Scout
The Scout is a tactical Operator trained in ambush and reconnaissance tactics. Their planning and timing benefit their entire team, creating opportunities where none exist.
Execute a well-timed surprise attack on an enemy. The more Advantage used in this attack, the greater the damage.
remaining
Focus ladder
Each line upgrades one ability. Under each rank: what that rank costs on top of the one before, and the roster level it asks for. Click a rank in the tree above to read it.
| Line | I | II | III | IV | V | VI |
|---|---|---|---|---|---|---|
| Ifree / Lv 1 | II3 focus / Lv 2 | III4 focus / Lv 4 | IV6 focus / Lv 6 | V8 focus / Lv 8 | VI10 focus / Lv 9 | |
| Ifree | II2 focus / Lv 1 | III3 focus / Lv 3 | IV4 focus / Lv 5 | V6 focus / Lv 7 | VI8 focus / Lv 8 | |
| Ifree | II2 focus / Lv 1 | III4 focus / Lv 3 | IV6 focus / Lv 5 | V8 focus / Lv 8 |
Starting abilities
Builds that run Scout
Each one is the focus in the order it is spent, within the 24 focus an operator earns in a campaign, and each opens in the build planner with its ranks, weapon, mods and utility items set.

Hawks, the recon
Combat Recon is 1 AP for one Advantage per enemy in the area, once a turn, and the area grows with rank. That is a squad's worth of Special Actions paid for without firing a shot: Trick's Bulwark, Cly's darts and Surge, an astromech's Coordinated Support. Tactical Timing at rank three is a 60% chance of another point on each of his own kills, and Ambush spends the whole pool on one shot when nobody else needs it.
Medic second keeps a Combat Stim rank in the kit, three turns of Stimulant at rank two, so the opening still has a buff in it. The Spotter marks whatever his blaster damages, which removes range and smoke penalties for everyone who shoots it next.
Recon the biggest cluster, spend one shot on whatever the squad is about to focus so it is Spotted, and hold the rest of the AP for Overwatch.
| Line | Rank | Focus | At this rank |
|---|---|---|---|
| AmbushScout | 2 / 6 | 3 | Execute a well-timed surprise attack on an enemy. The more Advantage used in this attack, the greater the damage.All remaining Advantage, 1 per turn |
| Combat ReconScout | 4 / 6 | 9 | Assess threats in the target area, granting Advantage for each enemy in the assessment area.1 AP, 1 per turn |
| Tactical TimingScout | 3 / 5 | 6 | Provides a 60% chance to gain +1 Advantage when this Operator defeats an enemy. |
| Morale BoostMedic | 1 / 5 | 0 | This Operator and all nearby allies increase to 4 stacks of Morale.7 Advantage, 1 per combat |
| Combat StimMedic | 2 / 5 | 3 | Grants Stimulant to an ally for 3 Turns, increasing Max Health, Melee Damage, and Ranged Damage.1 AP |
| Lifesaving MeasuresMedic | 1 / 4 | 0 | Medpacs used by this Operator restore an additional +5% Health. |
| Fearless LeaderFearless Leader | 2 / 6 | 3 | When Hawks is present, increases Assist Damage by +1 and Defense by +1 for all Operators. |
The chain
A blaster pistol fires for 1 AP without limit, and every Gunslinger starts with Onslaught, +1 blaster damage for each attack made in the turn. Quick Draw is a 1 AP sidearm shot on top of that, and Keen Eye at rank three is +12% critical chance on every ranged attack. So the loop is: shoot the weakest enemy first, let the damage climb, and put the last shot into the one that matters.
Scout second for the fuel and the accuracy. The Spotter marks anything the pistol damages, which strips range and smoke penalties from the follow-ups; Tactical Timing turns kills into Advantage; Open Fire spends that Advantage on two more shots without touching AP, and Ambush on one big one. A recruit can be built for this at Recruitment on day one.
Quick Draw the enemy with the least health, again if it fell, then Open Fire or the pistol into the elite once Onslaught has stacked.
