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The Empire dominates scores of star systems across the galaxy, but not through the power of the dark side alone. Behind the scenes, the cunning Agents of Imperial Intelligence track down and eliminate the Empire’s enemies—from intractable Republic senators to traitorous Imperial Moffs to bloodthirsty rebels with Republic ties. Imperial Agents must master the arts of infiltration, seduction, and assassination to advance the Empire’s causes; they face the opposition of a terrified galaxy and the capriciousness of their own Sith overlords.
Imperial Intelligence cultivates a notoriously vast and efficient network of informants, enabling the Agent to navigate the galaxy’s political landscape with effortless suave. Naturally, the Agent’s allegiance to the Empire is without question, but great latitude exists for those so closely attuned to the Empire’s secret agendas—Agents often harbor their own mysterious motivations as well. Having pierced countless layers of intrigue, these spies know of conspiracies within conspiracies. Even close contacts find it hard to predict what an Imperial Agent will do until it’s done.
The most elite operative within Imperial Intelligence is the ‘Cipher’ Agent—recruited and trained to carry out the most dangerous and sensitive assignments the Empire has to offer. Whether working undercover or carrying out assignments in broad daylight, the Cipher races along the razor’s edge of disaster, using carefully orchestrated tactics that leave little room for error—the smallest slip-up can be catastrophic. Each successful mission, however, shifts the galactic landscape in the Empire’s favor, and the Agent plays a supremely critical role in securing Imperial domination.
Imperial Agent Combat
The Imperial Agent’s approach to fighting is guileful and improvisational. Preferring to tip the odds in their favor from the beginning, Imperial Agents often rely on the element of surprise, using stealth and trickery to catch opponents off guard. Despite Imperial Agents’ sly tactics, they are more than capable of holding their own in a fair fight. Fast on the draw and crack shots with a blaster, Imperial Agents tend to shoot first and survive to the end.
Combat Styles Explanation
When creating an Imperial Agent, you will have the ability to choose between eight tech-user Combat Styles: Commando, Vanguard, Scoundrel, Gunslinger, Mercenary, Powertech, Operative and Sniper, who all fight with blaster weapons, but who each have very different ways of approaching combat. Your Combat Style choice is a permanent choice, so choose wisely.
Second Combat Style: In addition, when you complete Chapter 3 of the Imperial Agent Origin Story, subscribers will be able to pick up a second Combat Style. This second Combat Style choice is permanent, but you will be able to swap between your first and second choice while playing. You will be able to choose from all eight tech-user Combat Styles. If you are an experienced player and have already completed Chapter 3 of a class story on any of your characters on your server, subscribers will be able to choose your second Combat Style immediately after you create your character, and you won’t have to wait to complete your Imperial Agent story to pick up your second style.
Disciplines: Once you have chosen your Imperial Agent’s Combat Style and finished creating your character, you can then choose your Discipline. Your Discipline is your specialized way of fighting, and each Combat Style has three options to choose from. Your Discipline is not a permanent choice, and you can easily switch between the three discipline options tied to your Combat Style. If you are a subscriber who has a second Combat Style chosen, you’ll have six total Disciplines you can choose from at any given time.
Combat Styles
The Imperial Agent Origin Story can choose between all eight tech-user Combat Styles: Commando, Vanguard, Scoundrel, Gunslinger, Mercenary, Powertech, Operative and Sniper. The “traditional” Combat Styles for the Imperial Agent are the Operative and Sniper, but all eight of the Combat Styles below are now available for the Imperial Agent.
Pairs of blasters, deadly heat-seeking missiles, and heavy armor make Mercenaries mobile weapons platforms. There’s no problem extra firepower can’t solve, and no one with any sense gets between Mercenaries and their target.
The Mercenary wields twin blaster pistols and can switch between three different Disciplines: Bodyguard,Arsenal, and Innovative Ordnance. The Mercenary acts as a Damage or Healer role in combat.
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.
Arsenal
The Arsenal Mercenary specializes in distance attacks, employing long-range weapons to demolish anyone unlucky enough to be in their sights. Devastating missile-fire combinations and relentless blaster volleys generate a spectacle of explosive brilliance and transform the Bounty Hunter into a virtual artillery platform.
Innovative Ordnance
Taking advantage of chaos they’ve created is what the Innovative Ordnance Mercenary is all about. With an arsenal of explosives and piercing munitions, the I.o. Merc’s barrage of missiles, grenades and weapon blasts cause lasting, destructive damage to all their enemies.
Role: Healer
Weapon: Blaster Pistols
Distance: Long Range
Mirror: Commando – Combat Medic
Role: Damage
Type: Burst Damage
Weapon: Blaster Pistols
Distance: Long Range
Mirror: Commando – Gunnery
Role: Damage
Type: Damage Over Time
Weapon: Blaster Pistols
Distance: Long Range
Mirror: Commando – Assault Specialist
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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
Arsenal for New Players
Arsenal is long-range, making it easier to hit moving targets compared to melee disciplines for new players
Your main ability requires you stand still while you use it, like a turret, but you can choose to make it activate instantly
Most abilities can simply be used, you don’t need to activate them in any way first
Arsenal is pretty simple to pick up the basics of with a guide
Innovative Ordnance for New Players
Innovative Ordnance is long-range, making it easier to hit moving targets compared to melee disciplines for new players.
Of all the long-range classes, I.O. is the most mobile! You don’t need to stand still for a large majority of your abilities.
If you are able to watch your debuff timers, this discipline is decently easy to learn with a guide, however it is harder to learn than its other Mercenary damage option, Arsenal.
Cool Abilities
Bodyguards are the most flexible type of healer, great for healing groups or single characters.
