Operative Lethality Basics Guide
Lethality
The Lethality Operative firmly believes the one true gift that keeps giving is poison. Dispensing potent toxins using a variety of methods, the Lethality Operative’s attacks take a toll over time, corroding the enemy from within until all that’s left is a withered husk that only thinks it still has a chance.
- Role: Damage
- Type: Damage Over Time
- Weapon: Blaster Rifle
- Distance: Short Range
- Mirror: Scoundrel – Ruffian
Lethality for New Players
- Lethality is a damage-over-time discipline which means you need to build up your attacks over time, layering them together, which makes it slightly harder to learn than burst discipline which do damage right away
- This style is very mobile and you can easily run and jump around while fighting without any issues!
- Most abilities can simply be used, you only need to learn to activate a few of them
- Lethality takes slightly longer to learn than other disciplines, but is easier to get really good at compared to many other disciplines
How to play a Lethality Operative
You can start playing Lethality at level 1. To start playing Lethality, you will need to first create a Operative 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 Lethality 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
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.
5 Ability Basic Rotation
Not quite ready to learn all your abilities yet? Use this quick 5-ability rotation for the Lethality Operative until you’re ready to read and learn from a true level 80 guide.
- Start off with Lethal Strike. Later on use it as soon as you can after using Corrosive Dart and Corrosive Grenade, or when you have nothing else left to use.
- Corrosive Dart and Corrosive Grenade are your two main Damage Over Time abilities – treat them as a single ability you use together. Watch these debuffs and keep them on the target as close to 100% of the time as you can. Use these every 24 seconds, do not use them over and over!
- Toxic Blast increases the strength of your dart and grenade, and makes Corrosive Assault useable. Use it whenever it’s available once your damage over time debuffs are up already!
- Corrosive Assault is the biggest move you have. So long as your damage over time abilities are applied, use this as often as possible!
- Shiv makes Corrosive Assault free to use. This can happen every 10 seconds, so make sure to generate free Corrosive Assaults often with this!
More than 3 Enemies
- Toxic Haze requires a Tactical Advantage, but makes a toxic circle of damage around you – AND spreads your corrosive dart to nearby targets, so long as it hit 1 target that already has dart on them! Corrosive Grenade already applies to multiple targets, so throw the grenade, apply a dart, then use this to spread 3 damage over time effects to every target!
- Noxious Knives will hit every target in a cone in-front of you, and should be the ability you use over and over once you’re sure all targets have grenade, dart, and haze on them already.
Extra Tips
- Start in Stealth to do extra damage.
- Choose Holotraverse on your tree at level 68 to jump quickly into the fight and make Corrosive Assault clickable.
- Feeling spicy? Use your yellow Stim Boost to do extra damage and gain Tactical Advantages.
- Toxic Haze can also be used in single target fights for a damage increase! It is best used just before your next Toxic Blast, and costs a Tactical Advantage, so think of it like replacing your last Corrosive Assault with a Haze every rotation.
- Adrenaline Probe gives you energy if you run out.
- Sleep Dart is a special ability sometimes known as a CC, a Crowd Control, a sleep or a sap. It can only be used while you are stealthed and out of combat, and it is used to put enemies to sleep. Sleeping enemies allows your group to sneak past them, or sometimes just keeps them out of the fight as long as no one attacks them. While you can’t put bosses to sleep, if you are playing Flashpoints, stealthers are often expected to go into stealth and put smaller enemies in-between bosses to sleep.
Before you play…
VERY IMPORTANT TREE CHOICE!
- Open your “tree” by pressing “K” on your keyboard
- Choose “Corrosive Return” at level 23, it looks like an icon of two circling arrows
- This makes Lethality “flow” much better
Making your Corrosive Dart and Corrosive Grenade debuffs more visible on your enemy can make it easier to know when they are about to fall off.
- Press ESC on your keyboard, choose Interface Editor from the menu
- Select the “Target Frame” box where the portrait of your enemy would appear
- In the center box, scroll down and check 🔲 Highlight Debuff, then scroll down more and check 🔲 Personal Debuffs
- Save. This will show your own debuffs highlighted in gold so you don’t mix them up with your groups’!
Discipline | Tactical | Legendary | Stats |
---|---|---|---|
Guardian Defense Juggernaut Immortal | Grit Teeth Jaw Breaker, Hord’s Makashi Strike and Leviathan’s Hide are good alternatives | Force Resistance + Retaliator | Shield: 5500-6000 Absorb: remaining tertiary stats |
Guardian Vigilance Juggernaut Vengeance | Hemophilic Slash (Single Target), Cut to Pieces (AoE) | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Guardian Focus Juggernaut Rage | Cauterized Coronary | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Watchman Marauder Annihilation | Spiteful Saber | Fearless Victor + Berserker’s Call and Dispatcher are all viable options | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Combat Marauder Carnage | Shard of Mortis | Fearless Victor + Dispatcher | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Sentinel Concentration Marauder Fury | Cauterized Conary | Fearless Victor + Berserker’s Call | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Telekinetics Sorcerer Lightning | Stormwatch | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 560 (2.14%) • 1.3 GCD = 3209 (10.38%) • 1.2 GCD = 8296 (20%) • 1.1 GCD under PS = 3596 (16.366) With Alacrity Guild Perk • 1.3 GCD = 1494 • 1.1 GCD under PS = 1801 |
Sage Seer Sorcerer Corruption | One for All | Unmatched Haste + Revitalize or Dynamic Force are all considered viable as of now | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Balance Sorcerer Madness | Tempest of Rho | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Kinetic Combat Assassin Darkness | Two Cloaks, The Life Warden, Ancient Tome of Wrath and Shroud of a Shadow as potential alternatives | Dynamic Force + Force Resistance or Ballast Point is fine if you prefer to use pieces with tanking stats | Shield: 5000-5500 Absorb: remaining tertiary stats |
