
Assassin Deception Basics Guide
Deception
From the murky depths of the dark side, the deception assassin emerges with a calculated plan. As the assassin presses the attack, force lightning accumulates within their double bladed lightsaber results in massive discharges that can ravage the assassins opponent before they even know what hit them.
Role: Damage
Type: Burst Damage
Weapon: Double-bladed Lightsaber
Distance: Short Range
Mirror: Shadow – Infiltration
Deception for New Players
Deception is 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.
This discipline is very mobile and you can easily run and jump around while fighting without any issues!
Most of your abilities are clickable at the beginning of a fight, while your main ability needs to have other things happen first before it can be used. However it will be come clickable over time even if you just use random attacks first.
Deception is quite easy to learn as you mainly use the sparkling abilities highlighted on your bars as they light up! Keeping your energy or force levels up is fairly easy.
How to play a Deception Assassin
You can start playing Deception at level 1. To start playing Deception, you will need to first create a Assassin character, which can be played by Sith Warriors and Sith Inquisitors (or even the Jedi Knight and Jedi Consular 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 Deception 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 Deception Assassin until you’re ready to read and learn from a true level 80 guide.
Discharge is your highest damage attack and should be used as soon as possible, but only when it’s glowing. It will glow when you’ve built up three stacks of a buff called “Static Charges,” which will happen naturally over time as you attack.
Ball Lightning is your second heaviest hitter, but you’ll only want to use it when it’s glowing or it uses too much energy.
Maul hits hard but also uses a lot of energy unless it’s glowing. Only use it when it’s not glowing if you are at almost full energy. Stand behind your target to do extra damage.
Reaping Strike is only usable when stealthed (or more realistically) when you critically hit. It’ll glow when it’s ready.
Voltaic Slash is the answer to “If all 4 abilities need to glow first what am I doing until then?” This is your spam-able filler move.
More than 3 Enemies
Lacerate is a great Area Damage attack to spam over and over for AoE damage. Can be buffed by 25% with the Lambaste choice at level 64. Will also generate similar Static Charge/Induction buffs like Voltaic Slash does.
Severing Slash is a choice at 68 you could take for a cone-shaped AoE, but usually lacerate is good enough.
Extra Tips
Start in Stealth to regain energy faster during the beginning of the fight.
Phantom Stride instantly moves you to the target, will give three stacks of the buff needed for Discharge, and lets you use Discharge right away.
Feeling spicy? Recklessness will give three stacks of the buff needed for Discharge. The best way to use it is to use Discharge, the Recklessness, then immediately afterwards use Discharge again for a huge burst of damage!
Feeling Extra spicy? Force Cloak can be used right after Recklessness to reduce its cooldown by a huge amount. If you are playing alone, Force Cloak can end combat and reset the fight, so use this trick in group content only.
Feeling SUPER spicy? Assassinate is a powerful filler attack, but you can only use it when your target is below 30% health. With the Reaper’s Rush tree choice (level 73), it will also become useable anytime you use Phantom Stride first.
Feeling TOO SPICY TO HANDLE? If you have time before the fight starts, use Lacerate to spin around twice early which will make Ball Lightning glow.
Mind Trap 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.
Discipline | Tactical | Legendary | Stats |
---|---|---|---|
Guardian Defense Juggernaut Immortal | ![]() | Force Resistance + Retaliator | Shield: 5500-6000 Absorb: remaining tertiary stats |
Guardian Vigilance Juggernaut Vengeance | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | Supercommando + Squad Leader | Shield: 6000 - 6500 Absorb: remaining tertiary stats |
Vanguard Plasmatech Powertech Pyrotech | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: 2700 - 2800 With Alacrity Guild Perk 1100 - 1300 |
Scoundrel Sawbones Operative Medicine | ![]() | 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 | ![]() | 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 | ![]() | 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
- Infiltration / Deception 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Deception Guide by Biggs on YouTube (7.02)
- Deception Assassin PvE Guide and Best Builds by Endonae on vulkk.com (7)
Attacks
Saber Strike - Basic AttackLevel 1
Thrash - AttackLevel 1
Shock - AttackLevel 4
Lacerate - Area AttackLevel 7
Maul - AttackLevel 12
Discharge - AttackLevel 15
Reaping Strike - AttackLevel 15
Voltaic Slash - AttackLevel 35 REPLACES Thrash at Level 35+
Assassinate - AttackLevel 47
Ball Lightning - AttackLevel 60 REPLACES Shock at Level 60+
Severing Slash - Optional Area Attacks Level 68 Option 1/3Level 68
Multiple Enemy Attack Abilities
These Deception attacks are useful for attacking groups of enemies.
Lacerate - Area AttackLevel 7
Severing Slash - Optional Area Attacks Level 68 Option 1/3Level 68
Buffs
You can combine your Deception buffs with your attacks to create powerful combinations.
Mark of Power - Passive Class BuffLevel 1
Recklessness - BuffLevel 15
Overcharge Saber - Optional Buff Defensive Level 43 Option 3/3Level 43
Defensive & Healing Abilities
Use these abilities to help yourself stay alive. The Assassin has these defensive and healing abilities and you'll want to know where they are in a difficult fight.
Deflection - DefensiveLevel 27
Overcharge Saber - Optional Buff Defensive Level 43 Option 3/3Level 43
Force Shroud - 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 Assassins in combat to turn the tide of a fight.
Seethe - Regeneration - Regain health out of battle.Level 1
Electrocute - 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
Unbreakable 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
Jolt - 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 Trap - 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
Overload - 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
Low Slash - Stun - Stuns allow you to knock enemies out of the fight temporarily. Some stuns break on damage - so if you attack the enemy while they are stunned with any type of attack, they will no longer be stunned.Level 47
Phantom Stride - Leap - Jump to a faraway enemy.Level 60
Whirlwind - 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 Deception Assassin 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 Deception Assassin, 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 Deception Assassin.
































































































