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Sometimes luck is more important than skill, but it never hurts to have both.
Lawlessness has become common in the wake of the devastating war between the Republic and Empire. Shifting political allegiances and marauding pirates have made independent space travel a dangerous enterprise. Cut off from traditional supply routes, entire star systems waver on the verge of collapse. An adventurous spirit who’s not afraid to break a few rules can make a handsome profit hauling cargo to these hotspots, but it requires fast reflexes, fast wits and a fast draw with a blaster. Even then, the life of a Smuggler is always a gamble.
Stacking up enemies as fast as they stack up credits, Smugglers only survive in this galaxy by being slick, sneaky and street-smart. Whether sweet-talking an attractive alien or bargaining with a hardened criminal contact, the Smuggler’s charm is a notorious asset, and often the ticket to turning around a deteriorating situation. If circumstances get too complicated, though, count on a Smuggler to always have an escape plan. Experienced in flying under the radar, Smugglers are amazingly elusive. Yet when backed into a corner, they quickly become cunning and often deadly combatants.
Above all else, Smugglers make their own destinies. Despite their affinity for credits, Smugglers have been known to turn down lucrative opportunities when the clients have demanded too much control. Some Smugglers are even more discriminating—refusing to work with slavers and representatives of the Sith Empire. It’s a business where one is always looking for trustworthy allies, but they are often few and far between. Whether running an Imperial blockade or shooting down a double-crossing gangster, Smugglers are always flying by the seat of their pants. Every deal carries the chance for wealth beyond their wildest dreams… or an anonymous death in the harsh void of space.
Smuggler Combat
The Smuggler’s approach to fighting is guileful and improvisational. Preferring to tip the odds in their favor from the beginning, Smugglers often rely on the element of surprise, using stealth and trickery to catch opponents off guard. Despite Smugglers’ sly tactics, they are more than capable of holding their own in a fair fight. Fast on the draw and crack shots with a blaster, Smugglers tend to shoot first and survive to the end.
Combat Styles Explanation
When creating a Smuggler, you will have the ability to choose between eight tech-user Combat Styles: Commando, Vanguard, Scoundrel, Gunslinger, Mercenary, Powertech, Operative and Sniper, who all fight with blaster weapons, but who each have very different ways of approaching combat. Your Combat Style choice is a permanent choice, so choose wisely.
Second Combat Style: In addition, when you complete Chapter 3 of the Smuggler Origin Story, subscribers will be able to pick up a second Combat Style. This second Combat Style choice is permanent, but you will be able to swap between your first and second choice while playing. You will be able to choose from all eight tech-user Combat Styles. If you are an experienced player and have already completed Chapter 3 of a class story on any of your characters on your server, subscribers will be able to choose your second Combat Style immediately after you create your character, and you won’t have to wait to complete your Smuggler story to pick up your second style.
Disciplines: Once you have chosen your Smuggler’s Combat Style and finished creating your character, you can then choose your Discipline. Your Discipline is your specialized way of fighting, and each Combat Style has three options to choose from. Your Discipline is not a permanent choice, and you can easily switch between the three discipline options tied to your Combat Style. If you are a subscriber who has a second Combat Style chosen, you’ll have six total Disciplines you can choose from at any given time.
Combat Styles
The Smuggler Origin Story can choose between all eight tech-user Combat Styles: Commando, Vanguard, Scoundrel, Gunslinger, Mercenary, Powertech, Operative and Sniper. The “traditional” Combat Styles for the Smuggler are the Scoundrel and Gunslinger, but all eight of the Combat Styles below are now available for the Smuggler.
Trained in advanced assault tactics and weaponry, Commandos charge battlefields with massive blaster cannons, overwhelming their enemies with brute firepower. Whether taking out an enemy bunker with focused fire or driving back an Imperial charge with a hail of concussive bolts, the Commando’s high-powered hardware dominates the scene, laying waste to all unfortunates who fall within its range. Many of the Republic’s greatest military victories can be credited to the decisive actions of a Commando in the field.
The Commando is the only Combat Style that wields an Assault Cannon and can switch between three different Disciplines: Combat Medic,Gunnery, and Assault Specialist. The Commando acts as a Damage or Healer role in combat.
Combat Medic
Just behind the front line, the Combat Medic Commando uses medical know-how and an array of tools to keep their allies in pristine fighting shape. Damage monitoring equipment and advanced kolto delivery systems allow the Combat Medic to maintain the offense’s forward momentum.
Gunnery
The gunnery Commando specializes in ranged cannon attacks, employing long-range weapons to demolish anyone unlucky enough to be in their sights. Devastating blaster round combinations and relentless assault cannon volleys generate a spectacle of explosive brilliance and transform the Commando into a virtual blaster storm.
Assault Specialist
Using the chaos of the battlefield to their advantage is the Assault Specialist Commando’s forte. Loaded to the brim with incendiary ordnance and perforating bolts, the Assault Specialist’s volleys and explosions add to the pandemonium – causing massive damage to their enemies all the while.
Role: Healer
Weapon: Blaster Cannon
Distance: Long Range
Mirror: Mercenary – Bodyguard
Role: Damage
Type: Burst Damage
Weapon: Blaster Cannon
Distance: Long Range
Mirror: Mercenary – Gunnery
Role: Damage
Type: Damage Over Time
Weapon: Blaster Cannon
Distance: Long Range
Mirror: Mercenary – Innovative Ordnance
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Combat Medic for New Players
Combat Medic is a healer discipline, which makes it harder to learn than a damage class for most new players
Most players recommend to level as a damage discipline, then switch to healer when you are ready for group content
All three healer styles are not too hard to start healing with, just select a player and heal with a green ability
Combat Medic has an easy to use free heal and all the abilities are clickable right away
But it can be harder to learn to keep your energy up compared to other healing disciplines
Gunnery for New Players
Gunnery is long-range, making it easier to hit moving targets compared to melee disciplines for new players
Your main ability requires you stand still while you use it, like a turret, but you can choose to make it activate instantly
Most abilities can simply be used, you don’t need to activate them in any way first
Gunnery is pretty simple to pick up the basics of with a guide
Assault Specialist for New Players
Assault Specialist is long-range, making it easier to hit moving targets compared to melee disciplines for new players.