Shadow Infiltration Assassin Deception | The Awakened Flame | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Serenity Assassin Hatred | Two Time Trouble | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Combat Medic Mercenary Bodyguard | SC-4 Treatment Scanner | Advanced Scanning + Concentrated Fire or Overcharged Cells seem to all be viable options | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Gunnery Mercenary Arsenal | Primed Ignition (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Commando Assault Specialist Mercenary Innovative Ordnance | Energized Charges (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Shield Specialist Powertech Shield Tech | Thermal Screen (Single Target), Oil Fire (AoE), The Life Warden | Supercommando + Squad Leader | Shield: 6000 - 6500 Absorb: remaining tertiary stats |
Vanguard Plasmatech Powertech Pyrotech | Superheated Fuel | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Tactics Powertech Advanced Prototype | Overwhelming Offense | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Sharpshooter Sniper Marksmanship | Agitating Energies | Locked and Loaded + Improved Targeting use Energy Regulators if you experience energy issues | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Saboteur Sniper Engineering | Ruthless Interrogation | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Dirty Fighting Sniper Virulence | Exploited Weakness (Single Target), Airborne Agents (AoE) | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: 2700 - 2800 With Alacrity Guild Perk 1100 - 1300 |
Scoundrel Sawbones Operative Medicine | Critical Surgery and Diagnostics Probe are both viable alternatives | Tactician + Aggressive Treatment or Field Medic | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Scrapper Operative Concealment | Acid Lash (Single Target), Explosive Cells (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Ruffian Operative Lethality | Synox Shots (Single Target), Viral Elements (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
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
- The MELEE DESTROYER: Lethality / Ruffian PVP Guide by Ivano on YouTube (7.3.1)
- Ruffian / Lethality 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Lethality PvP crash course by Cease_faith on YouTube (7.1)
- Lethality Operative Guide by Biggs on YouTube (7.01)
Attacks
- Rifle Shot - Basic AttackLevel 1
- Shiv - AttackLevel 1
- Overload Shot - AttackLevel 1
- Fragmentation Grenade - Area AttackLevel 4
- Corrosive Dart - AttackLevel 7
- Backstab - AttackLevel 10
- Corrosive Assault - AttackLevel 15
- Noxious Knives - Area AttackLevel 15
- Corrosive Grenade - Area AttackLevel 35
- Toxic Haze - Area AttackLevel 39
- Toxic Blast - AttackLevel 47
- Lethal Strike - AttackLevel 60 REPLACES Backstab at Level 60+
Multiple Enemy Attack Abilities
These Lethality attacks are useful for attacking groups of enemies.
- Fragmentation Grenade - Area AttackLevel 4
- Noxious Knives - Area AttackLevel 15
- Corrosive Grenade - Area AttackLevel 35
- Toxic Haze - Area AttackLevel 39
- Flash Bang - Optional Area Stun Level 68 Option 2/3Level 68
Buffs
You can combine your Lethality buffs with your attacks to create powerful combinations.
- Coordination - Passive Class BuffLevel 1
- Adrenaline Probe - BuffLevel 15
- Stim Boost - BuffLevel 15
- Tactical Overdrive - Optional Buff Level 43 Option 2/3Level 43
- Tactical Superiority - Operation BuffLevel 68
Defensive & Healing Abilities
Use these abilities to help yourself stay alive. The Operative has these defensive and healing abilities and you'll want to know where they are in a difficult fight.
- Diagnostic Scan - HealLevel 7
- Kolto Infusion - HealLevel 19
- Evasion - DefensiveLevel 23
- Kolto Probe - HealLevel 31
- Shield Probe - DefensiveLevel 47
Useful Abilities
These abilities may not be directly for attacking, but they are used heavily by skilled Operatives in combat to turn the tide of a fight.
- Recuperate - Regeneration - Regain health out of battle.Level 1
- Stealth - Stealth - Enter Stealth to sneak around or sneak up to enemies. Stronger enemies can see you coming, but you can sneak past weaker ones. You can only enter Stealth when you are outside of combat unless you use your Combat Stealth ability.Level 10
- Escape - Stun Break - If you are stunned and can’t move, you can use this ability to unstun yourself.Level 10
- Distraction - 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
- Debilitate - Optional Stun Level 27 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 27
- Cloaking Screen - Combat Stealth - Enter Stealth while you are in combat, either to run away, to sneak off and heal up, or to take advantage of stealth in the fight. If you enter Combat Stealth while you are alone or all your team mates are dead, the fight may reset.Level 35
- Sleep Dart - 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
- Toxin Scan - Cleanse - Your cleanse can help remove harmful effects from you or other players.Level 51
- Exfiltrate - Movement - Roll forward 12 meters. While rolling, your chance to dodge melee and ranged attacks is increased by 30%. Does not break stealth. Cannot be used while immobilized or hindered. Exfiltrate has 2 ability charges and recharges one charge every 8 seconds.Level 60
- Infiltrate - Optional Stealth Level 68 Option 1/3 - Cloaks all group members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat. Only usable while in stealth mode.Level 68
- Flash Bang - Optional Area Stun Level 68 Option 2/3 - Stuns allow you to knock enemies out of the fight temporarily. Some stuns break on damage - so if you attack the enemy while they are stunned with any type of attack, they will no longer be stunned.Level 68
- Holotraverse - Optional Leap Level 68 Option 3/3 - Jump to a faraway enemy.Level 68
Tree Choices
As you level up, you will be able to make choices about how you play your Lethality Operative 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.
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 Lethality Operative, 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 Lethality Operative.
Level 23 Choice: Corrosive Assault Change
Choose from one of three ways that you want Corrosive Assault to change at level 23. Your options are Corrosive Return, Penetrating Strategies, and Corrosive Impair.
Executes your Tactical Advantage to fire a volley of corrosive shots, dealing weapon damage and causing your periodic poison effects on the target to also deal damage. Requires and consumes a Tactical Advantage.
If Corrosive Assault would reduce your Tactical Advantage to zero, it is refunded instead. This effect can only occur once every 10 seconds.
If Corrosive Assault would reduce your Tactical Advantage to zero, it is refunded instead. This effect can only occur once every 10 seconds.