Level 23 Choice: Reaping Strike Change
Choose from one of three ways that you want Reaping Strike to change at level 23. Your options are Penetrating Slash, Reaper, and Energized Blade.

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

Increases the armor penetration and critical hit chance of Reaping Strike by 20%.
Increases the armor penetration and critical hit chance of Reaping Strike by 20%.

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

The cooldown of Reaping Strike is reduced by 6 seconds whenever you critically hit with a direct Force attack. Reaping Strike costs 10 additional Force.
The cooldown of Reaping Strike is reduced by 6 seconds whenever you critically hit with a direct Force attack. Reaping Strike costs 10 additional Force.
Multi-Enemy Solo Suggestion: Reaper - Remember to hit the first enemy about to die with Reaping Strike and this will keep you strong for entire missions at a time!
Solo Single-Strong-Enemy Suggestion: Energized Blade - The constant cooldown reset of Reaping Strike far outweighs the additional force cost. This is by far your best increase to damage.
Flashpoint Suggestion: Energized Blade - The constant cooldown reset of Reaping Strike far outweighs the additional force cost. This is by far your best increase to damage.
Operation Suggestion: Energized Blade - The constant cooldown reset of Reaping Strike far outweighs the additional force cost. This is by far your best increase to damage.
Level 27 Choice
Choose from one of three Assassin abilities at Level 27, you can only have one of these options at any given time. Your options as a Deception Assassin for the Level 27 choice are Overload, Maul Spike, and Force Magnetism.

Deals energy damage and knocks back up to 8 enemies within a 15-meter cone in front of you, binding them in electricity 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 Maul from stealth stun the target for 2 seconds. Standard and weak enemies are knocked down.
Dealing damage with Maul from stealth stun 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: Overload - You can use Overload to knock enemies off ledges for an instant kill, or Maul Spike for a stun if no ledges will be available. Doesn't work on bosses or stronger enemies.
Operation Suggestion: Overload - You can use Overload to knock enemies off ledges for an instant kill, or Maul Spike for a stun if no ledges will be available. Note that most operations enemies will be immune to knockbacks, but may still be useful in some areas.
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 Overload to knock enemies off ledges for an instant kill, or Maul 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 Overload to knock enemies off ledges for an instant kill, or Maul Spike for a stun if no ledges will be available.
Level 39 Choice: Voltaic Slash Change
Choose from one of three ways that you want Voltaic Slash to change at level 39. Your options are Reckless Voltage, Voltaic Engine, and Voltaic Defense.

Strikes the target twice, dealing weapon damage with each hit. Each use of this ability builds Voltage, which gives Shock and Ball Lightning a 50% chance to automatically trigger your Surging Charge off of its normal rate limit. Stacks up to 2 times. Requires a double-bladed lightsaber or electrostaff. Replaces Thrash.