Kolto Shot, fun easy free heal
Kolto Missile, giant green healing splat on the ground
Responsive Safeguards, reflective super shield with a heal (optional)
Rocket Out, jump backwards quickly
Jet Boost, push enemies back
Concussive Missile, knock an enemy out of the fight
Hydraulic Overrides, fast movement speed and immunity to knockbacks (optional)
Electrodart, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Cool Abilities
Blazing Bolts, flashy blaster fire that changes color based on your weapon’s color crystal IMPERIAL
Heatseeker Missiles, an exploding round that does high damage
Responsive Safeguards, reflective super shield with a heal (optional)
Rocket Out, jump backwards quickly
Jet Boost, push enemies back
Concussive Missile, knock an enemy out of the fight
Hydraulic Overrides, fast movement speed and immunity to knockbacks (optional)
Electrodart, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Cool Abilities
Innovative Ordnance is all about keeping your damage-over-time abilities on your enemy as they are about to run out, rather than button mashing them over and over, and getting free abilities by throwing a bomb then shooting it to blow it up.
Incendiary Missile, what’s not to like about tossing a ball of fire at your opponent?
Serrated Bolt, fires a special round that causes the target to bleed over time
Responsive Safeguards, reflective super shield with a heal (optional)
Rocket Out, jump backwards quickly
Jet Boost, push enemies back
Concussive Missile, knock an enemy out of the fight
Hydraulic Overrides, fast movement speed and immunity to knockbacks (optional)
Electrodart, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Powertech
The best in shielding, defensive tactics, and high-powered flamethrowers combine to make Powertechs impenetrable one-man blockades who get up close and personal to take down enemies of all sizes.
The Powertech wields a single blaster pistol, and can switch between three different Disciplines: Shield Tech,Pyrotech, and Advanced Prototype. The Powertech acts as a Damage or Tank role in combat.
Shield Tech
Launching into the fray with a jetpack-propelled attack and able to withstand powerful offenses, the Powertech trained in the Shield tech specification takes the brunt of the assault while employing a wide range of tech-based attacks to scorch and trip up even the most formidable adversaries.
Pyrotech
Need a light? The Pyrotech-style Powertech add fuel to any firefight with an abundance of vivid, searing flame attacks. From fistfuls of fire to missiles loaded with highly combustible compounds, the Pyrotech’s arsenal allows them to never back down while making sure their enemy burns out in a blaze of destruction.
Advanced Prototype
When stalking dangerous prey, a selection of powerful, high-tech armaments can be a hunter’s best friend. The Advanced Prototype Powertech’s thermal detonators, gauntlet blades and magnetized bracers devastate their intended target while ensuring the Powertech remains on the bleeding edge of any engagement.
Role: Tank
Weapon: Blaster Pistol
Distance: Short Range
Mirror: Vanguard – Shield Specialist
Role: Damage
Type: Damage Over Time
Weapon: Blaster Pistol
Distance: Short Range
Mirror: Vanguard – Plasmatech
Role: Damage
Type: Burst Damage
Weapon: Blaster Pistol
Distance: Short Range
Mirror: Vanguard – Tactics
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Shield Tech for New Players
Shield Tech is a tank style, which means it does less damage, but can stay alive more easily
Most players recommend to level as a damage style, then switch to tank when you are ready for group content
In group content, tanks are expected to take a unique leadership role, not just do damage, which can be challenging for new players
Shield Tech is the simplest to learn of the three tanking styles
Powertech tanking is my favorite type of tanking!
Pyrotech for New Players
Pyrotech is very mobile and very easy to jump and move around with while playing.
It is a short-range class, but you can use many of your abilities even if you are farther away, making it easy to hit enemies even if you are not very coordinated when it comes to making your way to your enemy.
All of your abilities can just be used right away, you don’t need to activate them first in any way.
Pyrotech is a DOT or damage-over-time class, which means you set things on fire – then let them burn over time. So to do big damage you need to learn to not simply set your enemy on fire over and over.
Advanced Prototype for New Players
Advanced Prototype is very mobile and very easy to jump and move around with while playing.
It is a short-range class as you need to occasionally be within stabbing distance, but you can use many of your abilities even if you are farther away, making it easy to hit enemies even if you are not very coordinated when it comes to making your way to your enemy.
All but one of your abilities can just be used right away, you don’t need to activate them first in any way.
Advanced Prototype for me was not too hard to learn – it has a few more steps and things to watch for compared to Pyrotech, but wasn’t too bad!
Cool Abilities
Shield Tech focuses on keeping yourself alive with various defensive abilities, self-heals, and shields
Energy Yield, shield that increases as you take damage
Firestorm, blasts a cone of fire at multiple enemies
Deadly Onslaught, hits multiple targets at once with flashy plasma blasts
Shoulder Cannon, fast mini missiles with an optional heal
Taunts, causes enemies to focus on you
Rising Phoenix, leap to an enemy
Hydraulic Overrides, fast movement speed and immunity to knockbacks (optional)
Grapple, pull an enemy to you
Carbonize, stun many enemies around you in carbonite
Electrodart, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Oil Slick, defensive ground oil
Cool Abilities
Pyrotech definitely felt like one of the easiest classes to learn how to play the basics of for me so far with a guide! It’s pretty simple and rotates through key abilities. Even just pressing random buttons worked pretty good, though it didn’t do a ton of damage.
Immolate, deals high fire damage to a target
Thermal Yield, increases both your armor and your damage output
Deadly Onslaught, hits multiple targets at once with flashy plasma blasts
Shoulder Cannon, fast mini missiles
Jet Charge, leap to an enemy (optional)
Hydraulic Overrides, fast movement speed and immunity to knockbacks (optional)
Grapple, pull an enemy to you
Electrodart, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Cool Abilities
Advanced Prototype focuses on stabbing enemies with a knife and using a stacking buff called Power Lode to your advantage.
