Shadow Infiltration Basics Guide

Infiltration

Planning a coordinated attack from a position of stealth and striking at the most opportune of times, the Infiltration Shadow is a master of surprise. By adopting special Force techniques, the Shadow’s attacks can become even more effective, building to a powerful crescendo that the opposition won’t even see coming.

  • Role: Damage
  • Type: Burst Damage
  • Weapon: Double-bladed Lightsaber
  • Distance: Short Range
  • Mirror: Shadow – Deception

Infiltration for New Players

  • Infiltration is melee range. That means you must be very close to your enemy to attack, which can be harder for new players to get used to, but you have a jump ability 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 of your abilities are clickable at the beginning of a fight, while your main ability needs to have other things happen first before it can be used. However it will become clickable over time even if you just use random attacks first.
  • Infiltration is quite easy to learn as you mainly use the sparkling abilities highlighted on your bars as they light up! Keeping your energy or force levels up is fairly easy.
What level are you?
Type your level to filter the guide for your level.

How to play a Infiltration Shadow

You can start playing Infiltration at level 1. To start playing Infiltration, you will need to first create a Shadow character, which can be played by Jedi Knights and Jedi Consulars (or even the Sith Warrior and Sith Inquisitor if you unlock the dark-side Combat Styles.)

Once you are ingame, press K on your keyboard to open the Combat Style tab, and choose Infiltration 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.

Below Level 80

Below Level 80

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

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

Level 80

5 Ability Basic Rotation

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

  • Force Breach is your highest damage attack and should be used as soon as possible, but only when it’s glowing. It will glow when you’ve built up three stacks of a buff called “Breaching Shadows,” which will happen naturally over time as you attack.
  • Psychokinetic Blast is your second heaviest hitter, but you’ll only want to use it when it’s glowing or it uses too much energy.
  • Shadow Strike hits hard but also uses a lot of energy unless it’s glowing. Only use it when it’s not glowing if you are at almost full energy. Stand behind your target to do extra damage.
  • Vaulting Slash is only usable when stealthed (or more realistically) when you critically hit. It’ll glow when it’s ready.
  • Clairvoyant Strike is the answer to “If all 4 abilities need to glow first what am I doing until then?” This is your spam-able filler move.

More than 3 Enemies

  •  Whirling Blow is a great Area Damage attack to spam over and over for AoE damage. Can be buffed by 25% with the Lambaste choice at level 64. Will also generate similar Clairvoyance/Circling Shadows buffs like Clairvoyant Strike does.
  •  Cleaving Cut is a choice at level 68 you could take for a cone-shaped AoE, but usually whirling blow is good enough.

Extra Tips

  • Start in Stealth to regain energy faster during the beginning of the fight.
  • Shadow Stride instantly moves you to your target, will give three stacks of the buff needed for Force Breach, letting you use Force Breach right away.
  • Feeling spicy? Force Potency will also give you three stacks of the buff needed for Force Breach. The best way to use it is to use Force Breach, then Force Potency, then immediately afterwards use Force Breach again for a huge burst of damage!
  • Feeling Extra Spicy? Force Cloak can be used right after Force Potency to reduce its cooldown by a huge amount. If you are playing alone, Force Cloak can end combat and reset the fight, so use this trick in group content only.
  • Feeling SUPER spicy? Spinning Strike is a powerful filler attack, but you can only use it when your target is below 30% health. With the Stalker’s Swiftness tree choice (level 73), it will also become useable anytime you use Shadow Stride first.
  • Feeling TOO SPICY TO HANDLE? If you have time before the fight starts, use Whirling Blow to spin around twice early which will make Psychokinetic Blast glow.
  • Mind Maze 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.
Level 80 Gear Recommendations
More Information:
Level 80 In-Depth Community Guides

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

Guides

Attacks

  • Saber Strike - Basic AttackLevel 1
  • Double Strike - AttackLevel 1
  • Project - AttackLevel 4
  • Whirling Blow - Area AttackLevel 7
  • Shadow Strike - AttackLevel 12
  • Force Breach - AttackLevel 15
  • Vaulting Slash - AttackLevel 15
  • Clairvoyant Strike - AttackLevel 35 REPLACES Double Strike at Level 35+
  • Spinning Strike - AttackLevel 47
  • Psychokinetic Blast - AttackLevel 60 REPLACES Project at Level 60+
  • Cleaving Cut - Optional Area Attacks Level 68 Option 1/3Level 68

Multiple Enemy Attack Abilities

These Infiltration attacks are useful for attacking groups of enemies.

  • Whirling Blow - Area AttackLevel 7
  • Cleaving Cut - Optional Area Attacks Level 68 Option 1/3Level 68

Buffs

You can combine your Infiltration buffs with your attacks to create powerful combinations.

  • Force Valor - Passive Class BuffLevel 1
  • Force Potency - BuffLevel 15
  • Battle Readiness - Optional Buff Defensive Level 43 Option 2/3Level 43

Defensive & Healing Abilities

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

Useful Abilities

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

  • Meditation - Regeneration - Regain health out of battle.Level 1
  • Force Stun - Stun - 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 7
  • 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
  • Force of Will - Stun Break - If you are stunned and can’t move, you can use this ability to unstun yourself.Level 10
  • Force Speed - Movement - Increases movement speed by 150% for 2 seconds. Does not break stealth.Level 15
  • Mind Snap - 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
  • Mind Maze - Crowd Control - Your crowd control (CC) is a special type of stun you can only use 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 19
  • Force Wave - Optional Knockback Level 27 Option 2/3 - Pushes enemies back.Level 27
  • Force Cloak - 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 31
  • Mass Mind Control - Detaunt - Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank.Level 31
  • Force Slow - Slow - Slows slow the enemy down, making it hard for them to run away.Level 35
  • Low Slash - Stun - 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 47
  • Shadow Stride - Leap - Jump to a faraway enemy.Level 60
  • Force Lift - Optional Crowd Control Level 68 Option 2/3 - Your crowd control (CC) is a special type of stun you can only use 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 68

Tree Choices

As you level up, you will be able to make choices about how you play your Infiltration Shadow 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 Infiltration Shadow, 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 Infiltration Shadow.