Voltaic Slash deals 10% more damage and reduces the cooldown of Recklessness by 5 seconds whenever it deals damage.
Voltaic Slash deals 10% more damage and reduces the cooldown of Recklessness by 5 seconds whenever it deals damage.

Voltage stacks built by Voltaic Slash increases your critical hit chance by 10% per stack.
Voltage stacks built by Voltaic Slash increases your critical hit chance by 10% per stack.

Voltage stacks built by Voltaic Slash increases your damage reduction by 5% per stack. In addition, Voltaic Slash slows its target by 50% for 6 seconds.
Voltage stacks built by Voltaic Slash increases your damage reduction by 5% per stack. In addition, Voltaic Slash slows its target by 50% for 6 seconds.
Solo Single-Strong-Enemy Suggestion: Voltaic Engine - A 20% buff to crit chance after two voltaic slashes is great. Take voltaic defense for damage reduction if solo and in need of some survivability.
Multi-Enemy Solo Suggestion: Voltaic Engine - A 20% buff to crit chance after two voltaic slashes is great. Take voltaic defense for damage reduction if solo and in need of some survivability.
Flashpoint Suggestion: Voltaic Engine - A 20% buff to crit chance after two voltaic slashes is great. The buff applies to all abilities, so this is the best choice in the tier for damage.
Operation Suggestion: Voltaic Engine - A 20% buff to crit chance after two voltaic slashes is great. The buff applies to all abilities, so this is the best choice in the tier for damage.
Level 43 Choice
Choose from one of three Assassin abilities at Level 43, you can only have one of these options at any given time. Your options as a Deception Assassin for the Level 43 choice are Lightning Engine, Lightning Critical, and Overcharge Saber.

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

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

Overcharges your lightsaber charge for 15 seconds, immediately restoring 15% of your max health. While active, Overcharge Saber increases the damage of Surging Charge by 100%, the chance to trigger Surging Charge by 50%, and healing you when their effects are triggered. The triggered healing cannot occur more than once per second. Requires a double-bladed lightsaber or electrostaff.
Overcharges your lightsaber charge for 15 seconds, immediately restoring 15% of your max health. While active, Overcharge Saber increases the damage of Surging Charge by 100%, the chance to trigger Surging Charge by 50%, and healing you when their effects are triggered. The triggered healing cannot occur more than once per second. Requires a double-bladed lightsaber or electrostaff.
General Suggestion: Lightning Engine - Voltaic Slash should be critting pretty often and the force generation here should help offset the extra 10 force cost to reaping strike we picked at level 23!
Level 51 Choice
Choose from one of three Assassin abilities at Level 51, you can only have one of these options at any given time. Your options as a Deception Assassin for the Level 51 choice are Formless Phantom, Fade, and Dark Stability .

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.

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.

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.
General Suggestion: Formless Phantom - 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 Assassin abilities at Level 64, you can only have one of these options at any given time. Your options as a Deception Assassin for the Level 64 choice are Obfuscating Speed, Force Phase, and Lambaste.

Increases your movement speed by 15% and your effective stealth level by 10. Activating Shock, Ball Lightning, or Eradicate increasing 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 Shock, Ball Lightning, or Eradicate increasing your movement speed by 50% for 9 seconds. This effect cannot occur more than once every 18 seconds.

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

Increases the damage dealt by Lacerate by 25%.
Increases the damage dealt by Lacerate by 25%.
General Suggestion: Lambaste - Unlike the other two Assassin disciplines that don't rely on Lacerate's damage so much, Deception can make great use of this talent. Take it by default, unless you don't need the AoE, which frees you up to take Force Phase to get out of slows and roots faster.
Level 68 Choice
Choose from one of three Assassin abilities at Level 68, you can only have one of these options at any given time. Your options as a Deception Assassin for the Level 68 choice are Severing Slash, Whirlwind, and Force Shroud.

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

Traps the target in a whirlwind for 8 seconds. Non-player, non-standard, and non-weak targets heal rapidly while trapped. 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: Severing Slash - 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: Force Shroud - 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: Force Shroud - 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: Force Shroud - 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 Assassin abilities at Level 73, you can only have one of these options at any given time. Your options as a Deception Assassin for the Level 73 choice are Reaper's Rush, Avoidance, and Shroud of Madness.