Energy Burst, unleashes stored energy to deal high damage
Retractable Blade, guts the target with a vibroblade, dealing additional damage over time
Deadly Onslaught, hits multiple targets at once with flashy plasma blasts
Shoulder Cannon, fast mini missiles
Jet Charge, leap to an enemy (optional)
Hydraulic Overrides, fast movement speed and immunity to knockbacks (optional)
Grapple, pull an enemy to you
Electrodart, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Operative
Whether ambushing enemies from stealth or using advanced medical technology to keep colleagues in the fight, Operatives do whatever it takes to advance the agenda of the Empire.
The Operative wields a blaster rifle, and can switch between three different Disciplines: Medicine,Concealment, and Lethality. The Operative acts as a Damage or Healer role in combat.
Medicine
As an accomplished practitioner of the medical arts, the Medicine Operative servers as the preservative backbone of any combat team. Deploying a full complement of sophisticated gadgets to dispense healing kolto and reparative nanotech clouds to one or more targets, the Medicine Operative ensures their allies remain fit for fighting.
Concealment
Striking from the shadows, the Concealment Operative surprises the enemy with a flurry of calculated attacks designed to Stun and debilitate. Then, before the fight gets out of hand, the Concealment Operative can return to a position of stealth, biding their time until the time to strike reveals itself again.
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: Healer
Weapon: Blaster Rifle
Distance: Long Range
Mirror: Scoundrel – Sawbones
Role: Damage
Type: Burst Damage
Weapon: Blaster Rifle
Distance: Melee Range
Mirror: Scoundrel – Scrapper
Role: Damage
Type: Damage Over Time
Weapon: Blaster Rifle
Distance: Short Range
Mirror: Scoundrel – Ruffian
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Medicine for New Players
Medicine is a healer style, 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
However Operative Heals has a second resource to manage called Upper Hand, which makes it slightly trickier to start with
Concealment for New Players
Concealment is stabbing range, which means you must be very close to your enemy to attack, but you have a jump ability and roll to help you close the gap between you and your enemy
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
Concealment is pretty easy to learn the basics of compared to other disciplines.
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
Cool Abilities
Medicine focuses heavily on healing-over-time. Medicine excels at group healing.
Kolto Waves, large group heal
Kolto Probe, heals your target over time and can be used on any number of targets
Recuperative Nanotech, heals your target and additional targets nearby
Stealth, to sneak past enemies, the only healer with stealth available
Infiltrate, group stealth (optional)
Debilitate, short stun (optional)
Scamper, roll forwards quickly
Holotraverse, jump to an enemy (optional)
Flash Bang, group stun/distraction (optional)
Cool Abilities
The Concealment style focuses on knifing enemies, big or small. It’s a fast and fluid discipline.
Stealth, to sneak past enemies, the only healer with stealth available
Infiltrate, group stealth (optional)
Debilitate, short stun (optional)
Scamper, roll forwards quickly
Holotraverse, jump to an enemy (optional)
Flash Bang, group stun/distraction (optional)
Cool Abilities
Stealth, to sneak past enemies, the only healer with stealth available
Infiltrate, group stealth (optional)
Debilitate, short stun (optional)
Scamper, roll forwards quickly
Holotraverse, jump to an enemy (optional)
Flash Bang, group stun/distraction (optional)
Sniper
Identified as the most elite sharpshooters in the galaxy, Snipers use their extensive training to eliminate sensitive targets and turn the tide of battle in the Empire’s favor.
The Sniper is the only class that can wield a Sniper Rifle, and can switch between three different Disciplines: Marksmanship, Engineering, and Virulence. The Sniper acts as a Damage role in combat.
Marksmanship
One perfect shot has the potential to change everything, and no one is more precise than the marksmanship Sniper. From the safety of cover, the Marksmanship Sniper ambushes the enemy and follows up with an encore of penetrating blasts that make extra sure the Sniper’s job is done.
Engineering
Technology – and its application in deploying advanced weaponry – sets the Engineering Sniper apart from the rest. A variety of probes at their disposal allows the Engineering Sniper to attack from a distance with explosions, electrical jolts, and waves of destructive plasma designed to eliminate any target.
Virulence
Some Agents prefer a less direct method of eliminating a target, such as administering poison. Lethal toxins and all-consuming microbes are the domain of the walking biohazard known as the Virulence Sniper, who inflicts lethal shots and lobs corrosive grenades from a safe distance where they can witness the results of their handiwork.
Role: Damage
Type: Burst Damage
Weapon: Sniper Rifle
Distance: Long Range
Mirror: Gunslinger – Sharpshooter
Role: Damage
Type: Damage Over Time
Weapon: Sniper Rifle
Distance: Long Range
Mirror: Gunslinger – Saboteur
Role: Damage
Type: Damage Over Time
Weapon: Sniper Rifle
Distance: Long Range
Mirror: Gunslinger – Dirty Fighting
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Marksmanship for New Players
Marksmanship has you take cover and not move. Cover makes Marksmanship a very difficult class for newer gamers to learn, as many fights require moving around – but you can ignore the cover mechanic while learning Marksmanship if you want as all but one ability can still be used out of cover.
Marksmanship is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
Marksmanship is the simplest of the three Sniper disciplines – using a very basic move set, you can get away with using only five abilities if you aren’t worried about doing max damage.
I was originally intimidated by the number of abilities Marksmanship had, but found it very easy and intuitive to play once I read a guide and it felt there was less to memorize than many other disciplines.