The mods are the action economy: a Cycler is a chance to refund the AP after each shot, the Ergonomic adds damage after the first attack, the Capacitor adds damage on the opening turn, and the Auto-Scope negates cover.
| Line | Rank | Focus | At this rank |
|---|---|---|---|
| Open FireGunslinger | 1 / 6 | 0 | Fire 2 Times at any combination of enemies.9 Advantage |
| Quick DrawGunslinger | 4 / 6 | 9 | Fire a lightning fast sidearm pistol shot.1 AP |
| Keen EyeGunslinger | 3 / 5 | 6 | Increases this Operator's Critical Chance for all Ranged Attacks by +12%. |
| AmbushScout | 1 / 5 | 0 | Execute a well-timed surprise attack on an enemy. The more Advantage used in this attack, the greater the damage.All remaining Advantage, 1 per turn |
| Combat ReconScout | 2 / 5 | 3 | Assess threats in the target area, granting Advantage for each enemy in the assessment area.1 AP, 1 per turn |
| Tactical TimingScout | 2 / 4 | 4 | Provides a 40% chance to gain +1 Advantage when this Operator defeats an enemy. |
| GritGrit | 1 / 4 | 0 | Applies 1 stack of Invulnerable to this Operator.1 AP, 1 per turn |

Cly, the storm
Her whole kit runs on Advantage, not AP. ElectroWeb Dart Shocks a target for 2 Advantage (1 at rank six) and halves its movement; ElectroWeb Surge is 4 Advantage for a blast around Cly and around every darted enemy, and those blasts ignore Defense. Combat Jump moves her for 2 Advantage and pushes enemies at the landing. None of it spends an action point, so the three AP are still there for the pistol or a Scattergun.
Scout second is the fuel: Combat Recon returns one Advantage per enemy scanned for 1 AP, and Tactical Timing adds a chance of another on each kill. Ruthless is +4 critical damage at rank three, for the pistol shots that follow. Gunslinger instead gives Quick Draw and Keen Eye if the squad already has a Scout feeding her.
Dart two or three enemies, jump into the middle if they are spread, Surge, then spend the AP on a Scattergun into the cluster.
| Line | Rank | Focus | At this rank |
|---|---|---|---|
| ElectroWeb SurgeWarrior | 3 / 6 | 7 | Emit electrical blast around Cly and each enemy with a Dart. These blasts Ignore Defense.4 Advantage |
| ElectroWeb DartWarrior | 3 / 6 | 5 | Fire an electrified dart that Shocks the target and can be detonated by ElectroWeb Surge.2 Advantage |
| RuthlessWarrior | 3 / 5 | 6 | Increases Cly's Critical Damage by +4. |
| AmbushScout | 1 / 5 | 0 | Execute a well-timed surprise attack on an enemy. The more Advantage used in this attack, the greater the damage.All remaining Advantage, 1 per turn |
| Combat ReconScout | 2 / 5 | 3 | Assess threats in the target area, granting Advantage for each enemy in the assessment area.1 AP, 1 per turn |
| Tactical TimingScout | 1 / 4 | 0 | Provides a 20% chance to gain +1 Advantage when this Operator defeats an enemy. |
| Combat JumpCombat Jump | 1 / 4 | 0 | Jump to a target location, Pushing nearby enemies out of position.2 Advantage |

Jae, the finisher
Final Shot is her talent: once a turn, when an ally's attack leaves an enemy at 8 health or less (rank three), Jae fires and kills it, no AP spent. Rank four raises that to 10 health and twice a turn, but it costs 21 of the 24 focus on its own, so three is the stop. Zero In at rank three is 1 AP for five stacks of Lethal, +25% to hit and +15% critical chance until she moves; Pick Them Off adds to Overwatch hit chance and damage; Sharpshooter Training is +10% to hit on everything.
Scout second so each Final Shot kill has a chance to return Advantage through Tactical Timing. A longarm is a Slow weapon, 2 AP a shot, but its critical damage is double a rifle's and Overwatch fires one shot per AP invested, so she sets up, zeroes in, and covers the lane. The RSKF-44 in a utility slot is the sidearm for when two points is too many.
Zero In, Overwatch the approach with what is left, and let Final Shot clean up after the others.