Of all the long-range classes, Assault Specialist is the most mobile! You don’t need to stand still for a large majority of your abilities.
If you are able to watch your debuff timers, this discipline is decently easy to learn with a guide, however it is harder to learn than its other Mercenary damage option, Gunnery.
Cool Abilities
Combat Medics are the most flexible type of healer, great for healing groups or single characters.
Med Shot, green beam of love heal, very visible and fun
Kolto Bomb, giant green healing splat on the ground
Echoing Deterrence, reflective super shield with a heal (optional)
Propulsion Round, jump backwards quickly
Concussion Charge, push enemies back
Concussive Round, knock an enemy out of the fight
Hold the Line, fast movement speed and immunity to knockbacks (optional)
Cryo Grenade, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Cool Abilities
Boltstorm, flashy blaster fire that changes color based on your weapon’s color crystal
Demolition Round, an exploding round that does high damage
Electro Net, slows your enemy in a net and makes them take damage when they move
Echoing Deterence, reflective super shield with a heal (optional)
Propulsion Round, jump backwards quickly
Concussion Charge, push enemies back
Concussive Round, knock an enemy out of the fight
Hold the Line, fast movement speed and immunity to knockbacks (optional)
Cryo Grenade, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Cool Abilities
Assault Specialist is all about keeping your damage-over-time abilities on your enemy as they are about to run out, rather than button mashing them over and over, and getting free abilities by throwing a bomb then shooting it to blow it up.
Incendiary Round, what’s not to like about tossing a ball of fire at your opponent?
Serrated Bolt, fires a special round that causes the target to bleed over time
Electro Net, slows your enemy in a net and makes them take damage when they move
Echoing Deterence, reflective super shield with a heal (optional)
Propulsion Round, jump backwards quickly
Concussion Charge, push enemies back
Concussive Round, knock an enemy out of the fight
Hold the Line, fast movement speed and immunity to knockbacks (optional)
Cryo Grenade, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Vanguard
Unstoppable and utterly fearless, Vanguards wade into battle wearing advanced heavy armor. They are the first and best line of defense in the Republic military. These steadfast soldiers ignore personal risk, deliberately stepping into the line of fire to divert danger from allies and innocents. Though their tactical role is inherently dangerous, Vanguards have an uncanny survivability due to their expert defensive tactics and the advanced technology at their disposal.
The Vanguard wields a Blaster Rifle, and can switch between three different Disciplines: Shield Specialist,Plasmatech, and Tactics. The Vanguard acts as a Damage or Tank role in combat.
Shield Specialist
Storming to the front line with a powerful charge, the Shield Specialist Vanguard can withstand any incoming offensive. The Shield Specialist boldly takes the brunt of the attack while employing a wide range of tech-based attacks to gas, blast and jolt their enemies into oblivion.
Plasmatech
Vanguards adamant on burning their way through hostile forces can do so effectively with the latest in weaponized plasma technology. The Plasmatech Vanguard stands their own, striking their enemy with waves and rounds of raw incendiary power that persists in their searing destruction.
Tactics
The Tactics Vanguard is a pro at executing a focused line of attack on a hostile target with great efficiency. From up-close vibroblades in the gut to deadly charges of explosive plastique thrown from a distance, all manner of effective strategies for eliminating enemies are at the Tactics Vanguard’s disposal.
Role: Tank
Weapon: Blaster Rifle
Distance: Short Range
Mirror: Powertech- Shield Tech
Role: Damage
Type: Damage Over Time
Weapon: Blaster Rifle
Distance: Short Range
Mirror: Powertech – Pyrotech
Role: Damage
Type: Burst Damage
Weapon: Blaster Rifle
Distance: Short Range
Mirror: Powertech – Advanced Prototype
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Shield Specialist for New Players
Shield Specialist is a tank style, which means it does less damage, but can stay alive more easily
Most players recommend to level as a damage style, then switch to tank when you are ready for group content
In group content, tanks are expected to take a unique leadership role, not just do damage, which can be challenging for new players
Shield Specialist is the simplest to learn of the three tanking styles
Vanguard tanking is my favorite Combat Style and main character!
Plasmatech for New Players
Plasmatech is very mobile and very easy to jump and move around with while playing.
It is a short-range class, but you can use many of your abilities even if you are farther away, making it easy to hit enemies even if you are not very coordinated when it comes to making your way to your enemy.
All of your abilities can just be used right away, you don’t need to activate them first in any way.
Plasmatech is a DOT or damage-over-time class, which means you set things on fire – then let them burn over time. So to do big damage you need to learn to not simply set your enemy on fire over and over.
Tactics for New Players
Tactics is very mobile and very easy to jump and move around with while playing.
It is a short-range class as you need to occasionally be within stabbing distance, but you can use many of your abilities even if you are farther away, making it easy to hit enemies even if you are not very coordinated when it comes to making your way to your enemy.
All but one of your abilities can just be used right away, you don’t need to activate them first in any way.
Tactics for me was not too hard to learn – it has a few more steps and things to watch for compared to Plasmatech, but wasn’t too bad!
