Mercenary Bodyguard Basics Guide

Bodyguard

The Bodyguard Mercenary specializes in personal-security services, positioning themselves as the best protection credits can buy. A varied array of kolto dispersement instruments provide the Bodyguard’s targets with protective shells and time-release infusions, offering safe haven in even the most hostile environments.

  • Role: Healer
  • Weapon: Blaster Pistols
  • Distance: Long Range
  • Mirror: Commando – Combat Medic

Bodyguard for New Players

  • Bodyguard is a healer discipline, which makes it harder to learn than a damage class for most new players
  • Most players recommend to level as a damage discipline, then switch to healer when you are ready for group content
  • All three healer styles are not too hard to start healing with, just select a player and heal with a green ability
  •   Bodyguard has an easy to use free heal and all the abilities are clickable right away
  • But it can be harder to learn to keep your energy up compared to other healing disciplines
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How to play a Bodyguard Mercenary

You can start playing Bodyguard at level 1. To start playing Bodyguard, you will need to first create a Mercenary character, which can be played by Troopers, Bounty Hunters, Smugglers or Imperial Agents.

Once you are ingame, press K on your keyboard to open the Combat Style tab, and choose Bodyguard from the three options. This choice is not permanent, you will be able to switch between all three options by finding a rest location like a cantina.

Updated for 7.2!

Below Level 80

Below Level 80

If you are below level 80, there are no true guides available to tell you what specific abilities you should be using, because the ideal rotation would change every level.

Instead, you can use this guide to figure out which of your abilities are attacks, which are defensive, and which are just useful.

Level 80

5 Ability Basic Priority

Not quite ready to learn all your abilities yet? Use this quick 5-ability guide for the Bodyguard until you’re ready to read and learn from a true level 80 guide.

  • Kolto Shell is a key Bodyguard ability. Kolto Shell places 7 small healing shields on your target, and each time the target gets hit, one of the seven shields disappear. Your goal is to quickly re-apply Kolto Shell after it goes down, so your healing target gets 7 fresh stacks of Kolto Shell. When you refresh Kolto Shell is important – if you only wait till 3 or 4 stacks have been hit, you’ll waste ammo refreshing Kolto Shell compared to waiting until it’s fallen all the way off.
  • Emergency Scan is going to be your “on cooldown” heal to use whenever it’s up. It does great healing at NO cost, but has a bit of a wait time.
  • Rapid Scan is your spam-able light heal that you’ll use when Emergency Scan isn’t available. It still has a cost to it, but it’s relatively cheap. Try not to overheat over-using it!
  • Healing Scan is your biggest, most powerful heal ability. But it’s extremely expensive and has quite a cast time. Try to use it after using your regular rapid scan 3 times, and Emergency Scan once. This makes the next Healing Scan very cheap, and instant! For when you need lots of healing fast.
  • Kolto Shot is less of an important healer ability, and more of a good source of heat reduction. Each regular shot vents 1 heat, and a crit vents 2! Spam this when nobody needs direct heals quite yet to keep up on your heat levels.

Multiple Allies 

  • Use Progressive Scan first to heal your initial target, and up to 4 targets afterwards during the channel-on-the-move heal. This is your strongest Area heal effect, but can also be great in single target situations, as it can jump back to the target multiple times and give them an armor buff!
  • Kolto Missile is a smaller but more spam-able Area Heal compared to progressive scan, but it also effects twice as many people! Good to spam during group-wide damage.

Extra Tips

  • Use Vent Heat to get heat down when you start overheating. This may happen due to using Healing Scan at the wrong times, or Rapid Scan too much.
  • Cure becomes a pretty important ability for healers as some fights have extremely harmful but cleansable debuffs that go on the group, and it is the healer’s job to get rid of these. In operations, your group leader can hopefully tell you what the icon of the debuff will be on your friends health bars, if it’s your first time looking for it.
  • Feeling Spicy? Supercharged Gas makes you do more healing, gives you energy back, and makes Healing Scan cheaper with no cooldown for eight seconds! Use Recharge and Reload before a fight to have it at the start, and then use it as often as it becomes available. When you become more comfortable with your energy management, you’ll rarely be using your normal Rapid Scan, and be using Healing Scan a lot more especially combined with Supercharged Gas.
  • Onboard AED is your special combat revive ability. As of the Legacy of the Sith Expansion, only true healers can revive in-combat, every 5 minutes. Usually you will save this for tanks, but if your leader says otherwise or more DPS is needed to finish the fight, target the dead player with this and they can accept a revive at your location!
  • Apart from refreshing Kolto Shell when its seven stacks run out, you can also use any down time you have to put Kolto Shell on everyone in your group – this includes before the fight starts, or refresh it during any time during fights where you’re just waiting – cycle through every member of your group and Kolto Shell them, as the seven stacks will simply sit there for up to three minutes until they start taking damage!
  • If you are waiting for a fight to start, after getting Kolto Shell on your team, use Kolto Missile ten times even if everyone is healed. This will build up ten stacks of “Supercharge” which looks like a white fluffy icon on your buffs, making your Supercharged Gas buff available when you need it in the actual fight!
Level 80 Gear Recommendations
More Information:
Level 80 In-Depth Community Guides

Ready to learn more about your class, and how to play at a higher skill level? These guides by other players break down your class's abilities and your full rotation!

Guides

Heals

  • Kolto Shot - HealLevel 7
  • Healing Scan - HealLevel 15
  • Rapid Scan - HealLevel 19
  • Emergency Scan - HealLevel 31
  • Kolto Shell - HealLevel 35
  • Kolto Missile - HealLevel 47
  • Progressive Scan - HealLevel 60

Buffs

You can combine your Bodyguard buffs with your heals to create powerful combinations.

  • Hunter's Boon - Passive Class BuffLevel 1
  • Vent Heat - BuffLevel 4
  • Supercharged Kolto Gas - BuffLevel 15
  • Supercharged Celerity - Optional Operation Buff Level 43 Option 2/3Level 43
  • Power Surge - BuffLevel 56

Defensive Abilities

Use these abilities to help yourself stay alive. The Mercenary has these defensive and healing abilities and you'll want to know where they are in a difficult fight.

  • Energy Shield - DefensiveLevel 15
  • Chaff Flare - Optional Detaunt Defensive Level 43 Option 1/3Level 43
  • Kolto Overload - DefensiveLevel 47
  • Responsive Safeguards - Optional Defensive Level 68 Option 2/3Level 68

Useful Abilities

These abilities may not be directly for attacking, but they are used heavily by skilled Mercenarys in combat to turn the tide of a fight.