Luco runs the same tree with Combat Gas in place of Final Shot: 2 Advantage for stacks that each add +5% to hit and +1 damage.
| Line | Rank | Focus | At this rank |
|---|---|---|---|
| Precision ShotSharpshooter | 1 / 6 | 0 | Fires a calculated blaster shot that Always hits.6 Advantage, 1 per turn |
| Zero InSharpshooter | 3 / 6 | 5 | Set up a position for accurate shooting and gain 5 Stacks of Lethal, increasing Chance-To-Hit by +25% and Critical Chance by +15%.1 AP |
| Pick Them OffSharpshooter | 2 / 5 | 2 | Increases Overwatch Chance-To-Hit by +10% and Overwatch Damage by +3. |
| AmbushScout | 1 / 5 | 0 | Execute a well-timed surprise attack on an enemy. The more Advantage used in this attack, the greater the damage.All remaining Advantage, 1 per turn |
| Combat ReconScout | 1 / 5 | 0 | Assess threats in the target area, granting Advantage for each enemy in the assessment area.1 AP, 1 per turn |
| Tactical TimingScout | 2 / 4 | 4 | Provides a 40% chance to gain +1 Advantage when this Operator defeats an enemy. |
| Final ShotFinal Shot | 3 / 4 | 11 | Once per turn, Jae immediately fires her blaster and eliminates any enemy left with 8 Health or less after an allied Operator's attack. |

Luco, the marksman
Combat Gas is Luco's talent and the reason he is built differently to Jae on the same tree. At rank three it is five stacks of Sharpened Senses, each +5% chance-to-hit and +1 ranged damage, and a stack burns per ranged attack rather than per turn. A longarm shot is 2 of the 3 action points, so one gassing covers about five turns of shooting. Rank three is 7 focus of the 24 and rank four is 16, two thirds of the budget for a sixth stack, so three is the stop.
Zero In at rank three is +25% chance-to-hit and +15% critical chance until he moves, and it stacks with the gas. Pick Them Off at rank three puts +15% and +4 damage on every Overwatch shot, which is where a longarm's spare point goes on the turns it does not reposition. Precision Shot stays at rank one: it fires once a turn for six Advantage, so the focus does more on the two lines that improve every shot.
Scout second because the squad shares one Advantage pool and Precision Shot costs six of it. Tactical Timing at rank two returns a point on 40% of kills, which is the difference between one ultimate a fight and two. Ambush and Combat Recon stay at rank one; they are there to feed the pool, not to do damage a sniper is already doing better.
Gas once at the start of a fight, Zero In, then fire and hold. On the turns he does not move, one shot and Overwatch with the point left over.
Jae runs the same three lines with Final Shot in place of Combat Gas: hers kills off other people's damage, his makes his own shots land.
| Line | Rank | Focus | At this rank |
|---|---|---|---|
| Precision ShotSharpshooter | 1 / 6 | 0 | Fires a calculated blaster shot that Always hits.6 Advantage, 1 per turn |
| Zero InSharpshooter | 3 / 6 | 5 | Set up a position for accurate shooting and gain 5 Stacks of Lethal, increasing Chance-To-Hit by +25% and Critical Chance by +15%.1 AP |
| Pick Them OffSharpshooter | 3 / 5 | 6 | Increases Overwatch Chance-To-Hit by +15% and Overwatch Damage by +4. |
| AmbushScout | 1 / 5 | 0 | Execute a well-timed surprise attack on an enemy. The more Advantage used in this attack, the greater the damage.All remaining Advantage, 1 per turn |
| Combat ReconScout | 1 / 5 | 0 | Assess threats in the target area, granting Advantage for each enemy in the assessment area.1 AP, 1 per turn |
| Tactical TimingScout | 2 / 4 | 4 | Provides a 40% chance to gain +1 Advantage when this Operator defeats an enemy. |
| Combat GasCombat Gas | 3 / 4 | 7 | Gain 5 stacks of Sharpened Senses. Each stack increases Chance-To-Hit by 5% and Ranged Attack Damage by +1. One stack expires after each Ranged Attack.2 Advantage, 1 per combat |