Cool Abilities
Shield Specialist focuses on keeping yourself alive with various defensive abilities, self-heals, and shields
Infused Kolto Packs, shield that increases as you take damage
Ion Storm, blasts a cone of ionizing energy at multiple enemies
Artillery Blitz, hits multiple targets at once with flashy plasma blasts
Shoulder Cannon, fast mini missiles with an optional heal
Taunts, causes enemies to focus on you
Impact Charge, leap to an enemy
Hold the Line, fast movement speed and immunity to knockbacks (optional)
Harpoon, pull an enemy to you
Neural Surge, stun many enemies around you in carbonite
Cryo Grenade, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Riot Gas, defensive gas cannister
Cool Abilities
Plasmatech definitely felt like one of the easiest classes to learn how to play the basics of for me so far with a guide! It’s pretty simple and rotates through key abilities. Even just pressing random buttons worked pretty good, though it didn’t do a ton of damage.,
Durasteel Armor, increases both your armor and your damage output
Plasma Flare, deals high plasma damage to a target
Artillery Blitz, hits multiple targets at once with flashy plasma blasts
Shoulder Cannon, fast mini missiles
Storm, leap to an enemy (optional)
Hold the Line, fast movement speed and immunity to knockbacks (optional)
Harpoon, pull an enemy to you
Cryo Grenade, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Cool Abilities
Tactics focuses on stabbing enemies with a knife and using a stacking buff called Power Lode to your advantage.
Cell Burst, unleashes stored energy to deal high damage
Gut, guts the target with a vibroblade, dealing additional damage over time
Artillery Blitz, hits multiple targets at once with flashy plasma blasts
Shoulder Cannon, fast mini missiles
Storm, leap to an enemy (optional)
Hold the Line, fast movement speed and immunity to knockbacks (optional)
Harpoon, pull an enemy to you
Cryo Grenade, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Scoundrel
The Scoundrel doesn’t have time for politeness or a fair fight. In addition to their trusty blaster, the Scoundrel packs a stealth belt, a scattergun and a med pack–everything they needs to get in, knock the enemy for a loop and get out alive. Being invisible works best, but even when Sith fly through the air waving Lightsabers all they get to do is look surprised as the Scoundrel’s scattergun sends them back the way they came. The Scoundrel always shoots first. In addition to their trusty blaster, Scoundrels pack a stealth belt, scattergun, and med pack—everything needed to get in, knock the enemy for a loop, and get out alive.
The Scoundrel wields a Blaster Pistol and a scattergun, and can switch between three different Disciplines: Sawbones,Scrapper, and Ruffian. The Scoundrel acts as a Damage or Healer role in combat.
Sawbones
As an Underworld figure armored with the latest advances in medical technology, the Sawbones Scoundrel is a crucial ally. From healing a single target to many at once, distributing emergency medpacs and clouds of healing kolto, the Sawbones ensures that their crew will endure throughout the heat of battle.
Scrapper
Holding no punches, the Scrapper Scoundrel never backs down from a fight – so long as said fight is on their terms. Able to hide from the fray, the Scrapper can sucker punch and bludgeon their adversary, ducking back out before things get too hairy and biding their time until the moment is right to scrap once more.
Ruffian
Never shy about taking advantage of any opportunity, the Ruffian is a rough-and-tumble Scoundrel able to handle any fight, big or small. Inciting chaos with a shrapnel bomb and then coming in close for a shot at point-blank range, the Ruffian Scoundrel makes devious moves that keep their enemies reeling.
Role: Healer
Weapon: Blaster Pistol
Distance: Long Range
Mirror: Operative – Medicine
Role: Damage
Type: Burst Damage
Weapon: Blaster Pistol
Distance: Melee Range
Mirror: Operative – Concealment
Role: Damage
Type: Damage Over Time
Weapon: Blaster Pistol
Distance: Short Range
Mirror: Operative – Lethality
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Sawbones for New Players
Sawbones is a healer style, which makes it harder to learn than a damage class for most new players
Most players recommend to level as a damage discipline, then switch to healer when you are ready for group content
All three healer styles are not too hard to start healing with, just select a player and heal with a green ability
However Scoundrel Heals has a second resource to manage called Upper Hand, which makes it slightly trickier to start with
Scrapper for New Players
Scrapper is punching range, which means you must be very close to your enemy to attack, but you have a jump ability and roll to help you close the gap between you and your enemy
This style is very mobile and you can easily run and jump around while fighting without any issues!
Most abilities can simply be used, you only need to learn to activate a few of them
Scrapper is pretty easy to learn the basics of compared to other disciplines.
Ruffian for New Players
Ruffian is a damage-over-time discipline which means you need to build up your attacks over time, layering them together, which makes it slightly harder to learn than burst discipline which do damage right away
This style is very mobile and you can easily run and jump around while fighting without any issues!
Most abilities can simply be used, you only need to learn to activate a few of them
Scrapper takes slightly longer to learn than other disciplines, but is easier to get really good at compared to many other disciplines
Cool Abilities
Sawbones focuses heavily on healing-over-time. Sawbones excel at group healing.
Kolto Waves, large group heal
Slow-release Medpack, heals your target over time and can be used on any number of targets
Kolto Cloud, heals your target and additional targets nearby
Stealth, to sneak past enemies, the only healer with stealth available
Smuggle, group stealth (optional)
Dirty Kick, short stun (optional)
Scamper, roll forwards quickly
Trick Move, jump to an enemy (optional)
Flash Grenade, group stun/distraction (optional)
Surrender, drop all your money and lose enemies’ attention
Cool Abilities
The Scrapper style focuses on punching enemies in the face, big or small. It’s a fast and fluid discipline.
Stealth, to sneak past enemies
Smuggle, group stealth (optional)
Dirty Kick, short stun (optional)
Scamper, roll forwards quickly
Trick Move, jump to an enemy (optional)
Flash Grenade, group stun/distraction (optional)
Surrender, drop all your money and lose enemies’ attention
Cool Abilities
Stealth, to sneak past enemies
Smuggle, group stealth (optional)
Dirty Kick, short stun (optional)
Scamper, roll forwards quickly
Trick Move, jump to an enemy (optional)
Flash Grenade, group stun/distraction (optional)
Surrender, drop all your money and lose enemies’ attention
Gunslinger
Master of the trick shot, the first to dive for cover and willing to take advantage of every opportunity, the Gunslinger and his dual blasters are the perfect team. The Gunslinger can shoot out a man’s legs to keep him from charging, blind him so he can’t get to his weapons or inflict serious injuries for maximum distraction. There’s a right target for ending every disagreement and the Gunslinger knows them like the inside of his ship.