Solo Suggestions
73
68
64
51
43
39
27
23
Flashpoint Suggestions
73
68
64
51
43
39
27
23
Operation Suggestions
73
68
64
51
43
39
27
23

Level 23 Choice: Vaulting Slash Change

Choose from one of three ways that you want Vaulting Slash to change at level 23. Your options are Absolver, Penetrating Slash, and Energized Blade.

Vaulting Slash

Lash the target with an acrobatic strike, dealing weapon damage. Only usable from stealth or within 15 seconds of performing a critical strike. Requires a double-bladed lightsaber or electrostaff.

Absolver

Killing an enemy within 3 seconds of dealing damage with Vaulting Slash resets the cooldown of all damaging abilities and increases your critical hit chance by 40% for 6 seconds.

Killing an enemy within 3 seconds of dealing damage with Vaulting Slash resets the cooldown of all damaging abilities and increases your critical hit chance by 40% for 6 seconds.

Penetrating Slash

Increases the armor penetration and critical hit chance of Vaulting Slash by 20%.

Increases the armor penetration and critical hit chance of Vaulting Slash by 20%.

Energized Blade

The cooldown of Vaulting Slash is reduced by 6 seconds whenever you critically hit with a direct Force attack. Vaulting Slash costs 10 additional Force.

The cooldown of Vaulting Slash is reduced by 6 seconds whenever you critically hit with a direct Force attack. Vaulting Slash costs 10 additional Force.

General Suggestion: Energized Blade - The constant cooldown reset of Vaulting Slash far outweighs the additional force cost. This is by far your best increase to damage.

Level 27 Choice

Choose from one of three Shadow abilities at Level 27, you can only have one of these options at any given time. Your options as a Infiltration Shadow for the Level 27 choice are Shadow Spike, Force Wave, and Force Magnetism.

Shadow Spike

Dealing damage with Shadow Strike from stealth stuns the target for 2 seconds. Standard and weak enemies are knocked down.

Dealing damage with Shadow Strike from stealth stuns the target for 2 seconds. Standard and weak enemies are knocked down.

Force Wave

Deals kinetic damage and knocks back up to 8 enemies within a 15-meter cone in front of you, unbalancing them and immobilizing them for 5 seconds. Standard and weak enemies are additionally knocked down for 3 seconds. Direct damage dealt after 2 seconds ends the immobilize effect prematurely.

Pushes enemies back.

Force Magnetism

Force Cloak increases movement speed by 50%. Force Speed lasts 1 second longer and slows all enemies within 5 meters by 75% for 2.5 seconds when activated.

Force Cloak increases movement speed by 50%. Force Speed lasts 1 second longer and slows all enemies within 5 meters by 75% for 2.5 seconds when activated.

Flashpoint Suggestion: Force Wave - You can use Force Wave to knock enemies off ledges for an instant kill, or Shadow Spike for a stun if no ledges will be available. Doesn't work on bosses or stronger enemies.

Operation Suggestion: Force Wave - You can use Force Wave to knock enemies off ledges for an instant kill, or Shadow Spike for a stun if no ledges will be available. Note that in operations lots of enemies will be immune to knockbacks.

Solo Suggestion: Force Magnetism - Force Magnetism can really help a stealthy character solo certain content faster, but for tangible combat benefits, you can also take Force Wave to knock enemies off ledges for an instant kill, or Shadow Spike for a stun if no ledges will be available.

Level 39 Choice: Clairvoyant Strike Change

Choose from one of three ways that you want Clairvoyant Strike to change at level 39. Your options are Visionary Defense, Vision Engine, and Potent Perception.

Clairvoyant Strike

Strikes the target twice, dealing weapon damage with each hit. Each use of this ability builds Clairvoyance, which gives Project a 50% chance to automatically trigger your Shadow Technique off of its normal rate limit. Stacks up to 2 times. Requires a double-bladed lightsaber or electrostaff. Replaces Double Strike.

Visionary Defense

Clairvoyance stacks built by Clairvoyant Strike increases your damage reduction by 5% per stack. In addition, Clairvoyant Strike slows its target by 30% for 6 seconds.

Clairvoyance stacks built by Clairvoyant Strike increases your damage reduction by 5% per stack. In addition, Clairvoyant Strike slows its target by 30% for 6 seconds.

Vision Engine

Clairvoyance stacks built by Clairvoyant Strike increases your critical hit chance by 10% per stack.

Clairvoyance stacks built by Clairvoyant Strike increases your critical hit chance by 10% per stack.

Potent Perception

Clairvoyant Strike deals 10% more damage and reduces the cooldown of Force Potency by 5 seconds whenever it deals damage.

Clairvoyant Strike deals 10% more damage and reduces the cooldown of Force Potency by 5 seconds whenever it deals damage.

Solo Suggestion: Vision Engine - A 20% buff to crit chance after two clairvoyant strikes is great. Take visionary defense for damage reduction if solo and in need of some survivability.

Flashpoint Suggestion: Vision Engine - A 20% buff to crit chance after two clairvoyant strikes is great. The buff applies to all abilities, not just clairvoyant strikes, so this damage boost is highest out of the choices.

Operation Suggestion: Vision Engine - A 20% buff to crit chance after two clairvoyant strikes is great. The buff applies to all abilities, not just clairvoyant strikes, so this damage boost is highest out of the choices.

Level 43 Choice

Choose from one of three Shadow abilities at Level 43, you can only have one of these options at any given time. Your options as a Infiltration Shadow for the Level 43 choice are Far-Sight Instruments, Battle Readiness, and Critical Augur.

Far-Sight Instruments

Critically hitting with Clairvoyant Strike or a direct Force attack generates 10 Force and heals you by 1% of your max health. This effect cannot occur more than once per second.

Critically hitting with Clairvoyant Strike or a direct Force attack generates 10 Force and heals you by 1% of your max health. This effect cannot occur more than once per second.

Battle Readiness

Ready yourself with the Force, immediately restoring 15% of your max health, increasing the damage of Shadow Technique by 100%, the chance to trigger Shadow Technique by 25%, and healing you when their effects are triggered. Lasts 15 seconds. The triggered healing cannot occur more than once per second. Requires a double-bladed lightsaber or electrostaff.