Increases the armor penetration, critical hit chance, and critical hit damage of Corrosive Assault by 10%.
Increases the armor penetration, critical hit chance, and critical hit damage of Corrosive Assault by 10%.
Corrosive Assault deals 10% additional weapon damage and slows the target by 50% for 6 seconds.
Corrosive Assault deals 10% additional weapon damage and slows the target by 50% for 6 seconds.
General Suggestion: Corrosive Return - A refund to Tactical Advantage is too good to pass up - as the trickiest part of the rotation is managing your stacks of Tactical Advantage.
Level 27 Choice
Choose from one of three Operative abilities at Level 27, you can only have one of these options at any given time. Your options as a Lethality Operative for the Level 27 choice are Curbing Strategies, Sly Countermeasures, and Debilitate.
Overload Shot and Noxious Knives reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, Noxious Knives deals 25% more damage.
Overload Shot and Noxious Knives reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, Noxious Knives deals 25% more damage.
Increases the duration of Evasion by 2 seconds. While Evasion is active, the damage you take from area effects is reduced by 60%.
Increases the duration of Evasion by 2 seconds. While Evasion is active, the damage you take from area effects is reduced by 60%.
Deals energy damage and stuns 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.
Solo Single-Strong-Enemy Suggestion: Curbing Strategies - A boost to noxious knives' damage may be good for leveling or solo content where you can't rely on a better AoE teammate to do it for you, but if the extra AoE isn't needed you could also choose the Evasion passive for a better defensive or Debilitate for a useful 4 second stun.
Multi-Enemy Solo Suggestion: Curbing Strategies - A boost to noxious knives' damage may be good for leveling or solo content where you can't rely on a better AoE teammate to do it for you, but if the extra AoE isn't needed you could also choose the Evasion passive for a better defensive or Debilitate for a useful 4 second stun.
Flashpoint Suggestion: Sly Countermeasures - Adding a DR effect to your operative in group content is by far the best choice here. The reduced damage will make you much easier to heal!
Operation Suggestion: Sly Countermeasures - Adding a DR effect to your operative in group content is by far the best choice here. The reduced damage will make you much easier to heal!
Level 39 Choice: Corrosive Grenade Change
Choose from one of three ways that you want Corrosive Grenade to change at level 39. Your options are Critical Grenade, Corrosive Refund, and Corrosive Defense.
Hurls a grenade that spews poisonous acid in a 5-meter radius, dealing internal poison damage on impact and internal poison damage over 24 seconds to up to 8 targets. Targets damaged this way are slowed by 30% for the duration.
Corrosive Grenade increases the critical hit chance of your periodic poison effects to targets it affects by 20%.
Corrosive Grenade increases the critical hit chance of your periodic poison effects to targets it affects by 20%.
Corrosive Grenade refunds 2 energy for each target it hits.
Corrosive Grenade refunds 2 energy for each target it hits.
Corrosive Grenade deals 10% more initial damage and grants 2% damage reduction per target it hits for 10 seconds.
Corrosive Grenade deals 10% more initial damage and grants 2% damage reduction per target it hits for 10 seconds.
General Suggestion: Critical Grenade - Periodic poison effects is Lethality's bread and butter. Corrosive Grenade increasing the crit chance is a huge boost in damage and so you can't afford to take anything but this choice.
Level 43 Choice
Choose from one of three Operative abilities at Level 43, you can only have one of these options at any given time. Your options as a Lethality Operative for the Level 43 choice are Tactical Stims, Tactical Overdrive, and Tactical Offense.
Stim Boost's cooldown is reduced by 15 seconds. Activating Stim Boost purges movement impairing effects and maxes out your Tactical Advantage.
Stim Boost's cooldown is reduced by 15 seconds. Activating Stim Boost purges movement impairing effects and maxes out your Tactical Advantage.
Resets the cooldown of Stim Boost, Lethal Strike, Toxic Haze, Backstab, and Shield Probe and increases your Mastery by 20% for 15 seconds.
Resets the cooldown of Stim Boost, Lethal Strike, Toxic Haze, Backstab, and Shield Probe and increases your Mastery by 20% for 15 seconds.
Having a Tactical Advantage increases your critical hit chance and all damage and healing dealt by 5%.
Having a Tactical Advantage increases your critical hit chance and all damage and healing dealt by 5%.
General Suggestion: Tactical Offense - This is pretty much a flat boost to your damage at all times, especially if you took the refund talent at level 23! It's also the least complicated choice on this tier and results in the most benefit over time, but for very short encounters Tactical Overdrive is great too.
Level 51 Choice
Choose from one of three Operative abilities at Level 51, you can only have one of these options at any given time. Your options as a Lethality Operative for the Level 51 choice are Infiltrator, Advanced Cloaking, and Chem-resistant Inlays.
Increases movement speed by 15% and effective stealth level by 3.
Increases movement speed by 15% and effective stealth level by 3.
Reduces the cooldown of Cloaking Screen by 30 seconds and activating Cloaking Screen increases movement speed by 50% for 6 seconds.
Reduces the cooldown of Cloaking Screen by 30 seconds and activating Cloaking Screen increases movement speed by 50% for 6 seconds.
Increases damage reduction by 5%.
Increases damage reduction by 5%.
Solo Single-Strong-Enemy Suggestion: Infiltrator - As a stealth combat style, this may speed up your grindable solo content farms a little bit. For real tangible benefit in combat, take Chem-resistant Inlays.
Multi-Enemy Solo Suggestion: Infiltrator - As a stealth combat style, this may speed up your grindable solo content farms a little bit. For real tangible benefit in combat, take Chem-resistant Inlays.
Flashpoint Suggestion: Chem-resistant Inlays - It will make your healers very happy to see a less squishy Operative. Take this by default.
Operation Suggestion: Chem-resistant Inlays - It will make your healers very happy to see a less squishy Operative. Take this by default.
Level 64 Choice
Choose from one of three Operative abilities at Level 64, you can only have one of these options at any given time. Your options as a Lethality Operative for the Level 64 choice are Med Shield, Endorphin Rush, and Evasive Screen.