I was originally intimidated by the number of abilities Marksmanship had, but found it very easy and intuitive to play once I read a guide and it felt there was less to memorize than many other disciplines.
Engineering for New Players
Engineering requires that you take cover and not move for many of your abilities to work well. Cover makes Marksmanship a very difficult class for newer gamers to learn, as many fights require moving around.
Engineering is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
When I was learning Engi, I found it was easy to learn the basics of, but harder to fully learn than the other two Gunslinger disciplines.
Virulence for New Players
Virulence requires that you take cover and not move for many of your abilities to work. Cover makes Marksmanship a very difficult class for newer gamers to learn, as many fights require moving around – but you can ignore the cover mechanic while learning Virulence if you want as all but one ability can still be used out of cover.
Virulence is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
If you are able to watch your debuff timers, this discipline is decently easy to learn with a guide.
Cool Abilities
Marksmanship focuses on long range pistol attacks, taking advantage of a free attack available after every main attack, and taking advantage of their large number of buffs.
Entrench, become immoveable
Covered Escape, roll and go into cover
Cover Pulse, knock everyone away form you while in cover
Ballistic Shield, large group shield (optional)
Orbital Strike, your ship attacks for you (optional)
Cool Abilities
Entrench, become immoveable
Covered Escape, roll and go into cover
Ballistic Shield, large group shield (optional)
Cover Pulse, knock everyone away form you while in cover
Orbital Strike, your ship attacks for you (optional)
Flash Bang, group stun/distraction (optional)
Cool Abilities
Virulence focuses on making sure you have your Corrosive Dart and Corrosive Grenade debuffs on your current target before using Cull, a channeled ability that is your weakest attack on its own, but generating the biggest hits you can do if supported by your Damage over Time abilities at the right time.
Entrench, become immoveable
Covered Escape, roll and go into cover
Cover Pulse, knock everyone away form you while in cover
Ballistic Shield, large group shield (optional)
Orbital Strike, your ship attacks for you (optional)
Flash Bang, group stun/distraction (optional)
Commando
Trained in advanced assault tactics and weaponry, Commandos charge battlefields with massive blaster cannons, overwhelming their enemies with brute firepower. Whether taking out an enemy bunker with focused fire or driving back an Imperial charge with a hail of concussive bolts, the Commando’s high-powered hardware dominates the scene, laying waste to all unfortunates who fall within its range. Many of the Republic’s greatest military victories can be credited to the decisive actions of a Commando in the field.
The Commando is the only Combat Style that wields an Assault Cannon and can switch between three different Disciplines: Combat Medic,Gunnery, and Assault Specialist. The Commando acts as a Damage or Healer role in combat.
Combat Medic
Just behind the front line, the Combat Medic Commando uses medical know-how and an array of tools to keep their allies in pristine fighting shape. Damage monitoring equipment and advanced kolto delivery systems allow the Combat Medic to maintain the offense’s forward momentum.
Gunnery
The gunnery Commando specializes in ranged cannon attacks, employing long-range weapons to demolish anyone unlucky enough to be in their sights. Devastating blaster round combinations and relentless assault cannon volleys generate a spectacle of explosive brilliance and transform the Commando into a virtual blaster storm.
Assault Specialist
Using the chaos of the battlefield to their advantage is the Assault Specialist Commando’s forte. Loaded to the brim with incendiary ordnance and perforating bolts, the Assault Specialist’s volleys and explosions add to the pandemonium – causing massive damage to their enemies all the while.
Role: Healer
Weapon: Blaster Cannon
Distance: Long Range
Mirror: Mercenary – Bodyguard
Role: Damage
Type: Burst Damage
Weapon: Blaster Cannon
Distance: Long Range
Mirror: Mercenary – Gunnery
Role: Damage
Type: Damage Over Time
Weapon: Blaster Cannon
Distance: Long Range
Mirror: Mercenary – Innovative Ordnance
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Combat Medic for New Players
Combat Medic 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
Combat Medic 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
Gunnery for New Players
Gunnery is long-range, making it easier to hit moving targets compared to melee disciplines for new players
Your main ability requires you stand still while you use it, like a turret, but you can choose to make it activate instantly
Most abilities can simply be used, you don’t need to activate them in any way first
Gunnery is pretty simple to pick up the basics of with a guide
Assault Specialist for New Players
Assault Specialist is long-range, making it easier to hit moving targets compared to melee disciplines for new players.
Of all the long-range classes, Assault Specialist is the most mobile! You don’t need to stand still for a large majority of your abilities.
If you are able to watch your debuff timers, this discipline is decently easy to learn with a guide, however it is harder to learn than its other Mercenary damage option, Gunnery.
Cool Abilities
Combat Medics are the most flexible type of healer, great for healing groups or single characters.
Med Shot, green beam of love heal, very visible and fun
Kolto Bomb, giant green healing splat on the ground
Echoing Deterrence, reflective super shield with a heal (optional)
Propulsion Round, jump backwards quickly
Concussion Charge, push enemies back
Concussive Round, knock an enemy out of the fight
Hold the Line, fast movement speed and immunity to knockbacks (optional)
Cryo Grenade, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Cool Abilities
Boltstorm, flashy blaster fire that changes color based on your weapon’s color crystal
Demolition Round, an exploding round that does high damage
Electro Net, slows your enemy in a net and makes them take damage when they move
Echoing Deterence, reflective super shield with a heal (optional)
Propulsion Round, jump backwards quickly
Concussion Charge, push enemies back
Concussive Round, knock an enemy out of the fight
Hold the Line, fast movement speed and immunity to knockbacks (optional)
Cryo Grenade, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Cool Abilities
Assault Specialist is all about keeping your damage-over-time abilities on your enemy as they are about to run out, rather than button mashing them over and over, and getting free abilities by throwing a bomb then shooting it to blow it up.
