Shadow Serenity Basics Guide
Serenity
The Serenity Shadow is ever mindful that the Force ebbs and flows, and uses this knowledge to great advantage. Able to wield the Force against multiple targets while wresting vitality from the enemy, the Serenity Shadow can even stand up to opponents in close combat.
- Role: Damage
- Type: Damage Over time
- Weapon: Double-bladed Lightsaber
- Distance: Short Range
- Mirror: Sorcerer – Hatred
Serenity for New Players
- Serenity is a damage-over-time discipline – you’ll have to watch and track the timers of two of the attack debuffs you place on your enemies, making it a slightly harder discipline to play.
- Serenity is mostly melee range, which 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, force speed to get there faster, and one of your main longer-range abilities will root your enemy in place so they can’t move.
- This style is very mobile and you can easily run and jump around while fighting without any issues! Two of your abilities have a longer range if you get a little lost too.
- If you are able to watch your debuff timers, this discipline is decently easy to learn with a guide.
How to play a Serenity Shadow
You can start playing Serenity at level 1. To start playing Serenity, 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 Serenity from the three options. This choice is not permanent, you will be able to switch between all three options by finding a rest location like a cantina.
Updated for 7.2!
Below Level 80
If you are below level 80, there are no true guides available to tell you what specific abilities you should be using, because the ideal rotation would change every level.
Instead, you can use this guide to figure out which of your abilities are attacks, which are defensive, and which are just useful.
5 Ability Basic Rotation
Not quite ready to learn all your abilities yet? Use this quick 5-ability rotation for the Serenity Shadow until you’re ready to read and learn from a true level 80 guide.
- Force Breach and Sever Force are your main Damage over Time (DoT) abilities that needs to be constantly on your target. Set them once and only re-apply when they’re about to fall off. Both of these abilities will make up the bulk of your damage output when kept on the target 100% of the time!
- Squelch is your third DoT but it works a little differently. It ticks and runs out much faster than the other two but does a ton of damage. Keep an eye on this ability and make sure to use it whenever it sparkles.
- Force in Balance buffs the damage your DoTs do greatly, so use it whenever it’s available. Double click or double tap the Force in Balance key to place it immediately on your target’s location, instead of having to aim where it lands.
- Serenity Strike is your signature lightsaber move, and is next in your priority to use when Force in Balance is done and your DoTs are still on the target!
- Saber Strike will be your filler ability between DoT abilities so you don’t run out of energy.
More than 3 Enemies
- Whirling Blow is a great Area Damage attack because it will spread your DoTs from one target to all others caught in the same attack! Put your DoTs on the highest health enemy and then whirling blow to spread it to all of them. Spam it when you have nothing else to use for AoE as well.
- Force in Balance will boost the effectiveness of all your DoTs on multiple targets, so drop this on as many as you can after spreading with whirling blow.
Extra Tips
- Shadow Stride is an exceptionally useful mobility move that instantly moves you to the target. Will also enable you to use Spinning Strike below:
- Spinning Strike is another melee ability you can work into the rotation: above 30% HP on your target it will only be made useable by Shadow Striding (and will glow), but can be used more often below this amount of HP as a powerful filler attack and a way to reset the cooldown of Squelch.
- If you have extra energy, you can replace Saber Strike with Double Strike when your Force energy allows.
- Feeling Spicy? Force Potency can be used to buff the damage of attacks like Serenity and Spinning Strike, and it’s cooldown is reduced by critical hits from your DoTs. Activate on cooldown.
- 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.
Before you play…
Making your Force Breach (every 17 seconds) and Sever Force (every 17 seconds) debuffs more visible on your enemy can make it easier to know when they are about to fall off.
- Press ESC on your keyboard, choose Interface Editor from the menu
- Select the “Target Frame” box where the portrait of your enemy would appear
- In the center box, scroll down and check 🔲 Highlight Debuff, then scroll down more and check 🔲 Personal Debuffs
- Save. This will show your own debuffs highlighted in gold so you don’t mix them up with your groups’!
Unlike many other classes, you will need to watch your debuffs more closely while playing Serenity.