  • Recharge and Reload - Regeneration - Regain health out of battle.Level 1
  • Determination - Stun Break - If you are stunned and can’t move, you can use this ability to unstun yourself.Level 10
  • Disabling Shot - Interrupt - Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back!Level 19
  • Jet Boost - Knockback - Pushes enemies back.Level 23
  • Hunter Killer Droid - Optional Stealth Detection Level 27 Option 3/3 - Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%.Level 27
  • Concussion Missile - Crowd Control - Your crowd control (CC) is a special type of stun you can only use when your enemy is outside of combat. You use it before a fight, to temporarily knock an opponent out of the fight while you deal with the other enemies. Accidentally damaging your crowd control'd target will wake them up.Level 35
  • Cure - Cleanse - Your cleanse can help remove harmful effects from you or other players.Level 39
  • Hydraulic Overrides - Movement - Grants 10 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%.Level 39
  • Chaff Flare - Optional Detaunt Defensive Level 43 Option 1/3 - Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank.Level 43
  • Electro Net - Attack Slow - Slows slow the enemy down, making it hard for them to run away.Level 60
  • Onboard AED - Combat Revive - Your revive ability helps you bring a fallen group member back to life during combat. Only healer disciplines can revive during combat. You can only use your own combat revive on one of your team members once every five minutes.Level 60
  • Rocket Out - Optional Movement Level 68 Option 1/3 - Jet backward 20 meters, gaining immunity to controlling effects while jetting. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Rocket Out. This effect can only occur once every 40 seconds. Cannot be used while immobilized or hindered.Level 68
  • Electro Dart - Optional Stun Level 68 Option 3/3 - You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.Level 68

Tree Choices

As you level up, you will be able to make choices about how you play your Bodyguard Mercenary with the Ability Tree, which can be opened with the K key on your keyboard. If you do not choose one, a default option will be chosen for you.

Of all the classes, Healers tend to have the most variation when it comes to their favorite ability tree choices. This is due to each fight being very different, and the healer's actual preferences. Some of the factors include whether or not your group has other healers and what types of healers, if you need mobility, if you yourself will be taking lots of damage, and how you actually like to heal. The suggestions below are mainly based on the Theorycrafter's Discord's Suggestions but they are by far not the only options you can use.

You will have eight choices to make as you level up, at levels 23, 27, 39, 43, 51, 64, 68 and 73. All of these Ability Tree choices are not permanent choices and can be changed later. If you are following a Level 80 guide on how to play your Bodyguard Mercenary, you will need to make sure to choose the same options as they have. You may not have the same choices chosen as a friend who is also playing a Bodyguard Mercenary.

Solo 'Single Enemy' Suggestions
73
68
64
51
43
39
27
23
Solo 'Many Enemies' Suggestions
73
68
64
51
43
39
27
23
Flashpoint Suggestions
73
68
64
51
43
39
27
23
Operation Suggestions
73
68
64
51
43
39
27
23

Level 23 Choice: Healing Scan Change

Choose from one of three ways that you want Healing Scan to change at level 23. Your options are Integrated Scanning, Residual Globules, and Critical Scanning.

Healing Scan

Heals a friendly target.

Integrated Scanning

Activating Healing Scan grants Integrated Scanning for the next 15 seconds, increasing all healing you do by 5%.

Activating Healing Scan grants Integrated Scanning for the next 15 seconds, increasing all healing you do by 5%.

Residual Globules

Healing a friendly target with Healing Scan leaves behind a Residual Globule for 10 seconds. A different friendly target can move into the Residual Globule and be healed.

Healing a friendly target with Healing Scan leaves behind a Residual Globule for 10 seconds. A different friendly target can move into the Residual Globule and be healed.

Critical Scanning

Increases the critical chance of Healing Scan by 10%.

Increases the critical chance of Healing Scan by 10%.

Flashpoint Suggestion: Integrated Scanning - Residual Globules are cool but can't be used to heal the initial Healing Scan target. Usually this means they float uselessly near a tank in a spot too dangerous for DPS to run over to. The 5% increased healing from this choice is the best overall.

Operation Suggestion: Integrated Scanning - Residual Globules are cool but can't be used to heal the initial Healing Scan target. Usually this means they float uselessly near a tank in a spot too dangerous for DPS to run over to. The 5% increased healing from this choice is the best overall.

Solo Single-Strong-Enemy Suggestion: Residual Globules - Healing isn't a recommended solo discipline, and Residual Globules can't be used to heal the target of the initial Healing Scan, but if solo healing you could generate globules off your companion and run into them when you need healing.

Multi-Enemy Solo Suggestion: Residual Globules - Healing isn't a recommended solo discipline, and Residual Globules can't be used to heal the target of the initial Healing Scan, but if solo healing you could generate globules off your companion and run into them when you need healing.

Level 27 Choice

Choose from one of three Mercenary abilities at Level 27, you can only have one of these options at any given time. Your options as a Bodyguard Mercenary for the Level 27 choice are Sticky Dart, Power Barrier, and Hunter Killer Droid.

Sticky Dart

Fires a dart that will detonate after several seconds. Standard and weak enemies enter a state of panic while the dart is active. When it detonates, the explosion deals kinetic damage to up to 8 nearby enemies and slows their movement speed by 60% for 10 seconds. Standard and weak targets are knocked down by the blast.

Fires a dart that will detonate after several seconds. Standard and weak enemies enter a state of panic while the dart is active. When it detonates, the explosion deals kinetic damage to up to 8 nearby enemies and slows their movement speed by 60% for 10 seconds. Standard and weak targets are knocked down by the blast.

Power Barrier

Power Shot and Rapid Scan generate a Power Barrier, which increases damage reduction by 2% per stack for 15 seconds. Stacks up to 3 times.

Power Shot and Rapid Scan generate a Power Barrier, which increases damage reduction by 2% per stack for 15 seconds. Stacks up to 3 times.

Hunter Killer Droid

Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%.

Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%.

General Suggestion: Power Barrier - With stealth scan being a rather niche/PvP centric skill, and Sticky Dart not being a very worthwhile stun/aoe filler, the best choice in this tier is this constant free damage reduction. Always useful in all situations and easy to trigger!

Level 39 Choice: Kolto Shell Change

Choose from one of three ways that you want Kolto Shell to change at level 39. Your options are Efficient Shells, Splashing Shells, and Shell Shield.

Kolto Shell

Deploys a Kolto Shell around the target that has 7 charges and lasts up to 3 minutes. When the target is damaged, Kolto Shell loses 1 charge and heals the target. This effect cannot occur more than once every 2.5 seconds. A target may not have more than one Kolto Shell active.

Efficient Shells

When Kolto Shell heals its target, there is a 25% chance it does not lose a charge.

When Kolto Shell heals its target, there is a 25% chance it does not lose a charge.

Splashing Shells

When Kolto Shell heals its target, it also heals up to two additional friendly targets within 5 meters.

When Kolto Shell heals its target, it also heals up to two additional friendly targets within 5 meters.

Shell Shield

When Kolto Shell heals its target, the target will gain a Shell Shield, which lasts up to 4 seconds and absorbs damage. This effect cannot occur more than once every 4.5 seconds.

When Kolto Shell heals its target, the target will gain a Shell Shield, which lasts up to 4 seconds and absorbs damage. This effect cannot occur more than once every 4.5 seconds.