Incendiary Round, what’s not to like about tossing a ball of fire at your opponent?
Serrated Bolt, fires a special round that causes the target to bleed over time
Electro Net, slows your enemy in a net and makes them take damage when they move
Echoing Deterence, reflective super shield with a heal (optional)
Propulsion Round, jump backwards quickly
Concussion Charge, push enemies back
Concussive Round, knock an enemy out of the fight
Hold the Line, fast movement speed and immunity to knockbacks (optional)
Cryo Grenade, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Vanguard
Unstoppable and utterly fearless, Vanguards wade into battle wearing advanced heavy armor. They are the first and best line of defense in the Republic military. These steadfast soldiers ignore personal risk, deliberately stepping into the line of fire to divert danger from allies and innocents. Though their tactical role is inherently dangerous, Vanguards have an uncanny survivability due to their expert defensive tactics and the advanced technology at their disposal.
The Vanguard wields a Blaster Rifle, and can switch between three different Disciplines: Shield Specialist,Plasmatech, and Tactics. The Vanguard acts as a Damage or Tank role in combat.
Shield Specialist
Storming to the front line with a powerful charge, the Shield Specialist Vanguard can withstand any incoming offensive. The Shield Specialist boldly takes the brunt of the attack while employing a wide range of tech-based attacks to gas, blast and jolt their enemies into oblivion.
Plasmatech
Vanguards adamant on burning their way through hostile forces can do so effectively with the latest in weaponized plasma technology. The Plasmatech Vanguard stands their own, striking their enemy with waves and rounds of raw incendiary power that persists in their searing destruction.
Tactics
The Tactics Vanguard is a pro at executing a focused line of attack on a hostile target with great efficiency. From up-close vibroblades in the gut to deadly charges of explosive plastique thrown from a distance, all manner of effective strategies for eliminating enemies are at the Tactics Vanguard’s disposal.
Role: Tank
Weapon: Blaster Rifle
Distance: Short Range
Mirror: Powertech- Shield Tech
Role: Damage
Type: Damage Over Time
Weapon: Blaster Rifle
Distance: Short Range
Mirror: Powertech – Pyrotech
Role: Damage
Type: Burst Damage
Weapon: Blaster Rifle
Distance: Short Range
Mirror: Powertech – Advanced Prototype
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Shield Specialist for New Players
Shield Specialist is a tank style, which means it does less damage, but can stay alive more easily
Most players recommend to level as a damage style, then switch to tank when you are ready for group content
In group content, tanks are expected to take a unique leadership role, not just do damage, which can be challenging for new players
Shield Specialist is the simplest to learn of the three tanking styles
Vanguard tanking is my favorite Combat Style and main character!
Plasmatech for New Players
Plasmatech is very mobile and very easy to jump and move around with while playing.
It is a short-range class, but you can use many of your abilities even if you are farther away, making it easy to hit enemies even if you are not very coordinated when it comes to making your way to your enemy.
All of your abilities can just be used right away, you don’t need to activate them first in any way.
Plasmatech is a DOT or damage-over-time class, which means you set things on fire – then let them burn over time. So to do big damage you need to learn to not simply set your enemy on fire over and over.
Tactics for New Players
Tactics is very mobile and very easy to jump and move around with while playing.
It is a short-range class as you need to occasionally be within stabbing distance, but you can use many of your abilities even if you are farther away, making it easy to hit enemies even if you are not very coordinated when it comes to making your way to your enemy.
All but one of your abilities can just be used right away, you don’t need to activate them first in any way.
Tactics for me was not too hard to learn – it has a few more steps and things to watch for compared to Plasmatech, but wasn’t too bad!
Cool Abilities
Shield Specialist focuses on keeping yourself alive with various defensive abilities, self-heals, and shields
Infused Kolto Packs, shield that increases as you take damage
Ion Storm, blasts a cone of ionizing energy at multiple enemies
Artillery Blitz, hits multiple targets at once with flashy plasma blasts
Shoulder Cannon, fast mini missiles with an optional heal
Taunts, causes enemies to focus on you
Impact Charge, leap to an enemy
Hold the Line, fast movement speed and immunity to knockbacks (optional)
Harpoon, pull an enemy to you
Neural Surge, stun many enemies around you in carbonite
Cryo Grenade, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Riot Gas, defensive gas cannister
Cool Abilities
Plasmatech definitely felt like one of the easiest classes to learn how to play the basics of for me so far with a guide! It’s pretty simple and rotates through key abilities. Even just pressing random buttons worked pretty good, though it didn’t do a ton of damage.,
Durasteel Armor, increases both your armor and your damage output
Plasma Flare, deals high plasma damage to a target
Artillery Blitz, hits multiple targets at once with flashy plasma blasts
Shoulder Cannon, fast mini missiles
Storm, leap to an enemy (optional)
Hold the Line, fast movement speed and immunity to knockbacks (optional)
Harpoon, pull an enemy to you
Cryo Grenade, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Cool Abilities
Tactics focuses on stabbing enemies with a knife and using a stacking buff called Power Lode to your advantage.
Cell Burst, unleashes stored energy to deal high damage
Gut, guts the target with a vibroblade, dealing additional damage over time
Artillery Blitz, hits multiple targets at once with flashy plasma blasts
Shoulder Cannon, fast mini missiles
Storm, leap to an enemy (optional)
Hold the Line, fast movement speed and immunity to knockbacks (optional)
Harpoon, pull an enemy to you
Cryo Grenade, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Scoundrel
The Scoundrel doesn’t have time for politeness or a fair fight. In addition to their trusty blaster, the Scoundrel packs a stealth belt, a scattergun and a med pack–everything they needs to get in, knock the enemy for a loop and get out alive. Being invisible works best, but even when Sith fly through the air waving Lightsabers all they get to do is look surprised as the Scoundrel’s scattergun sends them back the way they came. The Scoundrel always shoots first. In addition to their trusty blaster, Scoundrels pack a stealth belt, scattergun, and med pack—everything needed to get in, knock the enemy for a loop, and get out alive.