The Gunslinger wields dual blaster pistols, and can switch between three different Disciplines: Sharpshooter, Saboteur, and Dirty Fighting. The Gunslinger acts as a Damage role in combat.
Sharpshooter
Armed with the steely fortitude required to set up the perfect shot, the Sharpshooter is the Gunslinger at its most devious. Aiming from distant cover, the Sharpshooter goes for a devestating opening salvo, following up with vicious trick shots and penetrating rounds, putting a definitive end to the fight they started.
Saboteur
One of the perks of being a Saboteur is access to all the latest tools of any trade – including the many high-tech charges and grenades in the Saboteur Gunslinger’s arsenal. Able to wreak havoc on their intended target from a safe distance, the Saboteur is a craft, resourceful and incendiary master of mayhem.
Dirty Fighting
As a Gunslinger who finds nothing honorable about losing in a scrap, the Dirty Fighting Gunslinger doesn’t pull punches. Lobbed bombs and cheap shots are just a sampling of the Dirty Fighting Gunslinger’s bag of cruel tricks that can cause their target untold continuous suffering while the Gunslinger stands back with a satisfied smile.
Role: Damage
Type: Burst Damage
Weapon: Double Blaster Pistols
Distance: Long Range
Mirror: Sniper – Marksmanship
Role: Damage
Type: Damage Over Time
Weapon: Double Blaster Pistols
Distance: Long Range
Mirror: Sniper – Engineering
Role: Damage
Type: Damage Over Time
Weapon: Double Blaster Pistols
Distance: Long Range
Mirror: Sniper – Virulence
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Sharpshooter for New Players
Sharpshooter has you take cover and not move. Cover makes Sharpshooter a very difficult class for newer gamers to learn, as many fights require moving around – but you can ignore the cover mechanic while learning Sharpshooter if you want.
Sharpshooter is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
Sharpshooter is the simplest of the three Gunslinger disciplines – using a very basic move set, you can get away with using only 4 abilities if you aren’t worried about doing max damage.
I was originally intimidated by the number of abilities Sharpshooter had, but found it very easy and intuitive to play once I read a guide and it felt there was less to memorize than many other disciplines.
Saboteur for New Players
Saboteur requires that you take cover and not move for many of your abilities to work well. Cover makes Sharpshooter a very difficult class for newer gamers to learn, as many fights require moving around.
Saboteur is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
When I was learning Saboteur, I found it was easy to learn the basics of, but harder to fully learn than the other two Gunslinger disciplines.
Dirty Fighting for New Players
Dirty Fighting requires that you take cover and not move for many of your abilities to work. Cover makes Sharpshooter a very difficult class for newer gamers to learn, as many fights require moving around – but you can ignore the cover mechanic while learning Dirty Fighting if you want as all but one ability can still be used out of cover.
Dirty Fighting is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
If you are able to watch your debuff timers, this discipline is decently easy to learn with a guide.
Cool Abilities
Sharpshooter focuses on long range pistol attacks, taking advantage of a free attack available after every main attack, and taking advantage of their large number of buffs.
Hunker Down, become immoveable
Hightail It, roll and go into cover
Scrambling Shield, large group shield (optional)
Bombing Run, your ship attacks for you (optional)
Flash Grenade, group stun/distraction (optional)
Cool Abilities
Saboteur is all about shooting things, throwing grenades, and setting things on fire!
Hunker Down, become immoveable
Hightail It, roll and go into cover
Scrambling Shield, large group shield (optional)
Bombing Run, your ship attacks for you (optional)
Flash Grenade, group stun/distraction (optional)
Cool Abilities
Dirty Fighting focuses on making sure you have Vital Shot and Shrap Bomb debuffs on your current target before using Wounding Shots, a channeled ability that is your weakest attack on its own, but generating the biggest hits you can do if supported by your Damage over Time abilities at the right time.
Hunker Down, become immoveable
Hightail It, roll and go into cover
Scrambling Shield, large group shield (optional)
Bombing Run, your ship attacks for you (optional)
Flash Grenade, group stun/distraction (optional)
Mercenary
Pairs of blasters, deadly heat-seeking missiles, and heavy armor make Mercenaries mobile weapons platforms. There’s no problem extra firepower can’t solve, and no one with any sense gets between Mercenaries and their target.
The Mercenary wields twin blaster pistols and can switch between three different Disciplines: Bodyguard,Arsenal, and Innovative Ordnance. The Mercenary acts as a Damage or Healer role in combat.
Bodyguard
The Bodyguard Mercenary specializes in personal-security services, positioning themselves as the best protection credits can buy. A varied array of kolto dispersement instruments provide the Bodyguard’s targets with protective shells and time-release infusions, offering safe haven in even the most hostile environments.
Arsenal
The Arsenal Mercenary specializes in distance attacks, employing long-range weapons to demolish anyone unlucky enough to be in their sights. Devastating missile-fire combinations and relentless blaster volleys generate a spectacle of explosive brilliance and transform the Bounty Hunter into a virtual artillery platform.
Innovative Ordnance
Taking advantage of chaos they’ve created is what the Innovative Ordnance Mercenary is all about. With an arsenal of explosives and piercing munitions, the I.o. Merc’s barrage of missiles, grenades and weapon blasts cause lasting, destructive damage to all their enemies.