General Suggestion: Efficient Shells - A 25% chance to not lose kolto shell stacks means over time you'll have to deploy less shells per fight, resulting in great heat conservation for other heals!

Level 43 Choice

Choose from one of three Mercenary abilities at Level 43, you can only have one of these options at any given time. Your options as a Bodyguard Mercenary for the Level 43 choice are Chaff Flare, Supercharged Celerity, and Power Overrides.

Chaff Flare

Reduces threat towards all current enemies, and for 6 seconds after use it increases melee and ranged defense chance by 35%, provides interrupt immunity, and grants 2 charges of Decoy. Each charge of Decoy intercepts and absorbs 1 incoming Force or tech attack.

Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank.

Supercharged Celerity

Requires and converts 10 stacks of Supercharge to issue Supercharged Celerity to you and your Operation group members within 40 meters, increasing alacrity by 10%. Lasts 10 seconds. Those affected by Supercharged Celerity become Exhausted and cannot regain Supercharged Celerity for 5 minutes.

Requires and converts 10 stacks of Supercharge to issue Supercharged Celerity to you and your Operation group members within 40 meters, increasing alacrity by 10%. Lasts 10 seconds. Those affected by Supercharged Celerity become Exhausted and cannot regain Supercharged Celerity for 5 minutes.

Power Overrides

Reduces the cooldowns of Concussion Missile and Power Surge by 15 seconds each. In addition, Power Surge grants a second charge, making your next two abilities with an activation time activate instantly.

Reduces the cooldowns of Concussion Missile and Power Surge by 15 seconds each. In addition, Power Surge grants a second charge, making your next two abilities with an activation time activate instantly.

Solo Single-Strong-Enemy Suggestion: Chaff Flare - The defensive capabilities of this detaunt make it the best for surviving solo content, but for more tangible kill speeds Power Overrides could help too.

Multi-Enemy Solo Suggestion: Chaff Flare - The defensive capabilities of this detaunt make it the best for surviving solo content, but for more tangible kill speeds Power Overrides could help too.

Flashpoint Suggestion: Supercharged Celerity - This Operation Buff helps not only healers but the whole group, so it should be taken by default UNLESS another teammate is already using it. The buff cannot be stacked, so you can be a bit more selfish and take Power Overrides to double the effectiveness of your Power Surge.

Operation Suggestion: Supercharged Celerity - This Operation Buff helps not only healers but the whole group, so it should be taken by default UNLESS another teammate is already using it. The buff cannot be stacked, so you can be a bit more selfish and take Power Overrides to double the effectiveness of your Power Surge.

Level 51 Choice

Choose from one of three Mercenary abilities at Level 51, you can only have one of these options at any given time. Your options as a Bodyguard Mercenary for the Level 51 choice are Improved Vents, Energy Rebounder, and Jet Escape.

Improved Vents

Vent Heat now immediately vents an additional 15 heat and grants 10% alacrity for 6 seconds.

Vent Heat now immediately vents an additional 15 heat and grants 10% alacrity for 6 seconds.

Energy Rebounder

When you take damage, the active cooldown of Energy Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt. which lasts up to 6 seconds and absorbs damage. This effect cannot occur more than once every 10 seconds.

When you take damage, the active cooldown of Energy Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt. which lasts up to 6 seconds and absorbs damage. This effect cannot occur more than once every 10 seconds.

Jet Escape

Reduces the cooldown of Jet Boost by 5 seconds and Determination by 30 seconds. In addition, the duration of Hydraulic Overrides is increased by 4 seconds.

Reduces the cooldown of Jet Boost by 5 seconds and Determination by 30 seconds. In addition, the duration of Hydraulic Overrides is increased by 4 seconds.

Flashpoint Suggestion: Improved Vents - Less heat generated and more alacrity for faster heals is the best bonus a healer could get, but if you aren't overheating Energy Rebounder will reduce the overall healing needed, so also consider that choice.

Operation Suggestion: Improved Vents - Less heat generated and more alacrity for faster heals is the best bonus a healer could get, but if you aren't overheating Energy Rebounder will reduce the overall healing needed, so also consider that choice.

Solo Single-Strong-Enemy Suggestion: Energy Rebounder - Normally a healer should not be getting directly attacked but in solo situations you may want to take Energy Rebounder for just that reason.

Multi-Enemy Solo Suggestion: Energy Rebounder - Normally a healer should not be getting directly attacked but in solo situations you may want to take Energy Rebounder for just that reason.

Level 64 Choice

Choose from one of three Mercenary abilities at Level 64, you can only have one of these options at any given time. Your options as a Bodyguard Mercenary for the Level 64 choice are Kolto Surge, Power Shield, and Thrill of the Hunt.

Kolto Surge

Kolto Overload triggers at, and can heal you up to, 60% of your maximum health. Additionally, Kolto Overload lasts 2 seconds longer and heals for twice as much each time it restores health.

Kolto Overload triggers at, and can heal you up to, 60% of your maximum health. Additionally, Kolto Overload lasts 2 seconds longer and heals for twice as much each time it restores health.

Power Shield

Energy Shield now further decreases ability activation pushback by 30%, increases all healing received by 20% and makes you immune to interrupts.

Energy Shield now further decreases ability activation pushback by 30%, increases all healing received by 20% and makes you immune to interrupts.

Thrill of the Hunt

Allows Unload, Blazing Bolts, and Progressive Scan to be activated while moving.

Allows Unload, Blazing Bolts, and Progressive Scan to be activated while moving.

General Suggestion: Thrill of the Hunt - This choice singlehandedly makes mercenaries much more mobile than they normally are, making it much easier to position correctly and stay safe while remaining effective. If you find yourself remaining pretty still or moving in short bursts where this choice is less useful, Kolto Surge is a really good self-healing boost.

Level 68 Choice

Choose from one of three Mercenary abilities at Level 68, you can only have one of these options at any given time. Your options as a Bodyguard Mercenary for the Level 68 choice are Rocket Out, Responsive Safeguards, and Electro Dart.

Rocket Out

Jet backward 20 meters, gaining immunity to controlling effects while jetting. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Rocket Out. This effect can only occur once every 40 seconds. Cannot be used while immobilized or hindered.

Jet backward 20 meters, gaining immunity to controlling effects while jetting. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Rocket Out. This effect can only occur once every 40 seconds. Cannot be used while immobilized or hindered.

Responsive Safeguards

Activates an advanced response system that absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned.

Activates an advanced response system that absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned.

Electro Dart

Fires an electro dart, dealing energy damage and stunning the target for 4 seconds.

You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.

General Suggestion: Responsive Safeguards - This reflect ability also absorbs all damage and heals you, making it one of the best defensive cooldowns in the game. Keep this as default unless you find yourself really needing the movement of Rocket Out or the 4 second stun from Electro Dart.