Ready yourself with the Force, immediately restoring 15% of your max health, increasing the damage of Shadow Technique by 100%, the chance to trigger Shadow Technique by 25%, and healing you when their effects are triggered. Lasts 15 seconds. The triggered healing cannot occur more than once per second. Requires a double-bladed lightsaber or electrostaff.

Critical Augur

Force spending melee attacks now benefit from Force Potency and consume its stacks. You deal additional kinetic damage to targets you critically hit with melee attacks. This effect cannot happen more than once every 6 seconds.

Force spending melee attacks now benefit from Force Potency and consume its stacks. You deal additional kinetic damage to targets you critically hit with melee attacks. This effect cannot happen more than once every 6 seconds.

General Suggestion: Far-Sight Instruments - Clairvoyant Strike should be critting pretty often and the force generation here should help offset the extra 10 force cost to vaulting slash we picked at level 23!

Level 51 Choice

Choose from one of three Shadow abilities at Level 51, you can only have one of these options at any given time. Your options as a Infiltration Shadow for the Level 51 choice are Intangible Spirit, Sturdiness , and Fade.

Intangible Spirit

All Area effect damage is reduced by 60% for 15 seconds after Mass Mind Control is activated.

All Area effect damage is reduced by 60% for 15 seconds after Mass Mind Control is activated.

Sturdiness

Activating Deflection grants 6 seconds of immunity to stun, sleep, lift, and incapacitating effects.

Activating Deflection grants 6 seconds of immunity to stun, sleep, lift, and incapacitating effects.

Fade

Reduces the cooldown of Force Cloak by 30 seconds and extends its duration by 5 seconds.

Reduces the cooldown of Force Cloak by 30 seconds and extends its duration by 5 seconds.

General Suggestion: Intangible Spirit - As a damage player, the number one source of damage done to you is likely area damage (so long as there is a tank or tank companion around). This choice makes you MUCH more durable. That said, if you find yourself using Force Cloak a ton, Fade is also a pretty versatile choice.

Level 64 Choice

Choose from one of three Shadow abilities at Level 64, you can only have one of these options at any given time. Your options as a Infiltration Shadow for the Level 64 choice are Kinetic Surge, Force Phase, and Lambaste.

Kinetic Surge

Increases your movement speed by 15% and your effective stealth level by 10. Activating Project, Psychokinetic Blast, or Squelch increases your movement speed by 50% for 9 seconds. This effect cannot occur more than once every 18 seconds.

Increases your movement speed by 15% and your effective stealth level by 10. Activating Project, Psychokinetic Blast, or Squelch increases your movement speed by 50% for 9 seconds. This effect cannot occur more than once every 18 seconds.

Force Phase

Force Speed and Shadow Stride grants Force Phase, removing all movement-impairing effects and granting immunity to them for 2 seconds.

Force Speed and Shadow Stride grants Force Phase, removing all movement-impairing effects and granting immunity to them for 2 seconds.

Lambaste

Increases the damage dealt by Whirling Blow by 25%.

Increases the damage dealt by Whirling Blow by 25%.

General Suggestion: Lambaste - Unlike the other two Shadow disciplines that don't rely on Whirling Blow's damage so much, Infiltration can make great use of this talent. Take it by default, unless you don't need the AoE, which frees you up to take Force Phase to get out of slows and roots faster.

Level 68 Choice

Choose from one of three Shadow abilities at Level 68, you can only have one of these options at any given time. Your options as a Infiltration Shadow for the Level 68 choice are Cleaving Cut, Force Lift, and Resilience.

Cleaving Cut

Strikes targets in a cone, dealing weapon damage and slowing their movement speed by 50% and applying Kinetic Veil to you for 3 seconds. Kinetic Veil increases the damage of your Force attacks by 5% and your damage reduction by 5% for each target hit with Cleaving Cut. Requires a double-bladed lightsaber or electrostaff.

Strikes targets in a cone, dealing weapon damage and slowing their movement speed by 50% and applying Kinetic Veil to you for 3 seconds. Kinetic Veil increases the damage of your Force attacks by 5% and your damage reduction by 5% for each target hit with Cleaving Cut. Requires a double-bladed lightsaber or electrostaff.

Force Lift

Lifts the target helplessly into the air, preventing all action for up to 8 seconds. Non-player, non-standard, and non-weak targets heal rapidly while lifted out of harm's way. Damage causes this effect to end prematurely and stuns the target for 2 seconds.

Your crowd control (CC) is a special type of stun you can only use 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.

Resilience

Purges all hostile removable effects and increases your chance to resist Force and tech attacks by 200% for 3 seconds. Does not break Stealth.

Purges all hostile removable effects and increases your chance to resist Force and tech attacks by 200% for 3 seconds. Does not break Stealth.

General Suggestion: Resilience - A self cleanse is very useful in pretty much every form of group content not to mention this is an extremely powerful "usually-only-for-tanks" defensive cooldown! Take as default for sure.

Level 73 Choice

Choose from one of three Shadow abilities at Level 73, you can only have one of these options at any given time. Your options as a Infiltration Shadow for the Level 73 choice are Stalker's Swiftness, Celerity, and Cloak of Resilience.

Stalker's Swiftness

Shadow Stride grants Stalker's Swiftness, allowing your next Spinning Strike to be used on any target, regardless of remaining health. Stalker's Swiftness lasts for 10 seconds. Additionally, if the target of your Shadow Stride is killed within 10 seconds of using Shadow Stride, Shadow Stride's cooldown is reset.

Shadow Stride grants Stalker's Swiftness, allowing your next Spinning Strike to be used on any target, regardless of remaining health. Stalker's Swiftness lasts for 10 seconds. Additionally, if the target of your Shadow Stride is killed within 10 seconds of using Shadow Stride, Shadow Stride's cooldown is reset.

Celerity

Reduces the cooldown of Mind Snap by 2 seconds, Force of Will by 30 seconds, and Force Speed by 5 seconds.

Reduces the cooldown of Mind Snap by 2 seconds, Force of Will by 30 seconds, and Force Speed by 5 seconds.