Your Shield Probe heals you for 5% of your maximum health when it collapses.
Your Shield Probe heals you for 5% of your maximum health when it collapses.
Adrenaline Probe now immediately restores 15 additional energy.
Adrenaline Probe now immediately restores 15 additional energy.
When activated, Cloaking Screen grants 2 seconds of Evasion.
When activated, Cloaking Screen grants 2 seconds of Evasion.
General Suggestion: Med Shield - This is definitely the best defensive bonus on this tier. You shouldn't have energy problems so bad as to need Endorphin Rush, but it is there if you are having troubles.
Level 68 Choice
Choose from one of three Operative abilities at Level 68, you can only have one of these options at any given time. Your options as a Lethality Operative for the Level 68 choice are Infiltrate, Flash Bang , and Holotraverse.
Cloaks all group members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat. Only usable while in stealth mode.
Cloaks all group members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat. Only usable while in stealth mode.
Detonates a flash bang that blinds the target and up to 7 nearby enemies for 8 seconds. Damage causes this effect to end prematurely. When Flash Bang ends it leaves behind Flash Powder that reduces the target's accuracy by 20% for 8 seconds.
Stuns allow you to knock enemies out of the fight temporarily. Some stuns break on damage - so if you attack the enemy while they are stunned with any type of attack, they will no longer be stunned.
Supercharge your stealth generator, generating a Tactical Advantage and quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for 3 seconds. Can be used while immobilized and purges any movement impairing effects. Does not break stealth. Cannot be used against enemy targets in cover.
Jump to a faraway enemy.
Solo Single-Strong-Enemy Suggestion: Holotraverse - Holotraverse generating an Tactical Advantage makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something.
Multi-Enemy Solo Suggestion: Holotraverse - Holotraverse generating an Tactical Advantage makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something.
Flashpoint Suggestion: Holotraverse - Holotraverse generating an Tactical Advantage makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something or are helping your less sneaky group members get around enemies.
Operation Suggestion: Holotraverse - Holotraverse generating an Tactical Advantage makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something or are helping your less sneaky group members get around enemies.
Level 73 Choice
Choose from one of three Operative abilities at Level 73, you can only have one of these options at any given time. Your options as a Lethality Operative for the Level 73 choice are Evasive Imperative, Jarring Strike, and Blow for Blow.
Every time you get attacked, the active cooldown of your Evasion is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds.
Every time you get attacked, the active cooldown of your Evasion is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds.
When used from stealth, Backstab and Lethal Strike interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down.
When used from stealth, Backstab and Lethal Strike interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down.
Activating Evasion grants Blow for Blow, returning 150% of direct single target tech and Force damage taken back to the attacker while Evasion is active.
Activating Evasion grants Blow for Blow, returning 150% of direct single target tech and Force damage taken back to the attacker while Evasion is active.
Flashpoint Suggestion: Evasive Imperative - Evasive Imperative provides the best benefit over the duration of a fight for your survivability. Blow for Blow may be helpful for some extra damage but trying to reflect damage can be risky on an operative in group content.
Operation Suggestion: Evasive Imperative - Evasive Imperative provides the best benefit over the duration of a fight for your survivability. Blow for Blow may be helpful for some extra damage but trying to reflect damage can be risky on an operative in group content.
Solo Single-Strong-Enemy Suggestion: Jarring Strike - So long as your enemy isn't immune to the effects, the stuns resulting from this choice may help some tough solo fights to be easier at the start. If they're immune anyway, go ahead and take Evasive Imperative as it will provide the most defense over time.
Multi-Enemy Solo Suggestion: Jarring Strike - So long as your enemy isn't immune to the effects, the stuns resulting from this choice may help some tough solo fights to be easier at the start. If they're immune anyway, go ahead and take Evasive Imperative as it will provide the most defense over time.
All Abilities
All your abilities for the Lethality Operative.
Lvl | Icon | Ability |
---|---|---|
LvL1 | RecuperateRegeneration Recovers your health and energy over 15 seconds. This is only usable out of combat. Regain health out of battle. | |
LvL1 | Meticulously Kept BladesPassive Increases the critical damage dealt by Veiled Strike, Backstab, Volatile Substance, and Laceration by 10%. Increases the critical damage dealt by Veiled Strike, Backstab, Volatile Substance, and Laceration by 10%. | |
LvL1 | Adhesive CorrosivesHidden Passive Corrosive Grenade reduces the movement speed of all affected targets by 30% for its full duration. Corrosive Grenade reduces the movement speed of all affected targets by 30% for its full duration. | |
LvL1 | Lethal InjectorsHidden Passive Increases the duration of Corrosive Dart by 6 seconds. Increases the duration of Corrosive Dart by 6 seconds. | |
LvL1 | Lethal DosePassive Increases the critical hit chance of all periodic effects by 5% Increases the critical hit chance of all periodic effects by 5% | |
LvL1 | Cut DownPassive Increases the damage dealt by Lethal Strike, Overload Shot,, and Noxious Knives by 15%. In addition, Shiv deals 10% more damage to targets affected by your poison effects. Increases the damage dealt by Lethal Strike, Overload Shot,, and Noxious Knives by 15%. In addition, Shiv deals 10% more damage to targets affected by your poison effects. | |
LvL1 | Rifle ShotBasic Attack 30m (long range) Shoots your rifle at the target, dealing weapon damage. Shoots your rifle at the target, dealing weapon damage. | |
LvL1 | ShivAttack 4m (melee range) Stabs a target for kinetic damage. Stabs a target for kinetic damage. | |
LvL1 | Overload ShotAttack 10m (short range) Blasts a target for weapon damage. Blasts a target for weapon damage. | |