Level 73 Choice

Choose from one of three Mercenary abilities at Level 73, you can only have one of these options at any given time. Your options as a Bodyguard Mercenary for the Level 73 choice are Afterburners, Gyroscopic Alignment Jets, and Trauma Regulators.

Afterburners

Missile Blast immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Jet Boost's knockback effect is stronger and pushes enemies 4 meters further away.

Missile Blast immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Jet Boost's knockback effect is stronger and pushes enemies 4 meters further away.

Gyroscopic Alignment Jets

You vent 20 heat when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing.

You vent 20 heat when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing.

Trauma Regulators

While Energy Shield is active, you generate a stack of Trauma Regulators each time you receive direct damage. Stacks up to 10 times. When Energy Shield expires, each stack of Trauma Regulators instantly heals you for 4% of your maximum health.

While Energy Shield is active, you generate a stack of Trauma Regulators each time you receive direct damage. Stacks up to 10 times. When Energy Shield expires, each stack of Trauma Regulators instantly heals you for 4% of your maximum health.

General Suggestion: Trauma Regulators - This choice will keep you alive much longer in the toughest fights. Guaranteed to give the most benefit in any content!

All Abilities

All your abilities for the Bodyguard Mercenary.

LvlIconAbility
LvL1
Rapid ShotsBasic Attack 30m (long range)

Fires a quick stream of bolts, causing weapon damage.

Fires a quick stream of bolts, causing weapon damage.

LvL1
BodyguardHidden Passive

Increases the max number of Kolto Shell charges by 1, increases the healing each charge does by 3%, and reduces Kolto Shell's rate limit by 0.5 seconds.

Increases the max number of Kolto Shell charges by 1, increases the healing each charge does by 3%, and reduces Kolto Shell's rate limit by 0.5 seconds.

LvL1
Combat Support CylinderHidden Passive

Loads your blaster with a combat support cylinder. While active, all healing and damage done is increased by 3%. Replaces Combustible Gas Cylinder.

Loads your blaster with a combat support cylinder. While active, all healing and damage done is increased by 3%. Replaces Combustible Gas Cylinder.

LvL1
Cure MindHidden Passive

Cure now removes negative mental effects and heals the target.

Cure now removes negative mental effects and heals the target.

LvL1
Empowered ScansHidden Passive

Increases the healing done by Emergency Scan and Rapid Scan by 3%. In addition, Progressive Scan channels 20% faster.

Increases the healing done by Emergency Scan and Rapid Scan by 3%. In addition, Progressive Scan channels 20% faster.

LvL1
Kolto PodsHidden Passive

Kolto Missile leaves a pool of kolto that heals allies over 3 seconds.

Kolto Missile leaves a pool of kolto that heals allies over 3 seconds.

LvL1
PeacekeeperHidden Passive

Increases the healing done by Kolto Missile, Kolto Pods, and Progressive Scan by 3%.

Increases the healing done by Kolto Missile, Kolto Pods, and Progressive Scan by 3%.

LvL1
Hired ProtectionPassive

Reduces the cooldown of Revive by 100%.

Reduces the cooldown of Revive by 100%.

LvL1
Propulsion SystemsHidden Passive

Increases the range of Rail Shot by 20 meters.

Increases the range of Rail Shot by 20 meters.

LvL1
Combustible Gas CylinderPassive

Ranged weapon attacks have a 25% chance to deal additional elemental damage over 6 seconds. This effect cannot occur more than once per second.

Ranged weapon attacks have a 25% chance to deal additional elemental damage over 6 seconds. This effect cannot occur more than once per second.

LvL1
Missile BlastArea Attack 30m (long range)

Deals kinetic damage to the primary target and kinetic damage to up to 7 standard or weak enemies within 5 meters of the primary target. If the primary target is a standard or weak enemy, it is knocked to the ground.

Deals kinetic damage to the primary target and kinetic damage to up to 7 standard or weak enemies within 5 meters of the primary target. If the primary target is a standard or weak enemy, it is knocked to the ground.

LvL1
Hunter's BoonPassive Class Buff

Increases Endurance by 5%.

Increases Endurance by 5%.

LvL1
Recharge and ReloadRegeneration

Regenerates health and vents heat while channeling. Not usable in combat.

Regain health out of battle.

LvL4
Vent HeatBuff

Your next ability generates no heat, and you vent 50 heat over 3 seconds after using it.

Your next ability generates no heat, and you vent 50 heat over 3 seconds after using it.

LvL4
Power ShotAttack 30m (long range)

Charges up both blasters and fires off two powerful shots that deal weapon damage. Requires two blasters.

Charges up both blasters and fires off two powerful shots that deal weapon damage. Requires two blasters.

LvL7
Kolto ShotHeal 30m (long range)

Heals a friendly target.

Heals a friendly target.

LvL10
Death from AboveArea Attack 30m (long range)

Rains death from above, firing a volley of missiles that deal kinetic damage over the duration to up to 8 enemies within 5 meters over the duration. Standard and weak targets are knocked down by the blasts. Generates 30 heat over the duration.

Rains death from above, firing a volley of missiles that deal kinetic damage over the duration to up to 8 enemies within 5 meters over the duration. Standard and weak targets are knocked down by the blasts. Generates 30 heat over the duration.

LvL10
DeterminationStun Break

Purges all incapacitating and movement-impairing effects.

If you are stunned and can’t move, you can use this ability to unstun yourself.

LvL15
Rail ShotAttack 30m (long range)

Fires a very powerful shot at the target that deals weapon damage. Only usable against incapacitated targets or targets suffering from periodic damage. Deals additional damage if dual wielding.

Fires a very powerful shot at the target that deals weapon damage. Only usable against incapacitated targets or targets suffering from periodic damage. Deals additional damage if dual wielding.

LvL15
Supercharged Kolto GasBuff

Requires and converts 10 stacks of Supercharge to vent 10 heat and increase healing done by 5% for 8 seconds. While active, Healing Scan has no cooldown and generates 5 less heat.

Requires and converts 10 stacks of Supercharge to vent 10 heat and increase healing done by 5% for 8 seconds. While active, Healing Scan has no cooldown and generates 5 less heat.

LvL15
Healing ScanHeal 30m (long range)

Heals a friendly target.

Heals a friendly target.

LvL15
Powered InsulatorsPassive

Increases damage reduction by 5% and tech critical chance by 3%.

Increases damage reduction by 5% and tech critical chance by 3%.

LvL15
Energy ShieldDefensive

Increases damage reduction by 25% for 12 seconds.

Increases damage reduction by 25% for 12 seconds.

LvL15
SuperchargePassive

Activating Rapid Shots, Kolto Shot, Power Shot, Tracer Missile, or Rapid Scan generates a stack of Supercharge. While channeled, Recharge and Reload generates stacks of Supercharge. Each stack increases all damage and healing done by 0.1%. Stacks up to 10 times and lasts 60 seconds.