Cloak of Resilience

Activating Force Cloak grants 2 seconds of Resilience.

Activating Force Cloak grants 2 seconds of Resilience.

General Suggestion: Cloak of Resilience - With Spinning Strike being less useful lately, Stalker's Swiftness isn't really a needed choice for your rotation. 2 seconds of Resilience will help guarantee your survival in sticky situations though!

All Abilities

All your abilities for the Infiltration Shadow.

LvlIconAbility
LvL1
Saber StrikeBasic Attack 4m (melee range)

Deals weapon damage spread across a flurry of 3 melee attacks.

Deals weapon damage spread across a flurry of 3 melee attacks.

LvL1
MeditationRegeneration

Allows you to pause and meditate to restore your health and Force. Cannot be used during combat.

Regain health out of battle.

LvL1
Double StrikeAttack 4m (melee range)

Strikes the target twice. Each hit deals weapon damage.

Strikes the target twice. Each hit deals weapon damage.

LvL1
Force TechniquePassive

Utilize a Force technique, giving your melee attacks a 50% chance to deal kinetic damage.

Utilize a Force technique, giving your melee attacks a 50% chance to deal kinetic damage.

LvL1
Force ValorPassive Class Buff

Increases Mastery by 5% and internal and elemental damage reduction by 10%.

Increases Mastery by 5% and internal and elemental damage reduction by 10%.

LvL1
Deep ImpactPassive

Increases the critical strike damage dealt by Force Breach and Psychokinetic Blast by 20%.

Increases the critical strike damage dealt by Force Breach and Psychokinetic Blast by 20%.

LvL1
Prevailing StrikesHidden Passive

Increases the damage dealt by Whirling Blow by 5% and Clairvoyant Strike and Vaulting Slash by 20%.

Increases the damage dealt by Whirling Blow by 5% and Clairvoyant Strike and Vaulting Slash by 20%.

LvL1
HarmonicsHidden Passive

Force Potency grants 1 additional charge when activated.

Force Potency grants 1 additional charge when activated.

LvL1
Whirling EdgePassive

Increases your armor penetration by 10% and increases the critical chance of Whirling Blow by 15% and its critical damage bonus by 30%.

Increases your armor penetration by 10% and increases the critical chance of Whirling Blow by 15% and its critical damage bonus by 30%.

LvL4
ProjectAttack 10m (short range)

Throws debris at the target, dealing kinetic damage. Standard and weak targets are additionally stunned for 3 seconds.

Throws debris at the target, dealing kinetic damage. Standard and weak targets are additionally stunned for 3 seconds.

LvL7
Force StunStun 10m (short range)

Deals kinetic 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.

LvL7
Whirling BlowArea Attack

Deals weapon damage to up to 8 targets within 5 meters. Requires a double-bladed lightsaber or electrostaff.

Deals weapon damage to up to 8 targets within 5 meters. Requires a double-bladed lightsaber or electrostaff.

LvL10
Mind ControlTaunt 30m (long range)

Controls the mind of the target, forcing it to attack you for 6 seconds. Player targets deal 30% less damage for 6 seconds when attacking anyone other than you.

Controls the mind of the target, forcing it to attack you for 6 seconds. Player targets deal 30% less damage for 6 seconds when attacking anyone other than you.

LvL10
StealthStealth

Enters stealth mode, increasing your stealth level by 15 and making you difficult to detect. While in stealth, movement speed is slowed by 15%. Your companion will not react to enemy attacks while in stealth. Most hostile actions prematurely end the effect. Cannot be used in combat.

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
Force of WillStun Break

Demonstrates your force of will, purging all incapacitating and movement-impairing effects.

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

LvL12
Shadow StrikeAttack 4m (melee range)

Deals moderate weapon damage to a single target if used from behind the target or less weapon damage otherwise. Requires a double-bladed lightsaber or electrostaff.

Deals moderate weapon damage to a single target if used from behind the target or less weapon damage otherwise. Requires a double-bladed lightsaber or electrostaff.

LvL15
Force SpeedMovement

Increases movement speed by 150% for 2 seconds. Does not break stealth.

Increases movement speed by 150% for 2 seconds. Does not break stealth.

LvL15
Force PotencyBuff

Grants 2 charges of Force Potency, which increases the Force critical chance of your direct attacks and heals by 60%. Each time a direct Force ability critically hits or each time a channeled Force ability is activated, 1 charge is consumed. Lasts 20 seconds.

Grants 2 charges of Force Potency, which increases the Force critical chance of your direct attacks and heals by 60%. Each time a direct Force ability critically hits or each time a channeled Force ability is activated, 1 charge is consumed. Lasts 20 seconds.

LvL15
Force BreachAttack 10m (short range)

Unleash your Breaching Shadows, dealing internal damage. This damage scales up with each stack of Breaching Shadows.

Unleash your Breaching Shadows, dealing internal damage. This damage scales up with each stack of Breaching Shadows.

LvL15
Vaulting SlashAttack 4m (melee range)

Lash the target with an acrobatic strike, dealing weapon damage. Only usable from stealth or within 15 seconds of performing a critical strike. Requires a double-bladed lightsaber or electrostaff.

Lash the target with an acrobatic strike, dealing weapon damage. Only usable from stealth or within 15 seconds of performing a critical strike. Requires a double-bladed lightsaber or electrostaff.

LvL15
Shadow TechniquePassive

Utilize a shadow technique, giving your melee attacks a 50% chance to deal internal damage and build 1 Breaching Shadow. Breaching Shadows stacks up to 3 times and increases the damage dealt by your next Force Breach. This effect cannot occur more than once every 6 seconds. Replaces Force Technique.

Utilize a shadow technique, giving your melee attacks a 50% chance to deal internal damage and build 1 Breaching Shadow. Breaching Shadows stacks up to 3 times and increases the damage dealt by your next Force Breach. This effect cannot occur more than once every 6 seconds. Replaces Force Technique.

LvL19
Mind SnapInterrupt 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!

LvL19
Mind MazeCrowd Control 10m (short range)

Confuses the target, leaving it bewildered and unable to act for 60 seconds. Damage will break the effect prematurely. This ability is only usable in stealth mode and cannot be used against a target in combat. Only one target can be incapacitated at any given time. Cannot be used on droids.