LvL1 | Medical DoctorPassive Reduces the cooldown of Revive by 100%. Reduces the cooldown of Revive by 100%. | |
LvL1 | CoordinationPassive Class Buff Increases critical hit chance by 5%. Increases critical hit chance by 5%. | |
LvL4 | Fragmentation GrenadeArea 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. | |
LvL7 | Diagnostic ScanHeal 30m (long range) Heals a friendly target over 3 seconds. Heals a friendly target over 3 seconds. | |
LvL7 | Corrosive DartAttack 30m (long range) Fires a dart at the target that deals internal poison damage over 18 seconds. Fires a dart at the target that deals internal poison damage over 18 seconds. | |
LvL10 | StealthStealth Activates your stealth generator, increasing your stealth level by 15 and making you and your companion difficult to detect. Movement speed is reduced to 85% of normal while in stealth. Most hostile actions and taking cover will break Stealth. Your companion will not react to enemy attacks while in stealth. Enter Stealth to sneak around or sneak up to enemies. Stronger enemies can see you coming, but you can sneak past weaker ones. You can only enter Stealth when you are outside of combat unless you use your Combat Stealth ability. | |
LvL10 | EscapeStun Break Purges all incapacitating and movement-impairing effects. If you are stunned and can’t move, you can use this ability to unstun yourself. | |
LvL10 | BackstabAttack 4m (melee range) Ambushes an enemy for kinetic damage. Only usable while behind the target. If used from stealth, Backstab deals more kinetic damage and grants a Tactical Advantage. Ambushes an enemy for kinetic damage. Only usable while behind the target. If used from stealth, Backstab deals more kinetic damage and grants a Tactical Advantage. | |
LvL15 | Adrenaline ProbeBuff Summons a droid that helps you recover 50 energy over 3 seconds. Summons a droid that helps you recover 50 energy over 3 seconds. | |
LvL15 | Corrosive AssaultAttack 10m (short range) Executes your Tactical Advantage to fire a volley of corrosive shots, dealing weapon damage and causing your periodic poison effects on the target to also deal damage. Requires and consumes a Tactical Advantage. Executes your Tactical Advantage to fire a volley of corrosive shots, dealing weapon damage and causing your periodic poison effects on the target to also deal damage. Requires and consumes a Tactical Advantage. | |
LvL15 | Stim BoostBuff Inject yourself with a specially-engineered Imperial stim, immediately gaining Tactical Advantage, restoring 10 Energy, boosting alacrity by 10% for 15 seconds and granting Revitalizers, which restore 5% of total health every 3 seconds and reduce damage received by 20%. Does not break stealth. Inject yourself with a specially-engineered Imperial stim, immediately gaining Tactical Advantage, restoring 10 Energy, boosting alacrity by 10% for 15 seconds and granting Revitalizers, which restore 5% of total health every 3 seconds and reduce damage received by 20%. Does not break stealth. | |
LvL15 | Tactical AdvantagePassive Defeating an opponent or activating Shiv puts you in a position of Tactical Advantage, enabling the use of executions for 24 seconds. Up to 2 charges of Tactical Advantage can exist at once. Defeating an opponent or activating Shiv puts you in a position of Tactical Advantage, enabling the use of executions for 24 seconds. Up to 2 charges of Tactical Advantage can exist at once. | |
LvL15 | SkirmisherPassive Increases your weapon damage by 20%. In addition, the area damage dealt by Fragmentation Grenade has been increased by 50%, and Fragmentation Grenade now deals its area damage to any nearby enemy targets, even if those targets are stronger than weak or standard. Increases your weapon damage by 20%. In addition, the area damage dealt by Fragmentation Grenade has been increased by 50%, and Fragmentation Grenade now deals its area damage to any nearby enemy targets, even if those targets are stronger than weak or standard. | |
LvL15 | Noxious KnivesArea Attack 10m (short range) Hurl envenomed knives in a 10-meter cone in front of you, damaging up to 8 targets for kinetic damage and internal poison damage. Hurl envenomed knives in a 10-meter cone in front of you, damaging up to 8 targets for kinetic damage and internal poison damage. | |
LvL15 | Toxic RegulatorsPassive Your periodic damage effects don't tick on targets affected by any of your sleep effects. In addition, you always take 30% reduced damage from periodic effects, and your damage reduction is increased by 15% for 6 seconds after Shield Probe ends. Your periodic damage effects don't tick on targets affected by any of your sleep effects. In addition, you always take 30% reduced damage from periodic effects, and your damage reduction is increased by 15% for 6 seconds after Shield Probe ends. | |
LvL15 | Combat StimsHidden Passive Stim Boost immediately restores 10 energy when activated and grants Revitalizers, restorign 5% of total health every 3 seconds and reducing damage received by 20% for the duration. Additionally reduces the cooldown of Stim Boost by 30 seconds. Stim Boost immediately restores 10 energy when activated and grants Revitalizers, restorign 5% of total health every 3 seconds and reducing damage received by 20% for the duration. Additionally reduces the cooldown of Stim Boost by 30 seconds. | |
LvL19 | Kolto InfusionHeal 30m (long range) Executes your Tactical Advantage to heal the target immediately. Requires and consumes Tactical Advantage. Executes your Tactical Advantage to heal the target immediately. Requires and consumes Tactical Advantage. | |
LvL19 | DistractionInterrupt 10m (short 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! | |
LvL23 | EvasionDefensive Increases your chance to dodge melee and ranged attacks by 200% for 4 seconds and lowers threat by a moderate amount. Does not break Stealth. Increases your chance to dodge melee and ranged attacks by 200% for 4 seconds and lowers threat by a moderate amount. Does not break Stealth. | |
LvL23 | PreparednessPassive Increases energy regeneration rate by 1 per second. In addition, Evasion will now purge all hostile removable effects when activated. Increases energy regeneration rate by 1 per second. In addition, Evasion will now purge all hostile removable effects when activated. | |
LvL23 | Corrosive ReturnOptional Passive Level 23 Option 1/3 If Corrosive Assault would reduce your Tactical Advantage to zero, it is refunded instead. This effect can only occur once every 10 seconds. If Corrosive Assault would reduce your Tactical Advantage to zero, it is refunded instead. This effect can only occur once every 10 seconds. General Suggestion: A refund to Tactical Advantage is too good to pass up - as the trickiest part of the rotation is managing your stacks of Tactical Advantage. | |