Discipline | Tactical | Legendary | Stats |
---|---|---|---|
Guardian Defense Juggernaut Immortal | Grit Teeth Jaw Breaker, Hord’s Makashi Strike and Leviathan’s Hide are good alternatives | Force Resistance + Retaliator | Shield: 5500-6000 Absorb: remaining tertiary stats |
Guardian Vigilance Juggernaut Vengeance | Hemophilic Slash (Single Target), Cut to Pieces (AoE) | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Guardian Focus Juggernaut Rage | Cauterized Coronary | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Watchman Marauder Annihilation | Spiteful Saber | Fearless Victor + Berserker’s Call and Dispatcher are all viable options | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Combat Marauder Carnage | Shard of Mortis | Fearless Victor + Dispatcher | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Sentinel Concentration Marauder Fury | Cauterized Conary | Fearless Victor + Berserker’s Call | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Telekinetics Sorcerer Lightning | Stormwatch | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 560 (2.14%) • 1.3 GCD = 3209 (10.38%) • 1.2 GCD = 8296 (20%) • 1.1 GCD under PS = 3596 (16.366) With Alacrity Guild Perk • 1.3 GCD = 1494 • 1.1 GCD under PS = 1801 |
Sage Seer Sorcerer Corruption | One for All | Unmatched Haste + Revitalize or Dynamic Force are all considered viable as of now | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Balance Sorcerer Madness | Tempest of Rho | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Kinetic Combat Assassin Darkness | Two Cloaks, The Life Warden, Ancient Tome of Wrath and Shroud of a Shadow as potential alternatives | Dynamic Force + Force Resistance or Ballast Point is fine if you prefer to use pieces with tanking stats | Shield: 5000-5500 Absorb: remaining tertiary stats |
Shadow Infiltration Assassin Deception | The Awakened Flame | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Serenity Assassin Hatred | Two Time Trouble | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Combat Medic Mercenary Bodyguard | SC-4 Treatment Scanner | Advanced Scanning + Concentrated Fire or Overcharged Cells seem to all be viable options | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Gunnery Mercenary Arsenal | Primed Ignition (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Commando Assault Specialist Mercenary Innovative Ordnance | Energized Charges (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Shield Specialist Powertech Shield Tech | Thermal Screen (Single Target), Oil Fire (AoE), The Life Warden | Supercommando + Squad Leader | Shield: 6000 - 6500 Absorb: remaining tertiary stats |
Vanguard Plasmatech Powertech Pyrotech | Superheated Fuel | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Tactics Powertech Advanced Prototype | Overwhelming Offense | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Sharpshooter Sniper Marksmanship | Agitating Energies | Locked and Loaded + Improved Targeting use Energy Regulators if you experience energy issues | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Saboteur Sniper Engineering | Ruthless Interrogation | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Dirty Fighting Sniper Virulence | Exploited Weakness (Single Target), Airborne Agents (AoE) | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: 2700 - 2800 With Alacrity Guild Perk 1100 - 1300 |
Scoundrel Sawbones Operative Medicine | Critical Surgery and Diagnostics Probe are both viable alternatives | Tactician + Aggressive Treatment or Field Medic | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Scrapper Operative Concealment | Acid Lash (Single Target), Explosive Cells (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Ruffian Operative Lethality | Synox Shots (Single Target), Viral Elements (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Ready to learn more about your class, and how to play at a higher skill level? These guides by other players break down your class's abilities and your full rotation!
Guides
- Serenity / Hatred 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Hatred / Serenity PVP Guide by Ivano on YouTube (7.3)
- Serenity Shadow Guide by Biggs on YouTube (7.01)
- Serenity Shadow PvE Guide and Best Builds by Endonae on vulkk.com (7)
Attacks
- Saber Strike - Basic AttackLevel 1
- Force Breach - AttackLevel 1
- Double Strike - AttackLevel 1
- Project - AttackLevel 4
- Whirling Blow - Area AttackLevel 7
- Shadow Strike - AttackLevel 12
- Force in Balance - Area AttackLevel 15
- Squelch - AttackLevel 35 REPLACES Project at Level 35+
- Spinning Strike - AttackLevel 47
- Sever Force - AttackLevel 47
- Serenity Strike - AttackLevel 60 REPLACES Shadow Strike at Level 60+
- Cleaving Cut - Optional Area Attacks Level 68 Option 1/3Level 68
Multiple Enemy Attack Abilities
These Serenity attacks are useful for attacking groups of enemies.