Activating Rapid Shots, Kolto Shot, Power Shot, Tracer Missile, or Rapid Scan generates a stack of Supercharge. While channeled, Recharge and Reload generates stacks of Supercharge. Each stack increases all damage and healing done by 0.1%. Stacks up to 10 times and lasts 60 seconds.

LvL19
Disabling ShotInterrupt 30m (long range)

Interrupts the target's current action and prevents that ability from being used for 4 seconds.

Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back!

LvL19
Rapid ScanHeal 30m (long range)

Heals a friendly target.

Heals a friendly target.

LvL19
Sweeping BlastersArea Attack 30m (long range)

Fires waves of blaster bolts at up to 8 targets within 5 meters of the target area, dealing weapon damage over the duration. Standard and weak targets are sometimes knocked back by the sweeping bolts. Requires two blasters. Builds 32 heat over the duration.

Fires waves of blaster bolts at up to 8 targets within 5 meters of the target area, dealing weapon damage over the duration. Standard and weak targets are sometimes knocked back by the sweeping bolts. Requires two blasters. Builds 32 heat over the duration.

LvL23
Jet BoostKnockback

Blasts 8 nearby enemies back and away. Targets hit by this take elemental damage and have their movement slowed by 50% for 4 seconds.

Pushes enemies back.

LvL23
Fusion MissileArea Attack 30m (long range)

Fires a fusion missile that detonates on contact, dealing kinetic damage to up to 8 targets within 8 meters and searing all targets with radiation burns that deal additional elemental damage over 6 seconds. Standard and weak targets enter a state of panic from the flames.

Fires a fusion missile that detonates on contact, dealing kinetic damage to up to 8 targets within 8 meters and searing all targets with radiation burns that deal additional elemental damage over 6 seconds. Standard and weak targets enter a state of panic from the flames.

LvL23
Surgical Precision SystemPassive

Reduces the pushback suffered while activating healing abilities by 70% and reduces the threat generated by healing abilities by 10%.

Reduces the pushback suffered while activating healing abilities by 70% and reduces the threat generated by healing abilities by 10%.

LvL23
Integrated ScanningOptional Passive Level 23 Option 1/3

Activating Healing Scan grants Integrated Scanning for the next 15 seconds, increasing all healing you do by 5%.

Activating Healing Scan grants Integrated Scanning for the next 15 seconds, increasing all healing you do by 5%.

Flashpoint Suggestion: Residual Globules are cool but can't be used to heal the initial Healing Scan target. Usually this means they float uselessly near a tank in a spot too dangerous for DPS to run over to. The 5% increased healing from this choice is the best overall.

Operation Suggestion: Residual Globules are cool but can't be used to heal the initial Healing Scan target. Usually this means they float uselessly near a tank in a spot too dangerous for DPS to run over to. The 5% increased healing from this choice is the best overall.

LvL23
Residual GlobulesOptional Passive Level 23 Option 2/3

Healing a friendly target with Healing Scan leaves behind a Residual Globule for 10 seconds. A different friendly target can move into the Residual Globule and be healed.

Healing a friendly target with Healing Scan leaves behind a Residual Globule for 10 seconds. A different friendly target can move into the Residual Globule and be healed.

Solo Single-Enemy Suggestion: Healing isn't a recommended solo discipline, and Residual Globules can't be used to heal the target of the initial Healing Scan, but if solo healing you could generate globules off your companion and run into them when you need healing.

Solo Many-Enemy Suggestion: Healing isn't a recommended solo discipline, and Residual Globules can't be used to heal the target of the initial Healing Scan, but if solo healing you could generate globules off your companion and run into them when you need healing.

LvL23
Critical ScanningOptional Passive Level 23 Option 3/3

Increases the critical chance of Healing Scan by 10%.

Increases the critical chance of Healing Scan by 10%.

LvL27
Sticky DartOptional Area Attack 30m (long range) Level 27 Option 1/3

Fires a dart that will detonate after several seconds. Standard and weak enemies enter a state of panic while the dart is active. When it detonates, the explosion deals kinetic damage to up to 8 nearby enemies and slows their movement speed by 60% for 10 seconds. Standard and weak targets are knocked down by the blast.

Fires a dart that will detonate after several seconds. Standard and weak enemies enter a state of panic while the dart is active. When it detonates, the explosion deals kinetic damage to up to 8 nearby enemies and slows their movement speed by 60% for 10 seconds. Standard and weak targets are knocked down by the blast.

LvL27
Power BarrierOptional Passive Level 27 Option 2/3

Power Shot and Rapid Scan generate a Power Barrier, which increases damage reduction by 2% per stack for 15 seconds. Stacks up to 3 times.

Power Shot and Rapid Scan generate a Power Barrier, which increases damage reduction by 2% per stack for 15 seconds. Stacks up to 3 times.

General Suggestion: With stealth scan being a rather niche/PvP centric skill, and Sticky Dart not being a very worthwhile stun/aoe filler, the best choice in this tier is this constant free damage reduction. Always useful in all situations and easy to trigger!

LvL27
Hunter Killer DroidOptional Stealth Detection 30m (long range) Level 27 Option 3/3

Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%.

Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%.

LvL27
UnloadAttack 30m (long range)

Unloads your blaster into the target, dealing weapon damage and generating 24 heat over the duration. Weak and standard enemies caught in the blaster fire are stunned for the duration. Fires both blasters if dual wielding.

Unloads your blaster into the target, dealing weapon damage and generating 24 heat over the duration. Weak and standard enemies caught in the blaster fire are stunned for the duration. Fires both blasters if dual wielding.

LvL31
Emergency ScanHeal 30m (long range)

Instantly heals a friendly target.

Instantly heals a friendly target.

LvL35
Kolto ShellHeal 30m (long range)

Deploys a Kolto Shell around the target that has 7 charges and lasts up to 3 minutes. When the target is damaged, Kolto Shell loses 1 charge and heals the target. This effect cannot occur more than once every 2.5 seconds. A target may not have more than one Kolto Shell active.

Deploys a Kolto Shell around the target that has 7 charges and lasts up to 3 minutes. When the target is damaged, Kolto Shell loses 1 charge and heals the target. This effect cannot occur more than once every 2.5 seconds. A target may not have more than one Kolto Shell active.

LvL35
Concussion MissileCrowd Control 30m (long range)

Fires a missile at the target that knocks it out for up to 60 seconds. Non-player, non-standard and non-weak targets regenerate health rapidly while knocked out. Damage to the target causes this effect to end prematurely.

Your crowd control (CC) is a special type of stun you can only use when your enemy is outside of combat. You use it before a fight, to temporarily knock an opponent out of the fight while you deal with the other enemies. Accidentally damaging your crowd control'd target will wake them up.

LvL35
Med TechPassive

Increases the critical chance of Rapid Scan by 5%.

Increases the critical chance of Rapid Scan by 5%.

LvL39
Advanced TargetingPassive

Unload, Blazing Bolts, Rail Shot, and Mag Shot ignore 30% of the target's armor. In addition, the critical chance of Rapid Scan and Emergency Scan are increased by 5%, and critical results with damage and healing abilities increase critical damage and healing by 10% for 6 seconds.

