and use the rest of its turn somewhere else.
Gunslinger is an excellent target for Cly's Combat Stim because the buff increases Ranged Damage and Gunslinger specializes in making multiple attacks during the same turn. A flat damage increase becomes more valuable when the recipient can apply it repeatedly, which gives Cly another way to contribute to burst damage without personally spending Advantage.
This role also fits cleanly into the resource-based squad philosophy I use in my best Star Wars Zero Company team guide. Cly can function as the high-impact spender and emergency support slot while another Operator generates Advantage and the rest of the team concentrates on setup and damage.
Best Alternative Cly Specializations
Scout is the most straightforward alternative if you want Cly's build to revolve almost entirely around her Mandalorian abilities. Combat Recon helps replenish the resource Combat Jump and ElectroWeb consume, which can make her unique toolkit available much more frequently. The drawback is that Advantage is shared anyway, so another Scout can provide the same resource while Cly takes something the rest of the team cannot give her.
Scoundrel would be my choice for a pure damage variation. Defense Penetration gives Cly another way to handle armored enemies, while Identify Weakness creates guaranteed critical hits that pair exceptionally well with Ruthless. It's mechanically strong, but it overlaps more with support another squad member can provide than Medic does.
Assault is the obvious choice if you want to double down on aggressive movement, close-range combat, and Push effects. I don't dislike the pairing, but Cly already has extraordinary mobility through Combat Jump and her jetpack. Adding even more movement improves something she already does exceptionally well instead of exploiting the fact that her existing mobility can make an entirely different archetype viable.
That's also why I wouldn't judge Cly's secondary by the generic class rankings alone. My Star Wars Zero Company Specialization tier list ranks Medic extremely highly overall, but the reason it works here is much more specific than Medic simply being a strong class.
Best Cly Build Summary
My best Cly build is Mandalorian Warrior plus Medic with a Longarm because it turns Combat Jump into much more than an offensive mobility tool. Cly can use the jetpack to reach a high-value firing angle, cross the battlefield to Rally an ally at full Health, escape a dangerous position without triggering Overwatch or Retaliation, or place herself where ElectroWeb Surge creates better overlapping blast areas. Because the jump uses Advantage instead of AP, she can often do those things without sacrificing the Longarm attack or Medic action that her normal turn was built around.
The Longarm also gives Ruthless a particularly strong payoff, while Medic's Combat Stim fits neatly beside its 2 AP attack and First Responder turns Cly's extreme mobility into one of the best emergency-rescue tools you can build around. I wouldn't spend Advantage recklessly on Combat Jump or Morale Boost, though, because Cly's ElectroWeb combination already puts plenty of pressure on the shared pool.
Most Cly builds focus on making an already mobile Mandalorian even more aggressive. I prefer using that mobility to remove the normal positional limitations of a completely different role. Cly can spend one turn sniping from range, then cross half the fight to save an ally without spending the AP that a normal Medic would lose getting there, which gives her a combination of ranged burst, support, and repositioning that another Operator can't easily reproduce.