The Scoundrel wields a Blaster Pistol and a scattergun, and can switch between three different Disciplines: Sawbones,Scrapper, and Ruffian. The Scoundrel acts as a Damage or Healer role in combat.
Sawbones
As an Underworld figure armored with the latest advances in medical technology, the Sawbones Scoundrel is a crucial ally. From healing a single target to many at once, distributing emergency medpacs and clouds of healing kolto, the Sawbones ensures that their crew will endure throughout the heat of battle.
Scrapper
Holding no punches, the Scrapper Scoundrel never backs down from a fight – so long as said fight is on their terms. Able to hide from the fray, the Scrapper can sucker punch and bludgeon their adversary, ducking back out before things get too hairy and biding their time until the moment is right to scrap once more.
Ruffian
Never shy about taking advantage of any opportunity, the Ruffian is a rough-and-tumble Scoundrel able to handle any fight, big or small. Inciting chaos with a shrapnel bomb and then coming in close for a shot at point-blank range, the Ruffian Scoundrel makes devious moves that keep their enemies reeling.
Role: Healer
Weapon: Blaster Pistol
Distance: Long Range
Mirror: Operative – Medicine
Role: Damage
Type: Burst Damage
Weapon: Blaster Pistol
Distance: Melee Range
Mirror: Operative – Concealment
Role: Damage
Type: Damage Over Time
Weapon: Blaster Pistol
Distance: Short Range
Mirror: Operative – Lethality
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Sawbones for New Players
Sawbones is a healer style, 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
However Scoundrel Heals has a second resource to manage called Upper Hand, which makes it slightly trickier to start with
Scrapper for New Players
Scrapper is punching range, which means you must be very close to your enemy to attack, but you have a jump ability and roll to help you close the gap between you and your enemy
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
Scrapper is pretty easy to learn the basics of compared to other disciplines.
Ruffian for New Players
Ruffian 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
Scrapper takes slightly longer to learn than other disciplines, but is easier to get really good at compared to many other disciplines
Cool Abilities
Sawbones focuses heavily on healing-over-time. Sawbones excel at group healing.
Kolto Waves, large group heal
Slow-release Medpack, heals your target over time and can be used on any number of targets
Kolto Cloud, heals your target and additional targets nearby
Stealth, to sneak past enemies, the only healer with stealth available
Smuggle, group stealth (optional)
Dirty Kick, short stun (optional)
Scamper, roll forwards quickly
Trick Move, jump to an enemy (optional)
Flash Grenade, group stun/distraction (optional)
Surrender, drop all your money and lose enemies’ attention
Cool Abilities
The Scrapper style focuses on punching enemies in the face, big or small. It’s a fast and fluid discipline.
Stealth, to sneak past enemies
Smuggle, group stealth (optional)
Dirty Kick, short stun (optional)
Scamper, roll forwards quickly
Trick Move, jump to an enemy (optional)
Flash Grenade, group stun/distraction (optional)
Surrender, drop all your money and lose enemies’ attention
Cool Abilities
Stealth, to sneak past enemies
Smuggle, group stealth (optional)
Dirty Kick, short stun (optional)
Scamper, roll forwards quickly
Trick Move, jump to an enemy (optional)
Flash Grenade, group stun/distraction (optional)
Surrender, drop all your money and lose enemies’ attention
Gunslinger
Master of the trick shot, the first to dive for cover and willing to take advantage of every opportunity, the Gunslinger and his dual blasters are the perfect team. The Gunslinger can shoot out a man’s legs to keep him from charging, blind him so he can’t get to his weapons or inflict serious injuries for maximum distraction. There’s a right target for ending every disagreement and the Gunslinger knows them like the inside of his ship.
The Gunslinger wields dual blaster pistols, and can switch between three different Disciplines: Sharpshooter, Saboteur, and Dirty Fighting. The Gunslinger acts as a Damage role in combat.
Sharpshooter
Armed with the steely fortitude required to set up the perfect shot, the Sharpshooter is the Gunslinger at its most devious. Aiming from distant cover, the Sharpshooter goes for a devestating opening salvo, following up with vicious trick shots and penetrating rounds, putting a definitive end to the fight they started.
Saboteur
One of the perks of being a Saboteur is access to all the latest tools of any trade – including the many high-tech charges and grenades in the Saboteur Gunslinger’s arsenal. Able to wreak havoc on their intended target from a safe distance, the Saboteur is a craft, resourceful and incendiary master of mayhem.
Dirty Fighting
As a Gunslinger who finds nothing honorable about losing in a scrap, the Dirty Fighting Gunslinger doesn’t pull punches. Lobbed bombs and cheap shots are just a sampling of the Dirty Fighting Gunslinger’s bag of cruel tricks that can cause their target untold continuous suffering while the Gunslinger stands back with a satisfied smile.
Role: Damage
Type: Burst Damage
Weapon: Double Blaster Pistols
Distance: Long Range
Mirror: Sniper – Marksmanship
Role: Damage
Type: Damage Over Time
Weapon: Double Blaster Pistols
Distance: Long Range
Mirror: Sniper – Engineering
Role: Damage
Type: Damage Over Time
Weapon: Double Blaster Pistols
Distance: Long Range
Mirror: Sniper – Virulence
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Sharpshooter for New Players
Sharpshooter has you take cover and not move. Cover makes Sharpshooter a very difficult class for newer gamers to learn, as many fights require moving around – but you can ignore the cover mechanic while learning Sharpshooter if you want.