- Whirling Blow - Area AttackLevel 7
- Force in Balance - Area AttackLevel 15
- Cleaving Cut - Optional Area Attacks Level 68 Option 1/3Level 68
Buffs
You can combine your Serenity 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 1/3Level 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.
- Deflection - DefensiveLevel 27
- Battle Readiness - Optional Buff Defensive Level 43 Option 1/3Level 43
- Resilience - Optional Defensive Level 68 Option 3/3Level 68
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 when your enemy is outside of combat. You use it before a fight, to temporarily knock an opponent out of the fight while you deal with the other enemies. Accidentally damaging your crowd control'd target will wake them up.Level 19
- Force Wave - Optional Knockback Level 27 Option 1/3 - 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
- 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 when your enemy is outside of combat. You use it before a fight, to temporarily knock an opponent out of the fight while you deal with the other enemies. Accidentally damaging your crowd control'd target will wake them up.Level 68
Tree Choices
As you level up, you will be able to make choices about how you play your Serenity 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 Serenity 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 Serenity Shadow.
Level 23 Choice: Force in Balance Change
Choose from one of three ways that you want Force in Balance to change at level 23. Your options are Serene Balance, Balancing Field, and Pervasive Balance.
Deals internal damage and redistributes life from affected targets to heal you for 10% of the damage dealt. Strikes up to 8 targets within a 5-meter radius.
Force in Balance restores 5 Force for each enemy hit and reduces the cooldown of Force Potency by 5 seconds for each hit.
Force in Balance restores 5 Force for each enemy hit and reduces the cooldown of Force Potency by 5 seconds for each hit.
Force in Balance gains an additional ability charge, allowing it to be used again before going on cooldown. Killing an enemy or activating Force Potency generates one charge.
Force in Balance gains an additional ability charge, allowing it to be used again before going on cooldown. Killing an enemy or activating Force Potency generates one charge.
Force in Balance deals 15% more damage and increases your armor penetration by 12.5% for each target it hits for 10 seconds.
Force in Balance deals 15% more damage and increases your armor penetration by 12.5% for each target it hits for 10 seconds.
Multi-Enemy Solo Suggestion: Serene Balance - A Force in Balance on every large pack of enemies should help you have a Force Potency ready each time. Great dps boost for AoEing weak stuff.
Solo Single-Strong-Enemy Suggestion: Pervasive Balance - Pervasive Balance's Armor Penetration makes it the best choice for most scenarios.
Flashpoint Suggestion: Pervasive Balance - Pervasive Balance's Armor Penetration makes it the best choice for most scenarios.
Operation Suggestion: Pervasive Balance - Pervasive Balance's Armor Penetration makes it the best choice for most scenarios.
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 Serenity Shadow for the Level 27 choice are Force Wave, Shadow Spike, and Force Magnetism.
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.
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 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 Single-Strong-Enemy 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.
Multi-Enemy 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: Squelch Change
Choose from one of three ways that you want Squelch to change at level 39. Your options are Destruction Ray, Ensue, and Smite.
Squelches the target with mighty force, dealing kinetic damage initially, plus an additional kinetic damage over 6 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Replaces Project.
Squelch now deals all its periodic damage over 1 second.
Squelch now deals all its periodic damage over 1 second.
Dealing damage with Squelch applies Ensue to the target, increasing the critical hit chance of your periodic effects by 20%. Lasts for 10 seconds.
Dealing damage with Squelch applies Ensue to the target, increasing the critical hit chance of your periodic effects by 20%. Lasts for 10 seconds.
Whenever a target affected by your Squelch dies, it bounces to the nearest target, instantly dealing its initial damage and priming the target for being Smited, causing Squelch to deal an additional 25% damage on initial hit.
Whenever a target affected by your Squelch dies, it bounces to the nearest target, instantly dealing its initial damage and priming the target for being Smited, causing Squelch to deal an additional 25% damage on initial hit.
General Suggestion: Ensue - As a build focused on periodic damage, a 20% crit chance for them is extremely strong. The other choices kind of change how Squelch works but doesn't return nearly as much damage bonus as this choice does for free.