LvL23 | Penetrating StrategiesOptional Passive Level 23 Option 2/3 Increases the armor penetration, critical hit chance, and critical hit damage of Corrosive Assault by 10%. Increases the armor penetration, critical hit chance, and critical hit damage of Corrosive Assault by 10%. | |
LvL23 | Corrosive ImpairOptional Passive Level 23 Option 3/3 Corrosive Assault deals 10% additional weapon damage and slows the target by 50% for 6 seconds. Corrosive Assault deals 10% additional weapon damage and slows the target by 50% for 6 seconds. | |
LvL23 | License to KIllPassive Reduces the energy cost of Corrosive Assault by 5, and causes damage dealt by Shiv to make its target susceptible for 45 seconds. Susceptible targets take 5% more damage from tech attacks. Reduces the energy cost of Corrosive Assault by 5, and causes damage dealt by Shiv to make its target susceptible for 45 seconds. Susceptible targets take 5% more damage from tech attacks. | |
LvL27 | Potent BrewPassive Increases the damage dealt by Corrosive Dart and the healing done by Kolto Probe by 5%. Increases the damage dealt by Corrosive Dart and the healing done by Kolto Probe by 5%. | |
LvL27 | Curbing StrategiesOptional Passive Level 27 Option 1/3 Overload Shot and Noxious Knives reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, Noxious Knives deals 25% more damage. Overload Shot and Noxious Knives reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, Noxious Knives deals 25% more damage. Solo Single-Enemy Suggestion: A boost to noxious knives' damage may be good for leveling or solo content where you can't rely on a better AoE teammate to do it for you, but if the extra AoE isn't needed you could also choose the Evasion passive for a better defensive or Debilitate for a useful 4 second stun. Solo Many-Enemy Suggestion: A boost to noxious knives' damage may be good for leveling or solo content where you can't rely on a better AoE teammate to do it for you, but if the extra AoE isn't needed you could also choose the Evasion passive for a better defensive or Debilitate for a useful 4 second stun. | |
LvL27 | Sly CountermeasuresOptional Passive Level 27 Option 2/3 Increases the duration of Evasion by 2 seconds. While Evasion is active, the damage you take from area effects is reduced by 60%. Increases the duration of Evasion by 2 seconds. While Evasion is active, the damage you take from area effects is reduced by 60%. Flashpoint Suggestion: Adding a DR effect to your operative in group content is by far the best choice here. The reduced damage will make you much easier to heal! Operation Suggestion: Adding a DR effect to your operative in group content is by far the best choice here. The reduced damage will make you much easier to heal! | |
LvL27 | DebilitateOptional Stun 4m (melee range) Level 27 Option 3/3 Deals energy damage and stuns 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. | |
LvL31 | Kolto ProbeHeal 30m (long range) Summons a droid that heals a friendly target over 18 seconds. Stacks up to 2 times. Summons a droid that heals a friendly target over 18 seconds. Stacks up to 2 times. | |
LvL35 | Cloaking ScreenCombat Stealth Overloads your stealth generator, immediately exiting combat, purging all hostile removable effects and entering stealth mode. For 10 seconds, you become virtually undetectable. Enter Stealth while you are in combat, either to run away, to sneak off and heal up, or to take advantage of stealth in the fight. If you enter Combat Stealth while you are alone or all your team mates are dead, the fight may reset. | |
LvL35 | Sleep DartCrowd Control 10m (short range) Puts the target to sleep for 60 seconds. Damage will break the effect prematurely. Only usable from stealth and only usable on targets not in combat. Only one target can be incapacitated at a time. Does not affect droids. 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 | Corrosive GrenadeArea Attack 30m (long range) Hurls a grenade that spews poisonous acid in a 5-meter radius, dealing internal poison damage on impact and internal poison damage over 24 seconds to up to 8 targets. Targets damaged this way are slowed by 30% for the duration. Hurls a grenade that spews poisonous acid in a 5-meter radius, dealing internal poison damage on impact and internal poison damage over 24 seconds to up to 8 targets. Targets damaged this way are slowed by 30% for the duration. | |
LvL35 | FatalityPassive Shiv triggers Fatality, which makes your next Corrosive Assault regrant Tactical Advantage and cost no energy. This effect cannot occur more than once every 10 seconds. Shiv triggers Fatality, which makes your next Corrosive Assault regrant Tactical Advantage and cost no energy. This effect cannot occur more than once every 10 seconds. | |
LvL39 | Critical GrenadeOptional Passive Level 39 Option 1/3 Corrosive Grenade increases the critical hit chance of your periodic poison effects to targets it affects by 20%. Corrosive Grenade increases the critical hit chance of your periodic poison effects to targets it affects by 20%. General Suggestion: Periodic poison effects is Lethality's bread and butter. Corrosive Grenade increasing the crit chance is a huge boost in damage and so you can't afford to take anything but this choice. | |
LvL39 | Corrosive RefundOptional Passive Level 39 Option 2/3 Corrosive Grenade refunds 2 energy for each target it hits. Corrosive Grenade refunds 2 energy for each target it hits. | |
LvL39 | Corrosive DefenseOptional Passive Level 39 Option 3/3 Corrosive Grenade deals 10% more initial damage and grants 2% damage reduction per target it hits for 10 seconds. Corrosive Grenade deals 10% more initial damage and grants 2% damage reduction per target it hits for 10 seconds. | |
LvL39 | Toxic HazeArea Attack Executes your Tactical Advantage to drop a canister that fills the vicinity with poisonous gas, dealing internal damage to up to 8 enemy targets within 8 meters over 6 seconds. The haze stuns standard and weak enemies for 6 seconds. Requires and consumes Tactical Advantage. Executes your Tactical Advantage to drop a canister that fills the vicinity with poisonous gas, dealing internal damage to up to 8 enemy targets within 8 meters over 6 seconds. The haze stuns standard and weak enemies for 6 seconds. Requires and consumes Tactical Advantage. | |