Unload, Blazing Bolts, Rail Shot, and Mag Shot ignore 30% of the target's armor. In addition, the critical chance of Rapid Scan and Emergency Scan are increased by 5%, and critical results with damage and healing abilities increase critical damage and healing by 10% for 6 seconds.

LvL39
Efficient ShellsOptional Passive Level 39 Option 1/3

When Kolto Shell heals its target, there is a 25% chance it does not lose a charge.

When Kolto Shell heals its target, there is a 25% chance it does not lose a charge.

General Suggestion: A 25% chance to not lose kolto shell stacks means over time you'll have to deploy less shells per fight, resulting in great heat conservation for other heals!

LvL39
Splashing ShellsOptional Passive Level 39 Option 2/3

When Kolto Shell heals its target, it also heals up to two additional friendly targets within 5 meters.

When Kolto Shell heals its target, it also heals up to two additional friendly targets within 5 meters.

LvL39
Shell ShieldOptional Passive Level 39 Option 3/3

When Kolto Shell heals its target, the target will gain a Shell Shield, which lasts up to 4 seconds and absorbs damage. This effect cannot occur more than once every 4.5 seconds.

When Kolto Shell heals its target, the target will gain a Shell Shield, which lasts up to 4 seconds and absorbs damage. This effect cannot occur more than once every 4.5 seconds.

LvL39
CureCleanse 30m (long range)

Cleanses a friendly target of up to 2 negative tech or physical effects.

Your cleanse can help remove harmful effects from you or other players.

LvL39
Hydraulic OverridesMovement 20m

Grants 10 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%.

Grants 10 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%.

LvL43
Chaff FlareOptional Detaunt Defensive Level 43 Option 1/3

Reduces threat towards all current enemies, and for 6 seconds after use it increases melee and ranged defense chance by 35%, provides interrupt immunity, and grants 2 charges of Decoy. Each charge of Decoy intercepts and absorbs 1 incoming Force or tech attack.

Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank.

Solo Single-Enemy Suggestion: The defensive capabilities of this detaunt make it the best for surviving solo content, but for more tangible kill speeds Power Overrides could help too.

Solo Many-Enemy Suggestion: The defensive capabilities of this detaunt make it the best for surviving solo content, but for more tangible kill speeds Power Overrides could help too.

LvL43
Supercharged CelerityOptional Operation Buff Level 43 Option 2/3

Requires and converts 10 stacks of Supercharge to issue Supercharged Celerity to you and your Operation group members within 40 meters, increasing alacrity by 10%. Lasts 10 seconds. Those affected by Supercharged Celerity become Exhausted and cannot regain Supercharged Celerity for 5 minutes.

Requires and converts 10 stacks of Supercharge to issue Supercharged Celerity to you and your Operation group members within 40 meters, increasing alacrity by 10%. Lasts 10 seconds. Those affected by Supercharged Celerity become Exhausted and cannot regain Supercharged Celerity for 5 minutes.

Flashpoint Suggestion: This Operation Buff helps not only healers but the whole group, so it should be taken by default UNLESS another teammate is already using it. The buff cannot be stacked, so you can be a bit more selfish and take Power Overrides to double the effectiveness of your Power Surge.

Operation Suggestion: This Operation Buff helps not only healers but the whole group, so it should be taken by default UNLESS another teammate is already using it. The buff cannot be stacked, so you can be a bit more selfish and take Power Overrides to double the effectiveness of your Power Surge.

LvL43
Power OverridesOptional Passive Level 43 Option 3/3

Reduces the cooldowns of Concussion Missile and Power Surge by 15 seconds each. In addition, Power Surge grants a second charge, making your next two abilities with an activation time activate instantly.

Reduces the cooldowns of Concussion Missile and Power Surge by 15 seconds each. In addition, Power Surge grants a second charge, making your next two abilities with an activation time activate instantly.

LvL43
WardenPassive

Increases the critical healing bonus of all heals by 10% and causes Rapid Scan to generate an extra stack of Supercharge when activated.

Increases the critical healing bonus of all heals by 10% and causes Rapid Scan to generate an extra stack of Supercharge when activated.

LvL47
Kolto OverloadDefensive

Activating this ability applies a Health Monitor that lasts up to 60 seconds, which triggers a Kolto Overload when your health is reduced to 35% or less. If your health is already 35% or less, Kolto Overload triggers immediately. Once triggered, Kolto Overload goes on cooldown for 3 minutes and rapidly heals you up to 35% of your max health for 8 seconds but will not exceed 35% of your max health.

Activating this ability applies a Health Monitor that lasts up to 60 seconds, which triggers a Kolto Overload when your health is reduced to 35% or less. If your health is already 35% or less, Kolto Overload triggers immediately. Once triggered, Kolto Overload goes on cooldown for 3 minutes and rapidly heals you up to 35% of your max health for 8 seconds but will not exceed 35% of your max health.

LvL47
Kolto MissileHeal 30m (long range)

Heals up to 8 allies within 8 meters of the targeted area and leaves a pool of Kolto Pods on the ground, healing allies within it over 3 seconds.

Heals up to 8 allies within 8 meters of the targeted area and leaves a pool of Kolto Pods on the ground, healing allies within it over 3 seconds.

LvL51
Upgraded ArsenalPassive

Reduces the pushback suffered while activating Power Shot, Tracer Missile, Concussion Missile, Fusion Missile, and Serrated Shot by 75%.

Reduces the pushback suffered while activating Power Shot, Tracer Missile, Concussion Missile, Fusion Missile, and Serrated Shot by 75%.

LvL51
Improved VentsOptional Passive Level 51 Option 1/3

Vent Heat now immediately vents an additional 15 heat and grants 10% alacrity for 6 seconds.

Vent Heat now immediately vents an additional 15 heat and grants 10% alacrity for 6 seconds.

Flashpoint Suggestion: Less heat generated and more alacrity for faster heals is the best bonus a healer could get, but if you aren't overheating Energy Rebounder will reduce the overall healing needed, so also consider that choice.

Operation Suggestion: Less heat generated and more alacrity for faster heals is the best bonus a healer could get, but if you aren't overheating Energy Rebounder will reduce the overall healing needed, so also consider that choice.

LvL51
Energy RebounderOptional Passive Level 51 Option 2/3

When you take damage, the active cooldown of Energy Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt. which lasts up to 6 seconds and absorbs damage. This effect cannot occur more than once every 10 seconds.

When you take damage, the active cooldown of Energy Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt. which lasts up to 6 seconds and absorbs damage. This effect cannot occur more than once every 10 seconds.

Solo Single-Enemy Suggestion: Normally a healer should not be getting directly attacked but in solo situations you may want to take Energy Rebounder for just that reason.

Solo Many-Enemy Suggestion: Normally a healer should not be getting directly attacked but in solo situations you may want to take Energy Rebounder for just that reason.