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 Serenity Shadow for the Level 43 choice are Battle Readiness, Longing Force, and Hallowing.
Ready yourself with the Force, immediately restoring 15% of your max health. While active, Battle Readiness increases the life stolen by your abilities by 50%, the damage of Force Technique by 50%, the chance to trigger Force Technique by 25%, and healing you whenever it is triggered. 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. While active, Battle Readiness increases the life stolen by your abilities by 50%, the damage of Force Technique by 50%, the chance to trigger Force Technique by 25%, and healing you whenever it is triggered. The triggered healing cannot occur more than once per second. Requires a double-bladed lightsaber or electrostaff.
The critical hit chance, critical hit damage, and life stolen of your periodic effects is increased by 10%. Whenever you are healed by a Serenity discipline effect, you generate 2 Force.
The critical hit chance, critical hit damage, and life stolen of your periodic effects is increased by 10%. Whenever you are healed by a Serenity discipline effect, you generate 2 Force.
Killing an enemy or activating Force Potency resets the cooldowns of all melee attacks and Squelch and increases their damage by 10% for 20 seconds. Stacks up to 2 times.
Killing an enemy or activating Force Potency resets the cooldowns of all melee attacks and Squelch and increases their damage by 10% for 20 seconds. Stacks up to 2 times.
General Suggestion: Hallowing - Being able to use Force Potency to reset the cooldowns of Squelch and your melee strikes is huge, as they are the rotational abilities with the longest cooldowns. Learn to use Force potency at the right times with this choice and get huge DPS gains!
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 Serenity Shadow for the Level 51 choice are Intangible Spirit, Sturdiness , and Fade.
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.
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.
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 Serenity Shadow for the Level 64 choice are Kinetic Surge, Force Phase, and Lambaste.
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 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.
Increases the damage dealt by Whirling Blow by 25%.
Increases the damage dealt by Whirling Blow by 25%.
General Suggestion: Force Phase - Slow/root break is a great default choice for Serenity as unlike Infiltration it really doesn't need a buff to whirling blow. Kinetic Surge is also viable as an all-around movement speed boost.
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 Serenity Shadow for the Level 68 choice are Cleaving Cut, Force Lift, and Resilience.
Strikes targets in a cone, dealing weapon damage and slowing their movement speed by 50% for 3 seconds and healing you for 50% of the damage dealt. Requires a double-bladed lightsaber or electrostaff.
Strikes targets in a cone, dealing weapon damage and slowing their movement speed by 50% for 3 seconds and healing you for 50% of the damage dealt. Requires a double-bladed lightsaber or electrostaff.
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 when your enemy is outside of combat. You use it before a fight, to temporarily knock an opponent out of the fight while you deal with the other enemies. Accidentally damaging your crowd control'd target will wake them up.
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.
Multi-Enemy Solo Suggestion: Cleaving Cut - The extra AoE ability can be nice for big pulls of trash but wouldn't bring this to any single target/group content stuff.
Solo Single-Strong-Enemy 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.
Flashpoint 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.
Operation 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 Serenity Shadow for the Level 73 choice are Stalker's Swiftness, Celerity, and Cloak of Resilience.
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.
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.
Activating Force Cloak grants 2 seconds of Resilience.
Activating Force Cloak grants 2 seconds of Resilience.
General Suggestion: Stalker's Swiftness - This choice is pretty rotationally important to Serenity due to the Spinning Strike reset. If you can handle the DPS loss, Cloak of Resilience is still a strong defensive option.
All Abilities
All your abilities for the Serenity Shadow.