Sharpshooter is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
Sharpshooter is the simplest of the three Gunslinger disciplines – using a very basic move set, you can get away with using only 4 abilities if you aren’t worried about doing max damage.
I was originally intimidated by the number of abilities Sharpshooter had, but found it very easy and intuitive to play once I read a guide and it felt there was less to memorize than many other disciplines.
Saboteur for New Players
Saboteur requires that you take cover and not move for many of your abilities to work well. Cover makes Sharpshooter a very difficult class for newer gamers to learn, as many fights require moving around.
Saboteur is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
When I was learning Saboteur, I found it was easy to learn the basics of, but harder to fully learn than the other two Gunslinger disciplines.
Dirty Fighting for New Players
Dirty Fighting requires that you take cover and not move for many of your abilities to work. Cover makes Sharpshooter a very difficult class for newer gamers to learn, as many fights require moving around – but you can ignore the cover mechanic while learning Dirty Fighting if you want as all but one ability can still be used out of cover.
Dirty Fighting is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
If you are able to watch your debuff timers, this discipline is decently easy to learn with a guide.
Cool Abilities
Sharpshooter focuses on long range pistol attacks, taking advantage of a free attack available after every main attack, and taking advantage of their large number of buffs.
Hunker Down, become immoveable
Hightail It, roll and go into cover
Scrambling Shield, large group shield (optional)
Bombing Run, your ship attacks for you (optional)
Flash Grenade, group stun/distraction (optional)
Cool Abilities
Saboteur is all about shooting things, throwing grenades, and setting things on fire!
Hunker Down, become immoveable
Hightail It, roll and go into cover
Scrambling Shield, large group shield (optional)
Bombing Run, your ship attacks for you (optional)
Flash Grenade, group stun/distraction (optional)
Cool Abilities
Dirty Fighting focuses on making sure you have Vital Shot and Shrap Bomb debuffs on your current target before using Wounding Shots, a channeled ability that is your weakest attack on its own, but generating the biggest hits you can do if supported by your Damage over Time abilities at the right time.
Hunker Down, become immoveable
Hightail It, roll and go into cover
Scrambling Shield, large group shield (optional)
Bombing Run, your ship attacks for you (optional)
Flash Grenade, group stun/distraction (optional)
Imperial Agent Story
The Imperial Agent storyline focuses on a conspiracy taking place within the Empire. The Agent’s involvement in this conspiracy will lead them to question their place in Imperial Intelligence, and their loyalty to the Dark Council, and even the Empire.
Players interested in the Imperial Agent are in for what is probably the most intriguing and unpredictable storylines available in SWTOR. A fan favourite among many, highlighted storybeats include going undercover to take down a secret organization, and attempting to survive as a spy caught in the spotlight and machinations of curious, secretive Sith lords. Filled with secret gadgets to even the odds and impressive accent switching to don a new disguise from time to time, the agent story is classy and reminiscent of many spy films. If players are looking for a deep dive into what makes the Empire tick beyond sith lords and morally questionable bounty hunting, there is no better storyline to play than the Imperial Agent, who will interact with every aspect of Imperial society throughout their missions. Inspiration for the Imperial Agent class comes from many different sources both inside and outside star wars, but characters like Admiral Thrawn and Grand Moff Tarkin certainly fit the aesthetic.
Of all the stories, the Imperial Agent story line has the highest amount of differences between play throughs – what you see and experience on your Imperial Agent may be drastically different than what another player sees in their story, depending on your choices and who you choose to ally yourself with. The Imperial Agent story is often rated as the “best” story by players who have played all eight classes, though it is not necessarily the most played story. In addition, the Imperial Agent story has the most amount of cameos and references to other storylines, and can be incredibly fun to play later on after you’ve had a chance to experience the other seven origin stories.
Finding and following the Imperial Agent story is easy – just follow the purple quests after you create your character. In addition to your class quest, there are thousands of other quests and storylines that are optional to complete. You can learn more about these quests in the Story Order Guide.
Species
The Imperial Agent origin story is normally restricted to Humans, Cyborgs and red Zabraks for free-to-play players, and Chiss, Rattataki, Humans, Cyborgs and red Zabraks for subscribers. However, all species can be unlocked for all classes through various different methods, so if you want to play a different species, you can make it happen. Learn more about unlocking species.
Players who choose an alien will receive some interesting comments early on in the Agent story, as it is uncommon to see an alien in Imperial Intelligence. Due to the complex relationship between the Chiss Ascendency and the Empire, players often choose to play a blue Chiss character if they are playing an alien species Imperial Agent.
Species
Species Name
Free-to-Play
Subscribed
Unlocks
Human
Yes
Yes
Automatically unlocked
Cyborg
Yes
Yes
Automatically unlocked
Zabrak (Neutral)
Yes
Yes
Can be unlocked
Chiss
No
Yes
Can be unlocked
Rattataki
No
Yes
Can be unlocked
Mirialan
No
No
Can be unlocked
Twi'lek
No
No
Can be unlocked
Miraluka
No
No
Can be unlocked
Zabrak (Red)
No
No
Can be unlocked
Sith Pureblood
No
No
Can be unlocked
Nautolan
No
No
Can be unlocked
Togruta
No
No
Can be unlocked
Cathar
No
No
Can be unlocked
Armor & Weapons
The Imperial Agent’s quick combat style requires agility and the Imperial Agent is rarely seen wearing heavy armor, with each set custom tailored for each Imperial Agent’s particular style. However, the player can use the Outfit Designer system to wear whatever armor they want – they are not confined to the traditional Imperial Agent styles. While high-level Imperial Agents will need to focus on specific types of equipment to be effective with their Combat Class, they can have the appearance of any armor they choose using the Outfitter system.