Your crowd control (CC) is a special type of stun you can only use 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.

LvL23
Shadow's TrainingPassive

Increases your total Endurance by 3%. In addition, Saber Strike restores 1 Force each time it damages an enemy.

Increases your total Endurance by 3%. In addition, Saber Strike restores 1 Force each time it damages an enemy.

LvL23
AbsolverOptional Passive Level 23 Option 1/3

Killing an enemy within 3 seconds of dealing damage with Vaulting Slash resets the cooldown of all damaging abilities and increases your critical hit chance by 40% for 6 seconds.

Killing an enemy within 3 seconds of dealing damage with Vaulting Slash resets the cooldown of all damaging abilities and increases your critical hit chance by 40% for 6 seconds.

LvL23
Penetrating SlashOptional Passive Level 23 Option 2/3

Increases the armor penetration and critical hit chance of Vaulting Slash by 20%.

Increases the armor penetration and critical hit chance of Vaulting Slash by 20%.

LvL23
Energized BladeOptional Passive Level 23 Option 3/3

The cooldown of Vaulting Slash is reduced by 6 seconds whenever you critically hit with a direct Force attack. Vaulting Slash costs 10 additional Force.

The cooldown of Vaulting Slash is reduced by 6 seconds whenever you critically hit with a direct Force attack. Vaulting Slash costs 10 additional Force.

General Suggestion: The constant cooldown reset of Vaulting Slash far outweighs the additional force cost. This is by far your best increase to damage.

LvL23
Shadow's RespitePassive

Shadow's Respite increases Force regeneration by 25% and reduces damage taken by 15% for 15 seconds when triggered. Shadow's Respite is active while in stealth mode or for 15 seconds after leaving stealth or activating Shadow Strike.

Shadow's Respite increases Force regeneration by 25% and reduces damage taken by 15% for 15 seconds when triggered. Shadow's Respite is active while in stealth mode or for 15 seconds after leaving stealth or activating Shadow Strike.

LvL23
Masked AssaultHidden Passive

Shadow Strike grants 15 seconds of Shadow's Respite. While Shadow's Respite is active, all damage taken is reduced by 15%.

Shadow Strike grants 15 seconds of Shadow's Respite. While Shadow's Respite is active, all damage taken is reduced by 15%.

LvL27
DeflectionDefensive

Increases your ranged and melee defenses by 50% for 12 seconds. Requires a melee weapon.

Increases your ranged and melee defenses by 50% for 12 seconds. Requires a melee weapon.

LvL27
Shadow SpikeOptional Passive Level 27 Option 1/3

Dealing damage with Shadow Strike from stealth stuns the target for 2 seconds. Standard and weak enemies are knocked down.

Dealing damage with Shadow Strike from stealth stuns the target for 2 seconds. Standard and weak enemies are knocked down.

LvL27
Force WaveOptional Knockback 15m Level 27 Option 2/3

Deals kinetic damage and knocks back up to 8 enemies within a 15-meter cone in front of you, unbalancing them and immobilizing them for 5 seconds. Standard and weak enemies are additionally knocked down for 3 seconds. Direct damage dealt after 2 seconds ends the immobilize effect prematurely.

Pushes enemies back.

Flashpoint Suggestion: You can use Force Wave to knock enemies off ledges for an instant kill, or Shadow Spike for a stun if no ledges will be available. Doesn't work on bosses or stronger enemies.

Operation Suggestion: You can use Force Wave to knock enemies off ledges for an instant kill, or Shadow Spike for a stun if no ledges will be available. Note that in operations lots of enemies will be immune to knockbacks.

LvL27
Force MagnetismOptional Passive Level 27 Option 3/3

Force Cloak increases movement speed by 50%. Force Speed lasts 1 second longer and slows all enemies within 5 meters by 75% for 2.5 seconds when activated.

Force Cloak increases movement speed by 50%. Force Speed lasts 1 second longer and slows all enemies within 5 meters by 75% for 2.5 seconds when activated.

Solo Suggestion: Force Magnetism can really help a stealthy character solo certain content faster, but for tangible combat benefits, you can also take Force Wave to knock enemies off ledges for an instant kill, or Shadow Spike for a stun if no ledges will be available.

LvL31
Force CloakCombat Stealth

Uses the Force to make you vanish from sight, 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.

LvL31
Mass Mind ControlDetaunt

Immediately reduces threat towards all current enemies by a moderate amount. Player targets deal 30% less damage for 6 seconds when attacking anyone other than you.

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

LvL35
Force SlowSlow 10m (short range)

Deals kinetic damage and slows the target's movement speed by 50% for 6 seconds.

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

LvL35
Clairvoyant StrikeAttack 4m (melee range)

Strikes the target twice, dealing weapon damage with each hit. Each use of this ability builds Clairvoyance, which gives Project a 50% chance to automatically trigger your Shadow Technique off of its normal rate limit. Stacks up to 2 times. Requires a double-bladed lightsaber or electrostaff. Replaces Double Strike.

Strikes the target twice, dealing weapon damage with each hit. Each use of this ability builds Clairvoyance, which gives Project a 50% chance to automatically trigger your Shadow Technique off of its normal rate limit. Stacks up to 2 times. Requires a double-bladed lightsaber or electrostaff. Replaces Double Strike.

LvL35
Circling ShadowsPassive

Double Strike, Whirling Blow, Clairvoyant Strike, Vaulting Slash, Shadow Strike, and Spinning Strike grant Circling Shadows, reducing the Force cost of your next Project or Psychokinetic Blast by 25%. Stacks up to 2 times. In addition, Project and Psychokinetic Blast have a 50% chance to attack the target twice, with the second attack dealing half damage. This second attack cannot trigger Shadow Technique.

Double Strike, Whirling Blow, Clairvoyant Strike, Vaulting Slash, Shadow Strike, and Spinning Strike grant Circling Shadows, reducing the Force cost of your next Project or Psychokinetic Blast by 25%. Stacks up to 2 times. In addition, Project and Psychokinetic Blast have a 50% chance to attack the target twice, with the second attack dealing half damage. This second attack cannot trigger Shadow Technique.