Lvl | Icon | Ability |
---|---|---|
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 | Force BreachAttack 10m (short range) Blast the target with raw Force energy, dealing kinetic damage over 18 seconds. Blast the target with raw Force energy, dealing kinetic damage over 18 seconds. | |
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 | AdjudicationPassive Increases the critical strike damage dealt by Double Strike, Spinning Strike, and Serenity Strike by 12% and reduces the Force Cost of Spinning Strike by 3. Increases the critical strike damage dealt by Double Strike, Spinning Strike, and Serenity Strike by 12% and reduces the Force Cost of Spinning Strike by 3. | |
LvL1 | Force FocusHidden Passive Force Breach deals 30% more damage, and the critical hit chance of Force Technique is increased by 50%. Force Breach deals 30% more damage, and the critical hit chance of Force Technique is increased by 50%. | |
LvL1 | Mind QuellHidden Passive Increases the damage dealt by Squelch by 20%. Increases the damage dealt by Squelch by 20%. | |
LvL1 | Mental PotencyHidden Passive Reduces the Force consumed by Force in Balance by 20. Reduces the Force consumed by Force in Balance by 20. | |
LvL1 | Potent SerenityHidden Passive Critically hitting with periodic damage reduces the cooldown of Force Potency by 2 seconds. Critically hitting with periodic damage reduces the cooldown of Force Potency by 2 seconds. | |
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 in BalanceArea Attack 10m (short range) Deals internal damage and redistributes life from affected targets to heal you for 10% of the damage dealt. Strikes up to 8 targets within a 5-meter radius. Deals internal damage and redistributes life from affected targets to heal you for 10% of the damage dealt. Strikes up to 8 targets within a 5-meter radius. | |
LvL15 | Mind and BodyPassive Reduces the damage taken from all periodic effects by 15%. In addition, Mass Mind Control increases your damage reduction by 30% for 6 seconds. Additionally, the critical hit chance of Force Technique is increased by 50%. Reduces the damage taken from all periodic effects by 15%. In addition, Mass Mind Control increases your damage reduction by 30% for 6 seconds. Additionally, the critical hit chance of Force Technique is increased by 50%. | |
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 when your enemy is outside of combat. You use it before a fight, to temporarily knock an opponent out of the fight while you deal with the other enemies. Accidentally damaging your crowd control'd target will wake them up. | |
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 | Serene BalanceOptional Passive Level 23 Option 1/3 Force in Balance restores 5 Force for each enemy hit and reduces the cooldown of Force Potency by 5 seconds for each hit. Force in Balance restores 5 Force for each enemy hit and reduces the cooldown of Force Potency by 5 seconds for each hit. Solo Many-Enemy Suggestion: A Force in Balance on every large pack of enemies should help you have a Force Potency ready each time. Great dps boost for AoEing weak stuff. | |
LvL23 | Balancing FieldOptional Passive Level 23 Option 2/3 Force in Balance gains an additional ability charge, allowing it to be used again before going on cooldown. Killing an enemy or activating Force Potency generates one charge. Force in Balance gains an additional ability charge, allowing it to be used again before going on cooldown. Killing an enemy or activating Force Potency generates one charge. | |
LvL23 | Pervasive BalanceOptional Passive Level 23 Option 3/3 Force in Balance deals 15% more damage and increases your armor penetration by 12.5% for each target it hits for 10 seconds. Force in Balance deals 15% more damage and increases your armor penetration by 12.5% for each target it hits for 10 seconds. General Suggestion: Pervasive Balance's Armor Penetration makes it the best choice for most scenarios. | |
LvL23 | Prolific JusticePassive Whirling Blow and Cleaving Cut spread your periodic Force Breach and Sever Force effects to the targets they damage, as long as it damages targets already affected by your Force Breach and Sever Force. In addition, Force in Balance overwhelms its targets for 45 seconds. Overwhelmed targets take 10% more damage from area attacks. Whirling Blow and Cleaving Cut spread your periodic Force Breach and Sever Force effects to the targets they damage, as long as it damages targets already affected by your Force Breach and Sever Force. In addition, Force in Balance overwhelms its targets for 45 seconds. Overwhelmed targets take 10% more damage from area attacks. | |
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 | Force WaveOptional Knockback 15m Level 27 Option 1/3 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 | Shadow SpikeOptional Passive Level 27 Option 2/3 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 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 Single-Enemy 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. Solo Many-Enemy 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 | SquelchAttack 10m (short range) Squelches the target with mighty force, dealing kinetic damage initially, plus an additional kinetic damage over 6 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Replaces Project. Squelches the target with mighty force, dealing kinetic damage initially, plus an additional kinetic damage over 6 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Replaces Project. | |