LvL51
Jet EscapeOptional Passive Level 51 Option 3/3

Reduces the cooldown of Jet Boost by 5 seconds and Determination by 30 seconds. In addition, the duration of Hydraulic Overrides is increased by 4 seconds.

Reduces the cooldown of Jet Boost by 5 seconds and Determination by 30 seconds. In addition, the duration of Hydraulic Overrides is increased by 4 seconds.

LvL51
Critical EfficiencyPassive

Activating Rapid Scan grants a charge of Critical Efficiency, which reduces the heat generated by your next Healing Scan by 5. This effect can stack up to 3 charges.

Activating Rapid Scan grants a charge of Critical Efficiency, which reduces the heat generated by your next Healing Scan by 5. This effect can stack up to 3 charges.

LvL56
Power SurgeBuff

Your next ability used within 15 seconds with an activation time will activate instantly and then grant immunity to pushback and interrupts for 6 seconds.

Your next ability used within 15 seconds with an activation time will activate instantly and then grant immunity to pushback and interrupts for 6 seconds.

LvL60
Electro NetAttack Slow 30m (long range)

Fires an electro net that ensnares the target, reducing its movement speed by 50% and dealing energy damage over 9 seconds. While affected, a target that moves takes 20% more damage from electro net, and this effect can stack up to 10 times on enemy players or 5 times on any other target. Additionally, the electro net hinders the target, preventing the use of high mobility actions and escapes such as charges, vanishes, and speed boosts. Lasts 9 seconds.

Slows slow the enemy down, making it hard for them to run away.

LvL60
Onboard AEDCombat Revive 30m (long range)

Shocks and revives an incapacitated ally. This ability is usable while in combat. When used, you can not use an in-combat revival for the next 5 minutes.

Your revive ability helps you bring a fallen group member back to life during combat. Only healer disciplines can revive during combat. You can only use your own combat revive on one of your team members once every five minutes.

LvL60
Progressive ScanHeal 30m (long range)

Heals a friendly target over the duration, and heals one new friendly target within 20 meters with each tick, healing up to four total targets with the final tick. 28 heat is generated over the channel duration.

Heals a friendly target over the duration, and heals one new friendly target within 20 meters with each tick, healing up to four total targets with the final tick. 28 heat is generated over the channel duration.

LvL60
Emergency ResponsePassive

Eliminates the heat generated by Emergency Scan. In addition, activating Emergency Scan grants Emergency Response, which makes your next Healing Scan activate instantly. Lasts 15 seconds.

Eliminates the heat generated by Emergency Scan. In addition, activating Emergency Scan grants Emergency Response, which makes your next Healing Scan activate instantly. Lasts 15 seconds.

LvL64
Kolto SurgeOptional Passive Level 64 Option 1/3

Kolto Overload triggers at, and can heal you up to, 60% of your maximum health. Additionally, Kolto Overload lasts 2 seconds longer and heals for twice as much each time it restores health.

Kolto Overload triggers at, and can heal you up to, 60% of your maximum health. Additionally, Kolto Overload lasts 2 seconds longer and heals for twice as much each time it restores health.

LvL64
Power ShieldOptional Passive Level 64 Option 2/3

Energy Shield now further decreases ability activation pushback by 30%, increases all healing received by 20% and makes you immune to interrupts.

Energy Shield now further decreases ability activation pushback by 30%, increases all healing received by 20% and makes you immune to interrupts.

LvL64
Thrill of the HuntOptional Passive Level 64 Option 3/3

Allows Unload, Blazing Bolts, and Progressive Scan to be activated while moving.

Allows Unload, Blazing Bolts, and Progressive Scan to be activated while moving.

General Suggestion: This choice singlehandedly makes mercenaries much more mobile than they normally are, making it much easier to position correctly and stay safe while remaining effective. If you find yourself remaining pretty still or moving in short bursts where this choice is less useful, Kolto Surge is a really good self-healing boost.

LvL67
Fuel ReservesPassive

Rocket Out gets an additional charge.

Rocket Out gets an additional charge.

LvL68
Rocket OutOptional Movement Level 68 Option 1/3

Jet backward 20 meters, gaining immunity to controlling effects while jetting. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Rocket Out. This effect can only occur once every 40 seconds. Cannot be used while immobilized or hindered.

Jet backward 20 meters, gaining immunity to controlling effects while jetting. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Rocket Out. This effect can only occur once every 40 seconds. Cannot be used while immobilized or hindered.

LvL68
Responsive SafeguardsOptional Defensive Level 68 Option 2/3

Activates an advanced response system that absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned.

Activates an advanced response system that absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned.

General Suggestion: This reflect ability also absorbs all damage and heals you, making it one of the best defensive cooldowns in the game. Keep this as default unless you find yourself really needing the movement of Rocket Out or the 4 second stun from Electro Dart.

LvL68
Electro DartOptional Stun 10m (short range) Level 68 Option 3/3

Fires an electro dart, dealing energy damage and stunning the target for 4 seconds.

You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.

LvL68
Kolto ResiduePassive

Kolto Missile leaves a residue on up to 8 enemies in its area of impact, reducing movement speed by 50% for 3 seconds. In addition, Healing Scan grants Invigorated to its target, increasing healing received by 3% for 45 seconds.

Kolto Missile leaves a residue on up to 8 enemies in its area of impact, reducing movement speed by 50% for 3 seconds. In addition, Healing Scan grants Invigorated to its target, increasing healing received by 3% for 45 seconds.

LvL73
AfterburnersOptional Passive Level 73 Option 1/3

Missile Blast immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Jet Boost's knockback effect is stronger and pushes enemies 4 meters further away.

Missile Blast immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Jet Boost's knockback effect is stronger and pushes enemies 4 meters further away.

LvL73
Gyroscopic Alignment JetsOptional Passive Level 73 Option 2/3

You vent 20 heat when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing.

You vent 20 heat when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing.

LvL73
Trauma RegulatorsOptional Passive Level 73 Option 3/3

While Energy Shield is active, you generate a stack of Trauma Regulators each time you receive direct damage. Stacks up to 10 times. When Energy Shield expires, each stack of Trauma Regulators instantly heals you for 4% of your maximum health.

While Energy Shield is active, you generate a stack of Trauma Regulators each time you receive direct damage. Stacks up to 10 times. When Energy Shield expires, each stack of Trauma Regulators instantly heals you for 4% of your maximum health.

General Suggestion: This choice will keep you alive much longer in the toughest fights. Guaranteed to give the most benefit in any content!

LvL73
Kolto BoostersPassive

Reduces the heat generated by Kolto Missile by 5, and increases the critical heal chance of Kolto Shell by 5%. Additionally, Kolto Shot vents 1 heat when it normally heals and 2 heat when it critically heals.

Reduces the heat generated by Kolto Missile by 5, and increases the critical heal chance of Kolto Shell by 5%. Additionally, Kolto Shot vents 1 heat when it normally heals and 2 heat when it critically heals.