LvL35
UpheavalHidden Passive

Project and Psychokinetic Blast have a 50% chance to attack the target twice, with the second attack dealing half damage. This second attack cannot trigger Shadow Technique.

Project and Psychokinetic Blast have a 50% chance to attack the target twice, with the second attack dealing half damage. This second attack cannot trigger Shadow Technique.

LvL39
Visionary DefenseOptional Passive Level 39 Option 1/3

Clairvoyance stacks built by Clairvoyant Strike increases your damage reduction by 5% per stack. In addition, Clairvoyant Strike slows its target by 30% for 6 seconds.

Clairvoyance stacks built by Clairvoyant Strike increases your damage reduction by 5% per stack. In addition, Clairvoyant Strike slows its target by 30% for 6 seconds.

LvL39
Vision EngineOptional Passive Level 39 Option 2/3

Clairvoyance stacks built by Clairvoyant Strike increases your critical hit chance by 10% per stack.

Clairvoyance stacks built by Clairvoyant Strike increases your critical hit chance by 10% per stack.

Solo Suggestion: A 20% buff to crit chance after two clairvoyant strikes is great. Take visionary defense for damage reduction if solo and in need of some survivability.

Flashpoint Suggestion: A 20% buff to crit chance after two clairvoyant strikes is great. The buff applies to all abilities, not just clairvoyant strikes, so this damage boost is highest out of the choices.

Operation Suggestion: A 20% buff to crit chance after two clairvoyant strikes is great. The buff applies to all abilities, not just clairvoyant strikes, so this damage boost is highest out of the choices.

LvL39
Potent PerceptionOptional Passive Level 39 Option 3/3

Clairvoyant Strike deals 10% more damage and reduces the cooldown of Force Potency by 5 seconds whenever it deals damage.

Clairvoyant Strike deals 10% more damage and reduces the cooldown of Force Potency by 5 seconds whenever it deals damage.

LvL43
Force SynergyPassive

Critical hits with Force attacks increase your melee critical chance by 5% for 10 seconds.

Critical hits with Force attacks increase your melee critical chance by 5% for 10 seconds.

LvL43
Far-Sight InstrumentsOptional Passive Level 43 Option 1/3

Critically hitting with Clairvoyant Strike or a direct Force attack generates 10 Force and heals you by 1% of your max health. This effect cannot occur more than once per second.

Critically hitting with Clairvoyant Strike or a direct Force attack generates 10 Force and heals you by 1% of your max health. This effect cannot occur more than once per second.

General Suggestion: Clairvoyant Strike should be critting pretty often and the force generation here should help offset the extra 10 force cost to vaulting slash we picked at level 23!

LvL43
Battle ReadinessOptional Buff Defensive Level 43 Option 2/3

Ready yourself with the Force, immediately restoring 15% of your max health, increasing the damage of Shadow Technique by 100%, the chance to trigger Shadow Technique by 25%, and healing you when their effects are triggered. Lasts 15 seconds. The triggered healing cannot occur more than once per second. Requires a double-bladed lightsaber or electrostaff.

Ready yourself with the Force, immediately restoring 15% of your max health, increasing the damage of Shadow Technique by 100%, the chance to trigger Shadow Technique by 25%, and healing you when their effects are triggered. Lasts 15 seconds. The triggered healing cannot occur more than once per second. Requires a double-bladed lightsaber or electrostaff.

LvL43
Critical AugurOptional Passive Level 43 Option 3/3

Force spending melee attacks now benefit from Force Potency and consume its stacks. You deal additional kinetic damage to targets you critically hit with melee attacks. This effect cannot happen more than once every 6 seconds.

Force spending melee attacks now benefit from Force Potency and consume its stacks. You deal additional kinetic damage to targets you critically hit with melee attacks. This effect cannot happen more than once every 6 seconds.

LvL43
ProfundityPassive

Your Shadow Technique restores 9 force over 9 seconds when it deals damage to an enemy target. This effect cannot occur more than once every 12 seconds. In addition, Whirling Blow builds charges of Clairvoyance and Force Breach causes its target to become vulnerable for 45 seconds. Vulnerable targets take 5% more damage from Force attacks.

Your Shadow Technique restores 9 force over 9 seconds when it deals damage to an enemy target. This effect cannot occur more than once every 12 seconds. In addition, Whirling Blow builds charges of Clairvoyance and Force Breach causes its target to become vulnerable for 45 seconds. Vulnerable targets take 5% more damage from Force attacks.

LvL47
Spinning StrikeAttack 4m (melee range)

Issues a subduing strike, dealing weapon damage. Only usable on targets at or below 30% max health.

Issues a subduing strike, dealing weapon damage. Only usable on targets at or below 30% max health.

LvL47
Applied ForcePassive

Increases the damage dealt by Double Strike, Whirling Blow, Clairvoyant Strike, and Serenity Strike by 5%.

Increases the damage dealt by Double Strike, Whirling Blow, Clairvoyant Strike, and Serenity Strike by 5%.

LvL47
Low SlashStun 30m (long range)

Slashes the target low, dealing weapon damage and incapacitating the target for 4 seconds. Damage causes this effect to end prematurely. Requires a double-bladed lightsaber or electrostaff.

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.

LvL51
Intangible SpiritOptional Passive Level 51 Option 1/3

All Area effect damage is reduced by 60% for 15 seconds after Mass Mind Control is activated.

All Area effect damage is reduced by 60% for 15 seconds after Mass Mind Control is activated.

General Suggestion: As a damage player, the number one source of damage done to you is likely area damage (so long as there is a tank or tank companion around). This choice makes you MUCH more durable. That said, if you find yourself using Force Cloak a ton, Fade is also a pretty versatile choice.

LvL51
Sturdiness Optional Passive Level 51 Option 2/3

Activating Deflection grants 6 seconds of immunity to stun, sleep, lift, and incapacitating effects.

Activating Deflection grants 6 seconds of immunity to stun, sleep, lift, and incapacitating effects.

LvL51
FadeOptional Passive Level 51 Option 3/3

Reduces the cooldown of Force Cloak by 30 seconds and extends its duration by 5 seconds.