LvL35 | Force SuppressionPassive Force in Balance now suppresses resistance to the Force, increasing the damage the targets suffer from your next 15 periodic damaging abilities by 15%. Lasts 30 seconds. Force in Balance now suppresses resistance to the Force, increasing the damage the targets suffer from your next 15 periodic damaging abilities by 15%. Lasts 30 seconds. | |
LvL39 | Destruction RayOptional Passive Level 39 Option 1/3 Squelch now deals all its periodic damage over 1 second. Squelch now deals all its periodic damage over 1 second. | |
LvL39 | EnsueOptional Passive Level 39 Option 2/3 Dealing damage with Squelch applies Ensue to the target, increasing the critical hit chance of your periodic effects by 20%. Lasts for 10 seconds. Dealing damage with Squelch applies Ensue to the target, increasing the critical hit chance of your periodic effects by 20%. Lasts for 10 seconds. General Suggestion: As a build focused on periodic damage, a 20% crit chance for them is extremely strong. The other choices kind of change how Squelch works but doesn't return nearly as much damage bonus as this choice does for free. | |
LvL39 | SmiteOptional Passive Level 39 Option 3/3 Whenever a target affected by your Squelch dies, it bounces to the nearest target, instantly dealing its initial damage and priming the target for being Smited, causing Squelch to deal an additional 25% damage on initial hit. Whenever a target affected by your Squelch dies, it bounces to the nearest target, instantly dealing its initial damage and priming the target for being Smited, causing Squelch to deal an additional 25% damage on initial hit. | |
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 | Battle ReadinessOptional Buff Defensive Level 43 Option 1/3 Ready yourself with the Force, immediately restoring 15% of your max health. While active, Battle Readiness increases the life stolen by your abilities by 50%, the damage of Force Technique by 50%, the chance to trigger Force Technique by 25%, and healing you whenever it is triggered. 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. While active, Battle Readiness increases the life stolen by your abilities by 50%, the damage of Force Technique by 50%, the chance to trigger Force Technique by 25%, and healing you whenever it is triggered. The triggered healing cannot occur more than once per second. Requires a double-bladed lightsaber or electrostaff. | |
LvL43 | Longing ForceOptional Passive Level 43 Option 2/3 The critical hit chance, critical hit damage, and life stolen of your periodic effects is increased by 10%. Whenever you are healed by a Serenity discipline effect, you generate 2 Force. The critical hit chance, critical hit damage, and life stolen of your periodic effects is increased by 10%. Whenever you are healed by a Serenity discipline effect, you generate 2 Force. | |
LvL43 | HallowingOptional Passive Level 43 Option 3/3 Killing an enemy or activating Force Potency resets the cooldowns of all melee attacks and Squelch and increases their damage by 10% for 20 seconds. Stacks up to 2 times. Killing an enemy or activating Force Potency resets the cooldowns of all melee attacks and Squelch and increases their damage by 10% for 20 seconds. Stacks up to 2 times. General Suggestion: Being able to use Force Potency to reset the cooldowns of Squelch and your melee strikes is huge, as they are the rotational abilities with the longest cooldowns. Learn to use Force potency at the right times with this choice and get huge DPS gains! | |
LvL43 | Force StrikePassive Melee attacks that strike a target affected by your Force Breach grant Force Strike, finishing the cooldown on Squelch and making your next Squelch consume no Force. Additionally, activating Shadow Stride grants Force Strike, but Force Strike cannot occur more than once every 9 seconds. Melee attacks that strike a target affected by your Force Breach grant Force Strike, finishing the cooldown on Squelch and making your next Squelch consume no Force. Additionally, activating Shadow Stride grants Force Strike, but Force Strike cannot occur more than once every 9 seconds. | |
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 | Sever ForceAttack 30m (long range) Weakens the target, freezing it in place for 2 seconds and dealing internal damage over 18 seconds. The immobilizing effect cannot occur more than once every 9 seconds. Weakens the target, freezing it in place for 2 seconds and dealing internal damage over 18 seconds. The immobilizing effect cannot occur more than once every 9 seconds. | |
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 | Drain MindPassive Increases all periodic damage dealt by 15% and increases the life redirected by Force in Balance by 100% and causes Sever Force and Force Technique's Force Breach effect to steal life from enemy targets, healing you for 10% of the damage they deal. Increases all periodic damage dealt by 15% and increases the life redirected by Force in Balance by 100% and causes Sever Force and Force Technique's Force Breach effect to steal life from enemy targets, healing you for 10% of the damage they deal. | |