LvL43 | Tactical StimsOptional Passive Level 43 Option 1/3 Stim Boost's cooldown is reduced by 15 seconds. Activating Stim Boost purges movement impairing effects and maxes out your Tactical Advantage. Stim Boost's cooldown is reduced by 15 seconds. Activating Stim Boost purges movement impairing effects and maxes out your Tactical Advantage. | |
LvL43 | Tactical OverdriveOptional Buff Level 43 Option 2/3 Resets the cooldown of Stim Boost, Lethal Strike, Toxic Haze, Backstab, and Shield Probe and increases your Mastery by 20% for 15 seconds. Resets the cooldown of Stim Boost, Lethal Strike, Toxic Haze, Backstab, and Shield Probe and increases your Mastery by 20% for 15 seconds. | |
LvL43 | Tactical OffenseOptional Passive Level 43 Option 3/3 Having a Tactical Advantage increases your critical hit chance and all damage and healing dealt by 5%. Having a Tactical Advantage increases your critical hit chance and all damage and healing dealt by 5%. General Suggestion: This is pretty much a flat boost to your damage at all times, especially if you took the refund talent at level 23! It's also the least complicated choice on this tier and results in the most benefit over time, but for very short encounters Tactical Overdrive is great too. | |
LvL43 | Lethal ProliferationPassive Toxic Haze spreads your Corrosive Dart to the targets it damages, as long as it damages at least one target already affected by your Corrosive Dart. Toxic Haze spreads your Corrosive Dart to the targets it damages, as long as it damages at least one target already affected by your Corrosive Dart. | |
LvL47 | Toxic BlastAttack 10m (short range) Deals weapon damage and for the next 10 seconds causes the target to take additional weapon damage whenever it takes damage from one of your poison effects. Grants a Tactical Advantage. Deals weapon damage and for the next 10 seconds causes the target to take additional weapon damage whenever it takes damage from one of your poison effects. Grants a Tactical Advantage. | |
LvL47 | Elite EducationPassive Increases the critical chance of Kolto Infusion, Backstab, and Lethal Strike by 15%. Increases the critical chance of Kolto Infusion, Backstab, and Lethal Strike by 15%. | |
LvL47 | Shield ProbeDefensive Summons a probe droid that projects a shield around you for up to 10 seconds, absorbing damage. Does not break stealth. Summons a probe droid that projects a shield around you for up to 10 seconds, absorbing damage. Does not break stealth. | |
LvL51 | Toxin ScanCleanse 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. | |
LvL51 | InfiltratorOptional Passive Level 51 Option 1/3 Increases movement speed by 15% and effective stealth level by 3. Increases movement speed by 15% and effective stealth level by 3. Solo Single-Enemy Suggestion: As a stealth combat style, this may speed up your grindable solo content farms a little bit. For real tangible benefit in combat, take Chem-resistant Inlays. Solo Many-Enemy Suggestion: As a stealth combat style, this may speed up your grindable solo content farms a little bit. For real tangible benefit in combat, take Chem-resistant Inlays. | |
LvL51 | Advanced CloakingOptional Passive Level 51 Option 2/3 Reduces the cooldown of Cloaking Screen by 30 seconds and activating Cloaking Screen increases movement speed by 50% for 6 seconds. Reduces the cooldown of Cloaking Screen by 30 seconds and activating Cloaking Screen increases movement speed by 50% for 6 seconds. | |
LvL51 | Chem-resistant InlaysOptional Passive Level 51 Option 3/3 Increases damage reduction by 5%. Increases damage reduction by 5%. Flashpoint Suggestion: It will make your healers very happy to see a less squishy Operative. Take this by default. Operation Suggestion: It will make your healers very happy to see a less squishy Operative. Take this by default. | |
LvL51 | Acidic CompoundsHidden Passive Toxic Blast deals 10% more damage and Corrosive Grenade has a 10% chance to deal its damage twice whenever it harms a target. Toxic Blast deals 10% more damage and Corrosive Grenade has a 10% chance to deal its damage twice whenever it harms a target. | |
LvL51 | Corrosive MicrobesPassive Corrosive Dart and Corrosive Grenade have a 10% chance to deal their damage twice whenever they harm a target. In addition, Corrosive Grenade makes its targets assailable for 45 seconds. Assailable targets take 7% more elemental and internal damage. Corrosive Dart and Corrosive Grenade have a 10% chance to deal their damage twice whenever they harm a target. In addition, Corrosive Grenade makes its targets assailable for 45 seconds. Assailable targets take 7% more elemental and internal damage. | |
LvL60 | Lethal StrikeAttack 4m (melee range) Ambushes an enemy for kinetic damage and internal damage. If used while stealthed, deals more kinetic damage, more internal damage, and grants a Tactical Advantage. Replaces Backstab. Ambushes an enemy for kinetic damage and internal damage. If used while stealthed, deals more kinetic damage, more internal damage, and grants a Tactical Advantage. Replaces Backstab. | |
LvL60 | Lethal PurposePassive Reduces the cooldown of Adrenaline Probe by 15 seconds. In addition, dealing damage with a poison effect restores 1 energy. Reduces the cooldown of Adrenaline Probe by 15 seconds. In addition, dealing damage with a poison effect restores 1 energy. | |
LvL60 | ExfiltrateMovement 12m Roll forward 12 meters. While rolling, your chance to dodge melee and ranged attacks is increased by 30%. Does not break stealth. Cannot be used while immobilized or hindered. Exfiltrate has 2 ability charges and recharges one charge every 8 seconds. Roll forward 12 meters. While rolling, your chance to dodge melee and ranged attacks is increased by 30%. Does not break stealth. Cannot be used while immobilized or hindered. Exfiltrate has 2 ability charges and recharges one charge every 8 seconds. | |
LvL64 | Med ShieldOptional Passive Level 64 Option 1/3 Your Shield Probe heals you for 5% of your maximum health when it collapses. Your Shield Probe heals you for 5% of your maximum health when it collapses. General Suggestion: This is definitely the best defensive bonus on this tier. You shouldn't have energy problems so bad as to need Endorphin Rush, but it is there if you are having troubles. | |
LvL64 | Endorphin RushOptional Passive Level 64 Option 2/3 Adrenaline Probe now immediately restores 15 additional energy. Adrenaline Probe now immediately restores 15 additional energy. | |
LvL64 | Evasive ScreenOptional Passive Level 64 Option 3/3 When activated, Cloaking Screen grants 2 seconds of Evasion. When activated, Cloaking Screen grants 2 seconds of Evasion. | |