Role: Healer
Weapon: Blaster Pistols
Distance: Long Range
Mirror: Commando – Combat Medic
Role: Damage
Type: Burst Damage
Weapon: Blaster Pistols
Distance: Long Range
Mirror: Commando – Gunnery
Role: Damage
Type: Damage Over Time
Weapon: Blaster Pistols
Distance: Long Range
Mirror: Commando – Assault Specialist
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Bodyguard for New Players
Bodyguard is a healer discipline, which makes it harder to learn than a damage class for most new players
Most players recommend to level as a damage discipline, then switch to healer when you are ready for group content
All three healer styles are not too hard to start healing with, just select a player and heal with a green ability
Bodyguard has an easy to use free heal and all the abilities are clickable right away
But it can be harder to learn to keep your energy up compared to other healing disciplines
Arsenal for New Players
Arsenal is long-range, making it easier to hit moving targets compared to melee disciplines for new players
Your main ability requires you stand still while you use it, like a turret, but you can choose to make it activate instantly
Most abilities can simply be used, you don’t need to activate them in any way first
Arsenal is pretty simple to pick up the basics of with a guide
Innovative Ordnance for New Players
Innovative Ordnance is long-range, making it easier to hit moving targets compared to melee disciplines for new players.
Of all the long-range classes, I.O. is the most mobile! You don’t need to stand still for a large majority of your abilities.
If you are able to watch your debuff timers, this discipline is decently easy to learn with a guide, however it is harder to learn than its other Mercenary damage option, Arsenal.
Cool Abilities
Bodyguards are the most flexible type of healer, great for healing groups or single characters.
Kolto Shot, fun easy free heal
Kolto Missile, giant green healing splat on the ground
Responsive Safeguards, reflective super shield with a heal (optional)
Rocket Out, jump backwards quickly
Jet Boost, push enemies back
Concussive Missile, knock an enemy out of the fight
Hydraulic Overrides, fast movement speed and immunity to knockbacks (optional)
Electrodart, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Cool Abilities
Blazing Bolts, flashy blaster fire that changes color based on your weapon’s color crystal IMPERIAL
Heatseeker Missiles, an exploding round that does high damage
Responsive Safeguards, reflective super shield with a heal (optional)
Rocket Out, jump backwards quickly
Jet Boost, push enemies back
Concussive Missile, knock an enemy out of the fight
Hydraulic Overrides, fast movement speed and immunity to knockbacks (optional)
Electrodart, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Cool Abilities
Innovative Ordnance is all about keeping your damage-over-time abilities on your enemy as they are about to run out, rather than button mashing them over and over, and getting free abilities by throwing a bomb then shooting it to blow it up.
Incendiary Missile, what’s not to like about tossing a ball of fire at your opponent?
Serrated Bolt, fires a special round that causes the target to bleed over time
Responsive Safeguards, reflective super shield with a heal (optional)
Rocket Out, jump backwards quickly
Jet Boost, push enemies back
Concussive Missile, knock an enemy out of the fight
Hydraulic Overrides, fast movement speed and immunity to knockbacks (optional)
Electrodart, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Powertech
The best in shielding, defensive tactics, and high-powered flamethrowers combine to make Powertechs impenetrable one-man blockades who get up close and personal to take down enemies of all sizes.
The Powertech wields a single blaster pistol, and can switch between three different Disciplines: Shield Tech,Pyrotech, and Advanced Prototype. The Powertech acts as a Damage or Tank role in combat.
Shield Tech
Launching into the fray with a jetpack-propelled attack and able to withstand powerful offenses, the Powertech trained in the Shield tech specification takes the brunt of the assault while employing a wide range of tech-based attacks to scorch and trip up even the most formidable adversaries.
Pyrotech
Need a light? The Pyrotech-style Powertech add fuel to any firefight with an abundance of vivid, searing flame attacks. From fistfuls of fire to missiles loaded with highly combustible compounds, the Pyrotech’s arsenal allows them to never back down while making sure their enemy burns out in a blaze of destruction.
Advanced Prototype
When stalking dangerous prey, a selection of powerful, high-tech armaments can be a hunter’s best friend. The Advanced Prototype Powertech’s thermal detonators, gauntlet blades and magnetized bracers devastate their intended target while ensuring the Powertech remains on the bleeding edge of any engagement.
Role: Tank
Weapon: Blaster Pistol
Distance: Short Range
Mirror: Vanguard – Shield Specialist
Role: Damage
Type: Damage Over Time
Weapon: Blaster Pistol
Distance: Short Range
Mirror: Vanguard – Plasmatech
Role: Damage
Type: Burst Damage
Weapon: Blaster Pistol
Distance: Short Range
Mirror: Vanguard – Tactics
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Shield Tech for New Players
Shield Tech is a tank style, which means it does less damage, but can stay alive more easily
Most players recommend to level as a damage style, then switch to tank when you are ready for group content
In group content, tanks are expected to take a unique leadership role, not just do damage, which can be challenging for new players
Shield Tech is the simplest to learn of the three tanking styles
Powertech tanking is my favorite type of tanking!
Pyrotech for New Players
Pyrotech is very mobile and very easy to jump and move around with while playing.
It is a short-range class, but you can use many of your abilities even if you are farther away, making it easy to hit enemies even if you are not very coordinated when it comes to making your way to your enemy.
All of your abilities can just be used right away, you don’t need to activate them first in any way.
Pyrotech is a DOT or damage-over-time class, which means you set things on fire – then let them burn over time. So to do big damage you need to learn to not simply set your enemy on fire over and over.
Advanced Prototype for New Players
Advanced Prototype is very mobile and very easy to jump and move around with while playing.
It is a short-range class as you need to occasionally be within stabbing distance, but you can use many of your abilities even if you are farther away, making it easy to hit enemies even if you are not very coordinated when it comes to making your way to your enemy.
All but one of your abilities can just be used right away, you don’t need to activate them first in any way.
Advanced Prototype for me was not too hard to learn – it has a few more steps and things to watch for compared to Pyrotech, but wasn’t too bad!