LvL51 | Psychic AbsorptionHidden Passive Increases the life redirected by Force in Balance by 100% and causes Sever Force and Force Techniques's Force Breach effect to steal life from enemy targets, healing you for 10% of the damage they deal. Increases the life redirected by Force in Balance by 100% and causes Sever Force and Force Techniques's Force Breach effect to steal life from enemy targets, healing you for 10% of the damage they deal. | |
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 | Serenity StrikeAttack 4m (melee range) Redistributes life from an enemy, dealing weapon damage to the target and healing you for 100% of the damage dealt. Requires a double-bladed lightsaber or electrostaff. Replaces Shadow Strike. Redistributes life from an enemy, dealing weapon damage to the target and healing you for 100% of the damage dealt. Requires a double-bladed lightsaber or electrostaff. Replaces Shadow Strike. | |
LvL60 | Rebounding ForcePassive Sever Force now deals 10% additional damage, and when your Force Technique deals damage, it restores 5 Force. Sever Force now deals 10% additional damage, and when your Force Technique deals damage, it restores 5 Force. | |
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. General Suggestion: Slow/root break is a great default choice for Serenity as unlike Infiltration it really doesn't need a buff to whirling blow. Kinetic Surge is also viable as an all-around movement speed boost. | |
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%. | |
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% for 3 seconds and healing you for 50% of the damage dealt. Requires a double-bladed lightsaber or electrostaff. Strikes targets in a cone, dealing weapon damage and slowing their movement speed by 50% for 3 seconds and healing you for 50% of the damage dealt. Requires a double-bladed lightsaber or electrostaff. Solo Many-Enemy Suggestion: The extra AoE ability can be nice for big pulls of trash but wouldn't bring this to any single target/group content stuff. | |
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 when your enemy is outside of combat. You use it before a fight, to temporarily knock an opponent out of the fight while you deal with the other enemies. Accidentally damaging your crowd control'd target will wake them up. | |
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 | Crush SpiritPassive Your damaging periodic effects have a 30% chance to trigger Crush Spirit, which finishes the active cooldown on Spinning Strike and makes your next Spinning Strike usable on a target with any health level. This effect cannot occur more than once every 15 seconds. Your damaging periodic effects have a 30% chance to trigger Crush Spirit, which finishes the active cooldown on Spinning Strike and makes your next Spinning Strike usable on a target with any health level. This effect cannot occur more than once every 15 seconds. | |
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. General Suggestion: This choice is pretty rotationally important to Serenity due to the Spinning Strike reset. If you can handle the DPS loss, Cloak of Resilience is still a strong defensive option. | |
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. | |
LvL73 | Aching MindPassive Force in Balance, Squelch, and your periodic damage abilities deal 25% more damage on targets under 30% health. Force in Balance, Squelch, and your periodic damage abilities deal 25% more damage on targets under 30% health. | |
LvL78 | Atrophying AttacksPassive Dealing melee damage increases the critical chance of your damaging periodic effects by 20% for 10 seconds. In addition, Serenity Strike deals 20% more damage to targets below 30% health and restores 4 Force for each of your active periodic damaging effects on the target, up to 3. Dealing melee damage increases the critical chance of your damaging periodic effects by 20% for 10 seconds. In addition, Serenity Strike deals 20% more damage to targets below 30% health and restores 4 Force for each of your active periodic damaging effects on the target, up to 3. | |
LvL78 | Serene PoiseHidden Passive Serenity Strike deals 5% more damage and restores 4 force for each of your active periodic damaging effects on the target, up to 3. Serenity Strike deals 5% more damage and restores 4 force for each of your active periodic damaging effects on the target, up to 3. |
Milestones
- At Level 15 you will get your first exclusive ability only the Serenity Shadow has, it will be called Force in Balance.
- At Level 23 you will get to choose a way to change how Force in Balance 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 Serenity 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 Serenity Shadow gets, it will be called Squelch.
- At Level 39 you will get to choose a way to change how Squelch works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Serenity Shadow has, Sever Force and Serenity Strike.
- At Level 73, you will get to make an important choice between three major abilities. This is a big choice all players need to make for their character.
- At Level 43, 51, 64, 68 you will get to make additional choices for your 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.