Reduces the cooldown of Force Cloak by 30 seconds and extends its duration by 5 seconds.

LvL51
Infiltration TacticsPassive

Direct damage attacks grant Infiltration Tactics, causing your next Shadow Strike to deal 20% more damage and consume 75% less Force. This effect cannot occur more than once every 10 seconds.

Direct damage attacks grant Infiltration Tactics, causing your next Shadow Strike to deal 20% more damage and consume 75% less Force. This effect cannot occur more than once every 10 seconds.

LvL60
Shadow StrideLeap 30m (long range)

Use the Force to weave through the shadows, appearing at your enemy target and increasing your movement speed by 75% for 3 seconds. Does not break stealth. Cannot be used against targets in cover. Requires a double-bladed lightsaber or electrostaff.

Jump to a faraway enemy.

LvL60
Psychokinetic BlastAttack 10m (short range)

Blasts the target with the psychokinetic power of the Force for kinetic damage. Standard and weak targets are additionally stunned for 3 seconds. Replaces Project.

Blasts the target with the psychokinetic power of the Force for kinetic damage. Standard and weak targets are additionally stunned for 3 seconds. Replaces Project.

LvL60
Potent ShadowsPassive

Force Potency and Shadow Stride build 3 Breaching Shadows, and exiting combat or activating Force Cloak in combat reduces the active cooldown of Force Potency by 60 seconds. Additionally, the critical damage dealt by Shadow Strike is increased by 30%.

Force Potency and Shadow Stride build 3 Breaching Shadows, and exiting combat or activating Force Cloak in combat reduces the active cooldown of Force Potency by 60 seconds. Additionally, the critical damage dealt by Shadow Strike is increased by 30%.

LvL60
Fracturing ForceHidden Passive

Activating Shadow Stride builds 3 Breaching Shadows.

Activating Shadow Stride builds 3 Breaching Shadows.

LvL64
Kinetic SurgeOptional Passive Level 64 Option 1/3

Increases your movement speed by 15% and your effective stealth level by 10. Activating Project, Psychokinetic Blast, or Squelch increases your movement speed by 50% for 9 seconds. This effect cannot occur more than once every 18 seconds.

Increases your movement speed by 15% and your effective stealth level by 10. Activating Project, Psychokinetic Blast, or Squelch increases your movement speed by 50% for 9 seconds. This effect cannot occur more than once every 18 seconds.

LvL64
Force PhaseOptional Passive Level 64 Option 2/3

Force Speed and Shadow Stride grants Force Phase, removing all movement-impairing effects and granting immunity to them for 2 seconds.

Force Speed and Shadow Stride grants Force Phase, removing all movement-impairing effects and granting immunity to them for 2 seconds.

LvL64
LambasteOptional Passive Level 64 Option 3/3

Increases the damage dealt by Whirling Blow by 25%.

Increases the damage dealt by Whirling Blow by 25%.

General Suggestion: Unlike the other two Shadow disciplines that don't rely on Whirling Blow's damage so much, Infiltration can make great use of this talent. Take it by default, unless you don't need the AoE, which frees you up to take Force Phase to get out of slows and roots faster.

LvL68
Cleaving CutOptional Area Attacks 5m (melee range) Level 68 Option 1/3

Strikes targets in a cone, dealing weapon damage and slowing their movement speed by 50% and applying Kinetic Veil to you for 3 seconds. Kinetic Veil increases the damage of your Force attacks by 5% and your damage reduction by 5% for each target hit with Cleaving Cut. Requires a double-bladed lightsaber or electrostaff.

Strikes targets in a cone, dealing weapon damage and slowing their movement speed by 50% and applying Kinetic Veil to you for 3 seconds. Kinetic Veil increases the damage of your Force attacks by 5% and your damage reduction by 5% for each target hit with Cleaving Cut. Requires a double-bladed lightsaber or electrostaff.

LvL68
Force LiftOptional Crowd Control 30m (long range) Level 68 Option 2/3

Lifts the target helplessly into the air, preventing all action for up to 8 seconds. Non-player, non-standard, and non-weak targets heal rapidly while lifted out of harm's way. Damage causes this effect to end prematurely and stuns the target for 2 seconds.

Your crowd control (CC) is a special type of stun you can only use 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.

LvL68
ResilienceOptional Defensive Level 68 Option 3/3

Purges all hostile removable effects and increases your chance to resist Force and tech attacks by 200% for 3 seconds. Does not break Stealth.

Purges all hostile removable effects and increases your chance to resist Force and tech attacks by 200% for 3 seconds. Does not break Stealth.

General Suggestion: A self cleanse is very useful in pretty much every form of group content not to mention this is an extremely powerful "usually-only-for-tanks" defensive cooldown! Take as default for sure.

LvL68
Shadow's MarkPassive

Shadow Strike sunders its target for 45 seconds. Sundered targets have their armor reduced by 20%.

Shadow Strike sunders its target for 45 seconds. Sundered targets have their armor reduced by 20%.

LvL73
Stalker's SwiftnessOptional Passive Level 73 Option 1/3

Shadow Stride grants Stalker's Swiftness, allowing your next Spinning Strike to be used on any target, regardless of remaining health. Stalker's Swiftness lasts for 10 seconds. Additionally, if the target of your Shadow Stride is killed within 10 seconds of using Shadow Stride, Shadow Stride's cooldown is reset.

Shadow Stride grants Stalker's Swiftness, allowing your next Spinning Strike to be used on any target, regardless of remaining health. Stalker's Swiftness lasts for 10 seconds. Additionally, if the target of your Shadow Stride is killed within 10 seconds of using Shadow Stride, Shadow Stride's cooldown is reset.

LvL73
CelerityOptional Passive Level 73 Option 2/3

Reduces the cooldown of Mind Snap by 2 seconds, Force of Will by 30 seconds, and Force Speed by 5 seconds.

Reduces the cooldown of Mind Snap by 2 seconds, Force of Will by 30 seconds, and Force Speed by 5 seconds.

LvL73
Cloak of ResilienceOptional Passive Level 73 Option 3/3

Activating Force Cloak grants 2 seconds of Resilience.

Activating Force Cloak grants 2 seconds of Resilience.