Cool Abilities
Shield Tech focuses on keeping yourself alive with various defensive abilities, self-heals, and shields
Energy Yield, shield that increases as you take damage
Firestorm, blasts a cone of fire at multiple enemies
Deadly Onslaught, hits multiple targets at once with flashy plasma blasts
Shoulder Cannon, fast mini missiles with an optional heal
Taunts, causes enemies to focus on you
Rising Phoenix, leap to an enemy
Hydraulic Overrides, fast movement speed and immunity to knockbacks (optional)
Grapple, pull an enemy to you
Carbonize, stun many enemies around you in carbonite
Electrodart, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Oil Slick, defensive ground oil
Cool Abilities
Pyrotech definitely felt like one of the easiest classes to learn how to play the basics of for me so far with a guide! It’s pretty simple and rotates through key abilities. Even just pressing random buttons worked pretty good, though it didn’t do a ton of damage.
Immolate, deals high fire damage to a target
Thermal Yield, increases both your armor and your damage output
Deadly Onslaught, hits multiple targets at once with flashy plasma blasts
Shoulder Cannon, fast mini missiles
Jet Charge, leap to an enemy (optional)
Hydraulic Overrides, fast movement speed and immunity to knockbacks (optional)
Grapple, pull an enemy to you
Electrodart, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Cool Abilities
Advanced Prototype focuses on stabbing enemies with a knife and using a stacking buff called Power Lode to your advantage.
Energy Burst, unleashes stored energy to deal high damage
Retractable Blade, guts the target with a vibroblade, dealing additional damage over time
Deadly Onslaught, hits multiple targets at once with flashy plasma blasts
Shoulder Cannon, fast mini missiles
Jet Charge, leap to an enemy (optional)
Hydraulic Overrides, fast movement speed and immunity to knockbacks (optional)
Grapple, pull an enemy to you
Electrodart, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Operative
Whether ambushing enemies from stealth or using advanced medical technology to keep colleagues in the fight, Operatives do whatever it takes to advance the agenda of the Empire.
The Operative wields a blaster rifle, and can switch between three different Disciplines: Medicine,Concealment, and Lethality. The Operative acts as a Damage or Healer role in combat.
Medicine
As an accomplished practitioner of the medical arts, the Medicine Operative servers as the preservative backbone of any combat team. Deploying a full complement of sophisticated gadgets to dispense healing kolto and reparative nanotech clouds to one or more targets, the Medicine Operative ensures their allies remain fit for fighting.
Concealment
Striking from the shadows, the Concealment Operative surprises the enemy with a flurry of calculated attacks designed to Stun and debilitate. Then, before the fight gets out of hand, the Concealment Operative can return to a position of stealth, biding their time until the time to strike reveals itself again.
Lethality
The Lethality Operative firmly believes the one true gift that keeps giving is poison. Dispensing potent toxins using a variety of methods, the Lethality Operative’s attacks take a toll over time, corroding the enemy from within until all that’s left is a withered husk that only thinks it still has a chance.
Role: Healer
Weapon: Blaster Rifle
Distance: Long Range
Mirror: Scoundrel – Sawbones
Role: Damage
Type: Burst Damage
Weapon: Blaster Rifle
Distance: Melee Range
Mirror: Scoundrel – Scrapper
Role: Damage
Type: Damage Over Time
Weapon: Blaster Rifle
Distance: Short Range
Mirror: Scoundrel – Ruffian
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Medicine for New Players
Medicine is a healer style, which makes it harder to learn than a damage class for most new players
Most players recommend to level as a damage discipline, then switch to healer when you are ready for group content
All three healer styles are not too hard to start healing with, just select a player and heal with a green ability
However Operative Heals has a second resource to manage called Upper Hand, which makes it slightly trickier to start with
Concealment for New Players
Concealment is stabbing range, which means you must be very close to your enemy to attack, but you have a jump ability and roll to help you close the gap between you and your enemy
This style is very mobile and you can easily run and jump around while fighting without any issues!
Most abilities can simply be used, you only need to learn to activate a few of them
Concealment is pretty easy to learn the basics of compared to other disciplines.
Lethality for New Players
Lethality is a damage-over-time discipline which means you need to build up your attacks over time, layering them together, which makes it slightly harder to learn than burst discipline which do damage right away
This style is very mobile and you can easily run and jump around while fighting without any issues!
Most abilities can simply be used, you only need to learn to activate a few of them
Lethality takes slightly longer to learn than other disciplines, but is easier to get really good at compared to many other disciplines
Cool Abilities
Medicine focuses heavily on healing-over-time. Medicine excels at group healing.
Kolto Waves, large group heal
Kolto Probe, heals your target over time and can be used on any number of targets
Recuperative Nanotech, heals your target and additional targets nearby
Stealth, to sneak past enemies, the only healer with stealth available
Infiltrate, group stealth (optional)
Debilitate, short stun (optional)
Scamper, roll forwards quickly
Holotraverse, jump to an enemy (optional)
Flash Bang, group stun/distraction (optional)
Cool Abilities
The Concealment style focuses on knifing enemies, big or small. It’s a fast and fluid discipline.
Stealth, to sneak past enemies, the only healer with stealth available
Infiltrate, group stealth (optional)
Debilitate, short stun (optional)
Scamper, roll forwards quickly
Holotraverse, jump to an enemy (optional)
Flash Bang, group stun/distraction (optional)
Cool Abilities
Stealth, to sneak past enemies, the only healer with stealth available
Infiltrate, group stealth (optional)
Debilitate, short stun (optional)
Scamper, roll forwards quickly
Holotraverse, jump to an enemy (optional)
Flash Bang, group stun/distraction (optional)
Sniper
Identified as the most elite sharpshooters in the galaxy, Snipers use their extensive training to eliminate sensitive targets and turn the tide of battle in the Empire’s favor.
The Sniper is the only class that can wield a Sniper Rifle, and can switch between three different Disciplines: Marksmanship, Engineering, and Virulence. The Sniper acts as a Damage role in combat.