LvL68 | InfiltrateOptional Stealth Level 68 Option 1/3 Cloaks all group members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat. Only usable while in stealth mode. Cloaks all group members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat. Only usable while in stealth mode. | |
LvL68 | Flash Bang Optional Area Stun 10m (short range) Level 68 Option 2/3 Detonates a flash bang that blinds the target and up to 7 nearby enemies for 8 seconds. Damage causes this effect to end prematurely. When Flash Bang ends it leaves behind Flash Powder that reduces the target's accuracy by 20% for 8 seconds. Stuns allow you to knock enemies out of the fight temporarily. Some stuns break on damage - so if you attack the enemy while they are stunned with any type of attack, they will no longer be stunned. | |
LvL68 | HolotraverseOptional Leap 30m (long range) Level 68 Option 3/3 Supercharge your stealth generator, generating a Tactical Advantage and quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for 3 seconds. Can be used while immobilized and purges any movement impairing effects. Does not break stealth. Cannot be used against enemy targets in cover. Jump to a faraway enemy. Solo Single-Enemy Suggestion: Holotraverse generating an Tactical Advantage makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something. Solo Many-Enemy Suggestion: Holotraverse generating an Tactical Advantage makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something. Flashpoint Suggestion: Holotraverse generating an Tactical Advantage makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something or are helping your less sneaky group members get around enemies. Operation Suggestion: Holotraverse generating an Tactical Advantage makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something or are helping your less sneaky group members get around enemies. | |
LvL68 | QuickeningPassive Increases the duration of your Evasion by 1 second and your effective stealth level by 2. In addition, when you activate Exfiltrate, you gain Quickening, which makes your next Kolto Infusion activate instantly, cost no energy, and not require or consume Tactical Advantage. This effect cannot occur more than once every 10 seconds. Increases the duration of your Evasion by 1 second and your effective stealth level by 2. In addition, when you activate Exfiltrate, you gain Quickening, which makes your next Kolto Infusion activate instantly, cost no energy, and not require or consume Tactical Advantage. This effect cannot occur more than once every 10 seconds. | |
LvL68 | Tactical SuperiorityOperation Buff Executes your Tactical Advantage to grant Tactical Superiority to you and your Operation Group members within 40 meters, increasing critical chance by 10% for 10 seconds. Does not break stealth. Those affected by Tactical Superiority become Agitated and cannot regain Tactical Superiority for 5 minutes. Executes your Tactical Advantage to grant Tactical Superiority to you and your Operation Group members within 40 meters, increasing critical chance by 10% for 10 seconds. Does not break stealth. Those affected by Tactical Superiority become Agitated and cannot regain Tactical Superiority for 5 minutes. | |
LvL73 | Evasive ImperativeOptional Passive Level 73 Option 1/3 Every time you get attacked, the active cooldown of your Evasion is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. Every time you get attacked, the active cooldown of your Evasion is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. Flashpoint Suggestion: Evasive Imperative provides the best benefit over the duration of a fight for your survivability. Blow for Blow may be helpful for some extra damage but trying to reflect damage can be risky on an operative in group content. Operation Suggestion: Evasive Imperative provides the best benefit over the duration of a fight for your survivability. Blow for Blow may be helpful for some extra damage but trying to reflect damage can be risky on an operative in group content. | |
LvL73 | Jarring StrikeOptional Passive Level 73 Option 2/3 When used from stealth, Backstab and Lethal Strike interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down. When used from stealth, Backstab and Lethal Strike interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down. Solo Single-Enemy Suggestion: So long as your enemy isn't immune to the effects, the stuns resulting from this choice may help some tough solo fights to be easier at the start. If they're immune anyway, go ahead and take Evasive Imperative as it will provide the most defense over time. Solo Many-Enemy Suggestion: So long as your enemy isn't immune to the effects, the stuns resulting from this choice may help some tough solo fights to be easier at the start. If they're immune anyway, go ahead and take Evasive Imperative as it will provide the most defense over time. | |
LvL73 | Blow for BlowOptional Passive Level 73 Option 3/3 Activating Evasion grants Blow for Blow, returning 150% of direct single target tech and Force damage taken back to the attacker while Evasion is active. Activating Evasion grants Blow for Blow, returning 150% of direct single target tech and Force damage taken back to the attacker while Evasion is active. | |
LvL73 | Devouring MicrobesPassive Increases the damage dealt by poison effects by 15% on targets below 30% of max health. In addition, if a target dies with Toxic Blast, it finishes the cooldown of Toxic Blast. Increases the damage dealt by poison effects by 15% on targets below 30% of max health. In addition, if a target dies with Toxic Blast, it finishes the cooldown of Toxic Blast. | |
LvL78 | Augmented ToxinsPassive Lethal Strike grants Augmented Toxins, increasing the critical chance and critical multiplier of your damaging and healing periodic effects by 30% for 6 seconds. Lethal Strike grants Augmented Toxins, increasing the critical chance and critical multiplier of your damaging and healing periodic effects by 30% for 6 seconds. |
Milestones
- At Level 15 you will get your first exclusive ability only the Lethality Operative has, it will be called Corrosive Assault.
- At Level 23 you will get to choose a way to change how Corrosive Assault 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 Lethality 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 Lethality Operative gets, it will be called Corrosive Grenade.
- At Level 39 you will get to choose a way to change how Corrosive Grenade works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Lethality Operative has, Toxic Blast and Lethal Strike.
- 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 Operative.
- 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.