Each Imperial Agent Combat Style focuses on wielding a different type of blaster style, and your Imperial Agent’s weapon will be restricted to the weapon of that Combat Style. As a Imperial Agent, you’ll start out with a useful weapon from level 1.
Imperial Agent Companions
The Imperial Agent will receive five unique companions as they play their Origin Story, who can accompany them in the story or in to combat. Later in the story, you can recruit additional companions to your cause. There are many romance options available, including with some of Origin Story companions.
🛑 Story Spoilers Ahead!
Kaliyo Djannis
The CorSec criminal report for Kaliyo Djannis contains a pixelated holoimage showing a top Exchange gangster with his arm draped affectionately around a tiny Rattataki woman. In one hand, the woman is triumphantly hoisting an assault rifle; with the other, she’s lifting a wine bottle to her associate’s lips. The image is labeled “Kaliyo Djannis and Vanus Cruor–First Meeting.”
Thanks to contradictory accounts, Kaliyo’s personal history is murky at best. For at least a decade, she’s worked as a freelance enforcer and assassin for a half-dozen criminal syndicates, served time in prison, and kept close ties to a violent anarchist cell. Whether she’s genuinely political or just in it for the thrills, nobody seems to know.
Only when firepower fails Kaliyo does she fall back on her charm–and the underworld does seem to find her dangerously charming. Jilted associates describe her as manipulative, while other colleagues remain infatuated long after her departure. Regardless, anyone working with or against Kaliyo should be extremely cautious–no one walks away from the Rattataki unscathed.
Vector Hyllus
The son of an Imperial Captain, Vector Hyllus saw first-hand the Empire’s ability to create civilization from the ashes of a ruined world. Seeing how the Empire operated and the good he saw in their order, Vector elected to enlist in the Imperial Diplomatic Service and help expand the Empire’s might.
Vector thrived in the IDS, quickly becoming one of the most skilled diplomats in the service. It was not long before his superiors began to take notice. In looking for a charismatic and effective diplomat, Vector was ultimately chosen to initiate talks with the mysterious Killiks, an insectoid species that once inhabited Alderaan, but were becoming increasingly rare. Although he recognized that this would be a difficult mission unlike any other he had been assigned, Vector could not bring himself to pass up the opportunity. However, Vector had no way to anticipate what would happen next.
After his first meeting with the Killiks, he was taken into the hive. His brain chemistry was altered, and the Killiks mutated his DNA so that he could become linked into the Killiks hive mind. While this would have frightened lesser men, Vector took great joy in seeing the world through these new eyes. Yet the individual traits that made Vector the man he was began to melt away, and though he has never truly forgotten the man that he was, he now serves a dual purpose as an agent of the Empire and the defender of his adoptive hive.
Dr. Eckard Lokin
A legend in the espionage trade, Doctor Lokin has been a faithful servant of the Empire for many decades. Believed to have been born on the Sith capital world of Dromund Kaas in the years leading up to the Galactic War, records noting Doctor Lokin’s past are difficult to come by, and the details given in those reports are scarce at best.
Lokin’s name has appeared several times in various military documents. But not even the files on him locked away within Imperial Intelligence can paint the full picture of Doctor Lokin is. Known as a brilliant doctor and geneticist, Lokin has been involved in a number of controversial experiments. It’s believed that many of these experiments had to do with the Empire’s early efforts at human augmentation, though it remains unknown what the extent of Lokin’s involvement is.
It is also known that Doctor Lokin has ties to Imperial Intelligence, though the details of these missions are scarce. His current location is unknown, though it is believed that he has retired. Whether he is still working for the Empire remains to be determined.
Raina Temple
No record of a “Raina Temple” exists within either the Imperial Enlistment Records or the official files of the Imperial Citizenship Bureau, yet her name has appeared in a number of Imperial Intelligence dossiers. The daughter of two Imperial agents, Raina was groomed in an environment that promoted patriotism and a deep, abiding respect for the ideology and philosophy of the Sith Empire. A staunch loyalist, Raina works to serve the interests of the Empire – even as she minimizes her direct contact with them.
Enlisting in the Imperial military when she was of age, Raina was granted a transfer to the Chiss Expansionary Defense Force; a rare occurrence, as neither the Chiss Ascendency nor Sith Empire has any formal officer transfer program. Stationed at the fringes of the Empire’s borders, it took Raina time to overcome the stigma and belief that she was an Imperial spy. As she served alongside the Chiss, however, those preconceptions eventually faded and she was accepted into their ranks.
Although Raina is proficient with both Imperial military and CEDF combat training and tactic, she is untested in the field and mentally unprepared for many of the tasks of an agent. Yet her warm and inviting nature, along with her unique talents, make her an invaluable asset to the Chiss Ascendency.
SCORPIO
Over the centuries that have passed since “she” was first activated, SCORPIO has evolved well beyond her initial programming. Designed with the ability to learn and adapt through experience, SCORPIO has amassed several lifetimes’ worth of knowledge. Much of what SCORPIO has learned pertains to security and combat, though her upgraded chassis shows that she is a competent engineer, as well.
Her multiple lifetimes of memories have allowed her programming to construct a uniquely narcissistic personality, in which SCORPIO’s belief in her superiority and her disinterest in the survival of lesser life forms overrides all else. When she has finished learning from her present situation, SCORPIO will continue on, following her primary programming of heuristically acquiring information.
Thank you...
Thank you to these players who have submitted cool screenshots of their Imperial Agent characters:
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!