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Brutal Strike is a Soldier ability that costs 1 AP and lets the unit rush an enemy for a melee hit that Dazes it. A Dazed enemy cannot attack, but it can still move and use non-offensive actions. The ability is limited to once per turn, and its highest upgrade changes the effect to Stun, which prevents all actions. The 1 AP cost and upgrade details come from an unofficial ability database; EA’s guide confirms the ability and status effects.
What Brutal Strike does
Electronic Arts classifies Brutal Strike as a Soldier standard ability. It combines a rush with a melee attack and applies Daze to the target. That makes it both a damage option and a way to disrupt an enemy’s attack.
EA’s official guide explains that Daze stops a unit from attacking, not from acting altogether: the target may still move and use non-offensive abilities. When Daze ends, the target gains Stun Resistance and cannot be Dazed again for the rest of that battle. This resistance makes target choice important.
Cost, cooldown, and control effect
The Zero Company Databank, an unofficial ability reference for build 25513890, lists Brutal Strike as a melee action that costs 1 AP and can be used once per turn. Its tier listing shows the control effect changing at the final rank:
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| Upgrade tier | Control effect | What the target can do |
|---|---|---|
| 1–5 | Daze | Cannot attack; can still move and use non-offensive actions, according to EA’s guide. |
| 6 | Stun | Cannot take any actions, according to the Databank’s status description. |
The Databank says a Stunned target gains resistance to further Daze or Stun for the rest of the battle. EA’s guide independently describes the post-Daze protection as Stun Resistance and says the unit cannot be Dazed again for the remainder of the battle.
Reported damage by tier
Zero Company Builds reports the following base damage values by rank. EA’s guide confirms that Brutal Strike is a melee attack but does not publish a tier-by-tier damage table, so treat these figures as secondary-source data rather than official EA values.
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| Tier | Reported base damage |
|---|---|
| 1 | 12 |
| 2 | 13 |
| 3 | 14 |
| 4 | 15 |
| 5 | 16 |
| 6 | 18 |
Zero Company Builds added these figures in an editorial note dated August 28, 2026; the page was reviewed October 7, 2026. Because the values are not an EA-published damage table, check the live ability description if a game update may have changed them.
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Focus required to upgrade
The Zero Company Databank lists these cumulative focus totals for reaching each tier. They are running totals for the ability line, not the additional focus cost of each individual upgrade.
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| Tier reached | Cumulative focus |
|---|---|
| 1 | 0 |
| 2 | 2 |
| 3 | 5 |
| 4 | 9 |
| 5 | 15 |
| 6 | 23 |
When to use Brutal Strike
Use it to interrupt an enemy whose next attack would matter, especially when your squad cannot eliminate or otherwise contain that threat first. This is a tactical inference from the ability’s cost and the documented effects of Daze and Stun, not a claim of personal gameplay testing.
- Prioritize threats, not just nearby targets. Daze denies attacks, but it does not stop movement or non-offensive abilities. A target that can still reposition or use a useful non-offensive action may remain dangerous.
- Account for resistance after the effect. Once the target has been Dazed, it gains the documented resistance for the rest of the battle. Avoid using the control casually on a low-threat enemy if a more consequential target may need it later.
- Spend the AP with the turn limit in mind. The Databank lists a 1 AP cost and a once-per-turn limit, making the ability an option to weigh against other actions available that turn.
- Value tier six for control as well as damage. The reported base damage rises from 16 at tier five to 18 at tier six, while the Databank lists a shift from Daze to Stun. The control upgrade is the more important distinction: Stun prevents all actions, whereas Daze only prevents attacks.
Soldier synergy
EA identifies Soldier’s Strength as a passive that increases melee damage and grenade throw distance, so it is the directly relevant official synergy for Brutal Strike’s melee damage. Armsmaster increases primary blaster and grenade damage; the guide does not identify it as a Brutal Strike damage bonus. No exact combined damage total is established here because it depends on the applicable in-game rank and damage calculation.
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