Marksmanship
One perfect shot has the potential to change everything, and no one is more precise than the marksmanship Sniper. From the safety of cover, the Marksmanship Sniper ambushes the enemy and follows up with an encore of penetrating blasts that make extra sure the Sniper’s job is done.
Engineering
Technology – and its application in deploying advanced weaponry – sets the Engineering Sniper apart from the rest. A variety of probes at their disposal allows the Engineering Sniper to attack from a distance with explosions, electrical jolts, and waves of destructive plasma designed to eliminate any target.
Virulence
Some Agents prefer a less direct method of eliminating a target, such as administering poison. Lethal toxins and all-consuming microbes are the domain of the walking biohazard known as the Virulence Sniper, who inflicts lethal shots and lobs corrosive grenades from a safe distance where they can witness the results of their handiwork.
Role: Damage
Type: Burst Damage
Weapon: Sniper Rifle
Distance: Long Range
Mirror: Gunslinger – Sharpshooter
Role: Damage
Type: Damage Over Time
Weapon: Sniper Rifle
Distance: Long Range
Mirror: Gunslinger – Saboteur
Role: Damage
Type: Damage Over Time
Weapon: Sniper Rifle
Distance: Long Range
Mirror: Gunslinger – Dirty Fighting
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Marksmanship for New Players
Marksmanship has you take cover and not move. Cover makes Marksmanship a very difficult class for newer gamers to learn, as many fights require moving around – but you can ignore the cover mechanic while learning Marksmanship if you want as all but one ability can still be used out of cover.
Marksmanship is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
Marksmanship is the simplest of the three Sniper disciplines – using a very basic move set, you can get away with using only five abilities if you aren’t worried about doing max damage.
I was originally intimidated by the number of abilities Marksmanship had, but found it very easy and intuitive to play once I read a guide and it felt there was less to memorize than many other disciplines.
I was originally intimidated by the number of abilities Marksmanship had, but found it very easy and intuitive to play once I read a guide and it felt there was less to memorize than many other disciplines.
Engineering for New Players
Engineering requires that you take cover and not move for many of your abilities to work well. Cover makes Marksmanship a very difficult class for newer gamers to learn, as many fights require moving around.
Engineering is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
When I was learning Engi, I found it was easy to learn the basics of, but harder to fully learn than the other two Gunslinger disciplines.
Virulence for New Players
Virulence requires that you take cover and not move for many of your abilities to work. Cover makes Marksmanship a very difficult class for newer gamers to learn, as many fights require moving around – but you can ignore the cover mechanic while learning Virulence if you want as all but one ability can still be used out of cover.
Virulence is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
If you are able to watch your debuff timers, this discipline is decently easy to learn with a guide.
Cool Abilities
Marksmanship focuses on long range pistol attacks, taking advantage of a free attack available after every main attack, and taking advantage of their large number of buffs.
Entrench, become immoveable
Covered Escape, roll and go into cover
Cover Pulse, knock everyone away form you while in cover
Ballistic Shield, large group shield (optional)
Orbital Strike, your ship attacks for you (optional)
Cool Abilities
Entrench, become immoveable
Covered Escape, roll and go into cover
Ballistic Shield, large group shield (optional)
Cover Pulse, knock everyone away form you while in cover
Orbital Strike, your ship attacks for you (optional)
Flash Bang, group stun/distraction (optional)
Cool Abilities
Virulence focuses on making sure you have your Corrosive Dart and Corrosive Grenade debuffs on your current target before using Cull, a channeled ability that is your weakest attack on its own, but generating the biggest hits you can do if supported by your Damage over Time abilities at the right time.
Entrench, become immoveable
Covered Escape, roll and go into cover
Cover Pulse, knock everyone away form you while in cover
Ballistic Shield, large group shield (optional)
Orbital Strike, your ship attacks for you (optional)
Flash Bang, group stun/distraction (optional)
Smuggler Story
Players who choose to play the Smuggler storyline will be in for a spectacularly comedic and daring joyride throughout the galaxy. Highlights of the story include searching for a legendary hoard of treasure, and pulling off a classic heist in the depths of imperial space. The Smuggler story begins with some actual smuggling, but players can expect to see (and be a part of) many aspects of the criminal underworld across the galaxy. Even without technically being a part of the Republic, and while most of the story is focused on the more notorious criminal side of star wars, smugglers will also still run into the usual Imperial antagonists to trick and outgun along the way as they do more and more jobs for less scrupulous Republic-associated clients. Players looking for a (potentially very funny) experience that focuses on becoming a less typical hero on the Republic side, or reminds them of dashing characters like Han Solo will have fun with the quirky and exciting, high-stakes adventure of the Republic Smuggler.
Finding and following the Smuggler story is easy – just follow the purple quests after you create your character. In addition to your class quest, there are thousands of other quests and storylines that are optional to complete. You can learn more about these quests in the Story Order Guide.
Species
The Smuggler origin story is normally restricted to Humans, Cyborgs and Zabraks for free-to-play players, and Mirialans, Twi’leks, Humans, Cyborgs and Zabraks for subscribers. However, all species can be unlocked for all classes through various different methods, so if you want to play a different species, you can make it happen. Learn more about unlocking species.
Species
Species Name
Free-to-Play
Subscribed
Unlocks
Human
Yes
Yes
Automatically unlocked
Cyborg
Yes
Yes
Automatically unlocked
Zabrak (Neutral)
Yes
Yes
Can be unlocked
Mirialan
No
Yes
Can be unlocked
Twi'lek
No
Yes
Can be unlocked
Miraluka
No
No
Can be unlocked
Zabrak (Red)
No
No
Can be unlocked
Chiss
No
No
Can be unlocked
Sith Pureblood
No
No
Can be unlocked
Rattataki
No
No
Can be unlocked
Nautolan
No
No
Can be unlocked
Togruta
No
No
Can be unlocked
Cathar
No
No
Can be unlocked
Armor & Weapons
The Smuggler’s quick combat style requires agility and the Smuggler is rarely seen wearing heavy armor, with each set custom tailored for each Smuggler’s particular style. However, the player can use the Outfit Designer system to wear whatever armor they want – they are not confined to the traditional Smuggler styles. While high-level Smugglers will need to focus on specific types of equipment to be effective with their Combat Class, they can have the appearance of any armor they choose using the Outfitter system.
