Cly Kullervo
Best build for Cly Kullervo

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, 3 per turn |
| 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 30% chance to gain +1 Advantage when this Operator defeats an enemy with a Ranged or Melee Attack. |
| Combat JumpCombat Jump | 1 / 4 | 0 | Jump to a target location, Pushing nearby enemies out of position.2 Advantage, 1 per turn |
Blaster Pistol
Background
Note from Neesh
Left on the Den's datapad while Cly Kullervo is away.
Missions
Missions that require Cly in the squad. The operator missions are Cly's own story; losing Cly on one of them ends it.
Starting bonds
Where Cly's bond with each named operator stands when the campaign opens, before anything is earned or lost. Hard starts every pair a tier lower and Expert two; the ladder itself is on the campaign page.
Dilemmas
Every dilemma splits the roster. Taking an option Cly backs earns bond between everyone who wanted it and Hawks, and costs bond between them and whoever argued the other way.
Appearances
The looks the game ships for this operator, in the creator's own renders, plus the story states it keeps. They are the same person with the same record, so they are listed rather than linked.