LvL78
Proactive MedicinePassive

Emergency Scan applies Proactive Medicine to the target, healing over 9 seconds. Additionally, Progressive Scan grants the Protected effect to targets it heals, increasing their armor by 10% for 45 seconds.

Emergency Scan applies Proactive Medicine to the target, healing over 9 seconds. Additionally, Progressive Scan grants the Protected effect to targets it heals, increasing their armor by 10% for 45 seconds.

Milestones

  • At Level 15 you will get your first exclusive ability only the Bodyguard Mercenary has, it will be called Healing Scan.
  • At Level 23 you will get to choose a way to change how Healing Scan works from three different options. This is your first Ability Tree choice, and you can make it by pressing K on your keyboard and selecting an option from the Bodyguard Ability Tree on the right.
  • At Level 27 you will get your second choice between three options in your Ability Tree. These options may be useable abilities you can click, or they can be passive abilities which give you a boost to your existing abilities.
  • At Level 47 you will get your second exclusive ability only the Bodyguard Mercenary gets, it will be called Kolto Shell.
  • At Level 39 you will get to choose a way to change how Kolto Shell works from three different options in your Ability Tree.
  • At Level 47 and 60 you will get your last two exclusive abilities only the Bodyguard Mercenary has, Kolto Missile and Progressive Scan.
  • At Level 73, you will get to make an important choice between three major abilities. This is a big choice all players need to make for their character.
  • At Level 43, 51, 64, 68 you will get to make additional choices for your Mercenary.
  • All of these Ability Tree choices are not permanent. You can change them any time you are not in combat and are not in a queue for Flashpoints, Operations or PvP.

Thank you...

One:

Thank you to these players who have submitted cool screenshots of their Imperial Agent characters:

@saoirse_ie (Main Image & Operative), @MagSulDeruyter (Marksmanship), @MagSulDeruyter (Virulence), @kivurikardok (Operative), @Darth_Amarth (Medicine), @JacksonM95 (Engineering), @BeardMan_Roy (Sniper), @M3KON_ (Combat), @M3KON_ (Armor & Weapons), @loreleif, Swtorista (Concealment), Swtorista (Lethality), Swtorista (companions)

Thank you to these players who have submitted cool screenshots of their Trooper characters:

@Failtasmagoria (Main Image), @ravendas2_0 (blue armor red hair), Pathrik I think (aqua glow), @OurManOnEarth (Species), @agentcupholder (Gunnery), @phyreblade (Combat Medic), @agentcupholder (Story), @PanagiotisLial1 (Commando), @DBSaitre (Assault Specialist), @tomlewookie (Plasmatech), @Caelvin_Dulany (Vanguard), Swtorista (Shield Specialist), @tomlewookie (Armor & Weapons), @adsinmalgusland (Combat), @phyreblade (Companions)

Thank you to these players who have submitted cool screenshots of their Smuggler characters:

@AlexDGeslin (Gunslinger), @rebelrealcanon (Ruffian), @Kayeri (Scoundrel & Main Image), @adsinmalgusland (Story), @phyreblade (Sawbones), @Nathswtor (Saboteur), @PequeClonSW (Dirty Fighting), @MagSulDeruyter (Scrapper), @WardenVakarian (Species), @gh0uldude (Combat), @gh0uldude (Armor & Weapons), Swtorista (Sharpshooter), @MagSulDeruyter (Nar Shaddaa), Swtorista (Companions)

Thank you to these players who have submitted cool screenshots of their Bounty Hunter characters:

@M3KON_ (Main Image), @adsinmalgusland (Species), @ShintarCommando (Advanced Prototype), @rebelrealcanon (Combat), @Kayeri (Powertech), @DHGamerMR (Armor & Weapons), @JamieD1138 (Innovative Ordnance), @phyreblade (Bodyguard), @SkyKard (Shield Tech), @GatoHacker (Story),  @Nyethux (Purotech), Swtorista (Arsenal), Swtorista (Mercenary), Swtorista (Companions)

Thank you to these players who helped look over the summaries for their favorite tech disciplines:

@Eksys, @ASadiablo, @CT7056, PatrikOfHavoc, Daghdha, Aflixion Starr, @TodayinTor, @DumaarShay, @BinaryNine, @Duccisan, @gh0uldude, @Kagetheorc, @Encurez, @zer0_pe,

Thank you to Zahk for writing the initial round of 5-button rotations, Merlyn for providing first-look feedback, and Mark Biggs for giving a final lookover of the rotations.

  And finally thank you to Zahk who helped type up all the 1,000+ abilities in the game for each class so we could make the summaries and the basic class guides for each discipline, and helped with testing and formatting for this page!

Learn Your Class
Combat StyleDisciplineRoleDisciplineCombat Style
SentinelWatchman DOT DamageAnnihilationMarauder
Combat Burst DamageCarnage
Concentration Burst DamageFury
GuardianDefenseTankImmortalJuggernaut
Vigilance DOT (AOE) DamageVengeance
Focus Burst DamageRage
ShadowKinetic CombatTankDarkness
Assassin
Infiltration Burst DamageDeception
Serenity DOT DamageHatred
SageSeer HealerCorruptionSorcerer
Telekinetics Burst DamageLightning
Balance DOT DamageMadness
VanguardShield SpecialistTankShield
Tech
Powertech
Plasmatech DOT DamagePyrotech
Tactics
Burst DamageAdvanced Prototype
CommandoCombat Medic HealerBodyguardMercenary
Gunnery Burst DamageArsenal
Assault Specialist DOT DamageInnovative Ordnance
ScoundrelSawbones HealerMedicineOperative
Scrapper Burst DamageConcealment
Ruffian DOT DamageLethality
GunslingerSharpshooter Burst DamageMarksmanshipSniper
Saboteur DOT DamageEngineering
Dirty Fighting DOT DamageVirulence
Learn Your Mirror
Combat StyleDisciplineRoleDisciplineCombat Style
VanguardShield SpecialistTankShield
Tech
Powertech
Plasmatech DamagePyrotech
Tactics
DamageAdvanced Prototype
CommandoCombat Medic HealerBodyguardMercenary
Gunnery DamageArsenal
Assault Specialist DamageInnovative Ordnance
ScoundrelSawbones HealerMedicineOperative
Scrapper DamageConcealment
Ruffian DamageLethality
GunslingerSharpshooter DamageMarksmanshipSniper
Saboteur DamageEngineering
Dirty Fighting DamageVirulence
SentinelWatchman DamageAnnihilationMarauder
Combat DamageCarnage
Concentration DamageFury
GuardianDefenseTankImmortalJuggernaut
Vigilance DamageVengeance
Focus DamageRage
ShadowKinetic CombatTankDarkness
Assassin
Infiltration DamageDeception
Serenity DamageHatred
SageSeer HealerCorruptionSorcerer
Telekinetics DamageLightning
Balance DamageMadness