General Suggestion: With Spinning Strike being less useful lately, Stalker's Swiftness isn't really a needed choice for your rotation. 2 seconds of Resilience will help guarantee your survival in sticky situations though!

LvL73
JudgementPassive

Increases all damage dealt to targets below 30% of max health by 3%. Additionally, reduces the Force consumed by Spinning Strike by 10.

Increases all damage dealt to targets below 30% of max health by 3%. Additionally, reduces the Force consumed by Spinning Strike by 10.

LvL78
Kinetic FieldPassive

Dealing critical damage grants Kinetic Field, increasing damage reduction by 3% for 15 seconds. Stacks up to 3 times.

Dealing critical damage grants Kinetic Field, increasing damage reduction by 3% for 15 seconds. Stacks up to 3 times.

Milestones

  • At Level 15 you will get your first exclusive ability only the Infiltration Shadow has, it will be called Vaulting Slash.
  • At Level 23 you will get to choose a way to change how Vaulting Slash 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 Infiltration 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 Infiltration Shadow gets, it will be called Clairvoyant Strike.
  • At Level 39 you will get to choose a way to change how Clairvoyant Strike works from three different options in your Ability Tree.
  • At Level 47 and 60 you will get your last two exclusive abilities only the Infiltration Shadow has, Low Slash and Psychokinetic Blast.
  • 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 Shadow.
  • 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.
Learn Your Class
Combat StyleDisciplineRoleDisciplineCombat Style
SentinelWatchman DOT DamageAnnihilationMarauder
Combat Burst DamageCarnage
Concentration Burst DamageFury
GuardianDefenseTankImmortalJuggernaut
Vigilance DOT (AOE) DamageVengeance
Focus Burst DamageRage
ShadowKinetic CombatTankDarkness
Assassin
Infiltration Burst DamageDeception
Serenity DOT DamageHatred
SageSeer HealerCorruptionSorcerer
Telekinetics Burst DamageLightning
Balance DOT DamageMadness
VanguardShield SpecialistTankShield
Tech
Powertech
Plasmatech DOT DamagePyrotech
Tactics
Burst DamageAdvanced Prototype
CommandoCombat Medic HealerBodyguardMercenary
Gunnery Burst DamageArsenal
Assault Specialist DOT DamageInnovative Ordnance
ScoundrelSawbones HealerMedicineOperative
Scrapper Burst DamageConcealment
Ruffian DOT DamageLethality
GunslingerSharpshooter Burst DamageMarksmanshipSniper
Saboteur DOT DamageEngineering
Dirty Fighting DOT DamageVirulence
Learn Your Mirror
Combat StyleDisciplineRoleDisciplineCombat Style
VanguardShield SpecialistTankShield
Tech
Powertech
Plasmatech DamagePyrotech
Tactics
DamageAdvanced Prototype
CommandoCombat Medic HealerBodyguardMercenary
Gunnery DamageArsenal
Assault Specialist DamageInnovative Ordnance
ScoundrelSawbones HealerMedicineOperative
Scrapper DamageConcealment
Ruffian DamageLethality
GunslingerSharpshooter DamageMarksmanshipSniper
Saboteur DamageEngineering
Dirty Fighting DamageVirulence
SentinelWatchman DamageAnnihilationMarauder
Combat DamageCarnage
Concentration DamageFury
GuardianDefenseTankImmortalJuggernaut
Vigilance DamageVengeance
Focus DamageRage
ShadowKinetic CombatTankDarkness
Assassin
Infiltration DamageDeception
Serenity DamageHatred
SageSeer HealerCorruptionSorcerer
Telekinetics DamageLightning
Balance DamageMadness

Thank you...

One:

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

@Sonji31 (Main Image), Swtorista (Knight on Tython), Swtorista (Knight with lightsaber in air), @phyreblade (Combat section), Swtorista (Sentinel), Swtorista (Watchman), Swtorista (Combat), @Drevina_Flynn (Concentration), @Lady_Alenko I think (Story), @kirkunit (Vigilance), @VirtualRambling (Defense), @AshiaSature (Focus), @underlurker (Armor & Weapons), @Lady_Alenko I think (Story), @MagSulDeruyter (Jedi vs Sith in story section), @AshiaSature (Species), @AJ_Darling (Dark Side Knight), @Lady_Alenko I think (Companions), @Lady_Alenko, @RevanchistOrdo

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

@FibroJedi (Main Image), Swtorista, Swtorista, Swtorista, @loreleif (Togruta Shadow), @JaydenzOmega (Kinetic Combat), @MagSulDeruyter (Serenity), @celyntheraven (Infiltration), @IntisarNOR (Seer), @phyreblade (Telekinetics), @FibroJedi (Balance), Swtorista (Chiss in Story), @loreleif (Togruta Shadow again), @Kayeri (Dark-Side Consular), @MagSulDeruyter (Armor & Weapons), Swtorista (Companions shot)

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

@travisteaspoon (Main Image), Swtorista (Throne image), @phyreblade (lightsaber raised image), @Failtasmagoria (Sith Warrior Combat), @phyreblade(Marauder), @Duccisan (Annihilation), @celyntheraven (Carnage), @SatiricalSanity (Fury), @celyntheraven (Juggernaut), @tomlewookie (Vengeance), @ecxrin (Rage), @salvador_242 (Immortal), @travisteaspoon (Light side), @tomlewookie (Armor & Weapons), @2JustinElliott (Companions), @Sanne_Leetz (Species)

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

@AJ_Darling (Main Image), Swtorista (glowing purple eyes), Swtorista (lightning arms in air), @NonbinarySaru (Combat), @adsinmalgusland (Species), @travisteaspoon (Light Side), @Darth_Amarth (Armor & Weapons), Swtorista (companions), @Sutherland1P (Assassin), @Caelvin_Dulany (Deception), @Sutherland1P (Darkness), @Kagetheorc (Hatred), @scarletguard (Sorcerer), @phyreblade (Lightning), Swtorista (Corruption), @ecxrin (Madness)

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

Kogass, Aflixion Starr, Helleboros, Kal at @TodayinTor, @Aylas494, @thaddrim, and Eksys

  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!