Sharpshooter
The Sharpshooter is an expert marksman that excels at long-range engagements, focused on singling out and defeating chosen enemies in battle.
Fires a calculated blaster shot that Always hits.
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 Sharpshooter
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.

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: 3 Advantage for stacks that each add +5% to hit and +1 damage to his next attack.
| 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 with a Ranged or Melee Attack. |
| 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 eight stacks of Sharpened Senses, each +5% chance-to-hit and +1 damage, and since 1.2 all of them land on his next ranged or melee attack that turn: +40% and +8 on one longarm shot, for 3 Advantage, with the old once-per-combat limit gone. Rank three is 7 focus of the 24 and rank four is 16, two thirds of the budget for two more stacks, 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 and Zero In before the shot that has to land, 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 with a Ranged or Melee Attack. |
| Combat GasCombat Gas | 3 / 4 | 7 | Gain 8 stacks of Sharpened Senses. Each stack increases Chance-To-Hit by +5% and Attack Damage by +1 on the next Ranged Attack or Melee Attack this turn.3 Advantage |