Each Smuggler Combat Style focuses on wielding a different type of blaster style, and your Smuggler’s weapon will be restricted to the weapon of that Combat Style. As a Smuggler, you’ll start out with a useful weapon from level 1.
Smuggler Companions
The Smuggler will receive five unique companions as they play their Origin Story, who can accompany them in the story or in to combat. Later in the story, you can recruit additional companions to your cause. There are many romance options available, including with some of Origin Story companions.
🛑 Story Spoilers Ahead!
Corso Riggs
Always cheerful and eternally optimistic, Corso Riggs would be the last person most people pegged to be a mercenary. Before he became a soldier-for-hire, Corso lived a relatively quiet life on the frontier of Ord Mantell. Raised in a small ranching community far from the more civilized settlements, Corso had to learn from a young age how to rely on himself. Corso’s upbringing also led to him developing a knack of getting himself into trouble, often taking dangerous risks for little reason other than for thrills and a story to tell.
When the separatist uprising spread across Ord Mantell, Corso’s community was among the first to be affected. His family was killed while fighting back a separatist raiding party, and when the news of this reached him, Corso returned to his homeworld and vowed revenge on the group’s leader. He joined up with a local gangster, quickly becoming both a trusted friend and most reliable muscle.
Despite a hard life that would have broken weaker men, Corso still looks at the galaxy with a light-hearted and unshakeable optimism. Always willing to defend the innocent and fight for a good cause, Corso is loyal to a fault and an invaluable ally to anyone who earns his friendship.
Bowdaar
The mighty Wookiee warrior named Bowdaar has fought in every death-match arena from Geonosis to Nar Shaddaa. In over one-hundred years facing countless opponents, Bowdaar has never been defeated. He has bested rancors, gundarks, Mandalorians and even a Jedi in single combat. Even more impressively, he often fights without the benefit of armor or weapons. The more gullible underworld scum whisper that Bowdaar is an immortal creature who can’t be killed, but those who have faced him and lived to tell know he is simply the best there is.
Although his many victories have earned and lost fortunes for the gamblers and crime lords wagering on his fights, Bowdaar has never shared that wealth. Enslaved as a child and forced into the arenas against his will, he has served one corrupt master after another for decades. Bowdaar has no family, no friends and no home—only a warrior’s strength and an unbeatable will to survive.
Risha
A scoundrel who slips by on charm and wit, Risha is known as many things; a mysterious loner, brilliant starship mechanic and a manipulative thief being only a few of them. Raised the daughter of a violent gangster, Risha spent her childhood learning the tricks of the trade; her father taught her how to handle a blaster when she was a child, and being raised around fellow gangsters allowed her to pick up the many skills that she would come to rely on.
A lifetime of adventuring has given Risha a unique view of the galaxy, and her experiences have crafted a particular street-smart wisdom that is well beyond her years. Her wisdom is wrapped around a cynicism that protects the person who lies beneath. But for the few who are persistent enough to dig below her shell, it becomes apparent that Risha is far more than just another scoundrel…
Akaavi Spar
One of the galaxy’s deadliest warriors, Akaavi Spar will let nothing stand in the way of her and her singular goal: revenge. Born into a respected Mandalorian clan, Akaavi was raised in a culture of honor and warfare. A skilled and resourceful combatant, Akaavi experienced her first taste of combat when she was only a child, slaying an Abyssin mercenary with a makeshift flamethrower.
As her combat prowess grew, Akaavi quickly rose to become one of the Empire’s most elite bounty hunters. Her travels took her to every corner of the known galaxy, and saw her do battle against spice gangs, mercenaries and even Jedi Knights.
When the Empire accused her clan of treason, Akaavi’s clan was abducted and unceremoniously executed. Though she survived the purge, Akaavi vowed revenge against the Empire and dedicated herself to hunting down those responsible. Now she wanders the galaxy as a mercenary for hire, swearing loyalty to no one and doing whatever dirty work she must to get paid.
Guss Tuno
Clumsy, both with his words and his actions, it is something of a minor miracle that the con-man Guss Tuno has been able to survive as long as he has. Born to a rather large family on the ocean-world of Dac, Guss was always seen as something of an outsider; a prankster who was as clumsy as he was devious, and whose pranks would often have unanticipated and unforeseen consequences. After being caught stealing a trinket of his father’s, Guss was shunned by his family, and eventually Guss ran away from his family and fled Dac.
After bouncing from one planet to the next, Guss eventually found his way to Nar Shaddaa. Not long after his arrival on the Smuggler’s Moon, Guss crossed paths with the Jedi Master Lorenn. It did not take Lorenn long to sense the connection, however faint, that Guss had, and decided to bring the young Mon Calamari to the nearby Jedi Enclave in the hopes that Guss would learn to master his powers and serve the Jedi.
Guss was an outcast within the order, and soon grew resentful of being pushed into a life of servitude. Though he disliked his life in the Order, he never took his frustrations on his Master. Instead, he left the Order and fell into a life as a con-artist, eventually coming into the employ of the White Maw pirates. Though he prides himself on separating smugglers and businessmen from their credits, Guss is a generally kind-hearted soul who shies away from pointless bloodshed.
Thank you...
Thank you to these players who have submitted cool screenshots of their Imperial Agent characters:
Thank you to Zahk for writing the initial round of 5-button rotations, Merlyn for providing first-look feedback, and Mark Biggs for giving a final lookover of the rotations.
And finally thank you to Zahk who helped type up all the 1,000+ abilities in the game for each class so we could make the summaries and the basic class guides for each discipline, and helped with testing and formatting for this page!