Phantom Stride grants Reaper's Rush, allowing your next Assassinate to be used on any target, regardless of remaining health. Reaper's Rush lasts for 10 seconds. Additionally, if the target of your Phantom Stride is killed within 10 seconds of using Phantom Stride, Phantom Stride's cooldown is reset.
Phantom Stride grants Reaper's Rush, allowing your next Assassinate to be used on any target, regardless of remaining health. Reaper's Rush lasts for 10 seconds. Additionally, if the target of your Phantom Stride is killed within 10 seconds of using Phantom Stride, Phantom Stride's cooldown is reset.

Reduces the cooldown of Jolt by 2 seconds, Unbreakable Will by 30 seconds, and Force Speed by 5 seconds.
Reduces the cooldown of Jolt by 2 seconds, Unbreakable Will by 30 seconds, and Force Speed by 5 seconds.

Activating Force Cloak grants 2 seconds of Force Shroud.
Activating Force Cloak grants 2 seconds of Force Shroud.
General Suggestion: Shroud of Madness - With Assassinate being less useful lately, Reaper's Rush isn't really a needed choice for your rotation. 2 seconds of Shroud will help guarantee your survival in sticky situations though!
All Abilities
All your abilities for the Deception Assassin.
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 | ![]() | SeetheRegeneration Allows you to pause to prepare for the coming fight, restoring your health and Force. Cannot be used during combat. Regain health out of battle. |
LvL1 | ![]() | ThrashAttack 4m (melee range) Strikes the target twice. Each hit deals weapon damage. Strikes the target twice. Each hit deals weapon damage. |
LvL1 | ![]() | Lightning ChargePassive Lightning pulses through your weapon, giving your melee attacks a 50% chance to deal energy damage. Lightning pulses through your weapon, giving your melee attacks a 50% chance to deal energy damage. |
LvL1 | ![]() | Mark of PowerPassive Class Buff Increases Mastery by 5%, internal and elemental damage reduction by 10%. Increases Mastery by 5%, internal and elemental damage reduction by 10%. |
LvL1 | ![]() | Crackling BlastsPassive Increases the critical strike damage dealt by Discharge and Ball Lightning by 20%. Increases the critical strike damage dealt by Discharge and Ball Lightning by 20%. |
LvL1 | ![]() | Dominating SlashesHidden Passive Increases the damage dealt by Lacerate by 5% and Voltaic Slash and Reaping Strike by 20%. Increases the damage dealt by Lacerate by 5% and Voltaic Slash and Reaping Strike by 20%. |
LvL1 | ![]() | Reckless GuileHidden Passive Recklessness grants 1 additional charge when activated. Recklessness grants 1 additional charge when activated. |
LvL1 | ![]() | Whirling EdgePassive Increases your armor penetration by 10% and increases the critical chance of Lacerate by 15% and its critical damage bonus by 30%. Increases your armor penetration by 10% and increases the critical chance of Lacerate by 15% and its critical damage bonus by 30%. |
LvL4 | ![]() | ShockAttack 10m (short range) Shocks the target for energy damage. Standard and weak targets are additionally stunned for 3 seconds. Shocks the target for energy damage. Standard and weak targets are additionally stunned for 3 seconds. |
LvL7 | ![]() | ElectrocuteStun 10m (short range) Electrocutes the target, dealing energy damage and stunning it 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 | ![]() | LacerateArea 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 | ![]() | Unbreakable WillStun Break Summons an unbreakable will, immediately purging incapacitating and movement-impairing effects. If you are stunned and can’t move, you can use this ability to unstun yourself. |
LvL12 | ![]() | MaulAttack 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 | ![]() | RecklessnessBuff Grants 2 charges of Recklessness, 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 Recklessness, 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 | ![]() | DischargeAttack 10m (short range) Unleash your Static Charge, dealing internal damage. This damage scales up with each stack of Static Charge. Unleash your Static Charge, dealing internal damage. This damage scales up with each stack of Static Charge. |
LvL15 | ![]() | Reaping StrikeAttack 4m (melee range) Lash the target with an acrobatic strike, dealing weapon damage. Only usable from stealth or within 15 seconds of performing a critical strike. Requires a double-bladed lightsaber or electrostaff. Lash the target with an acrobatic strike, dealing weapon damage. Only usable from stealth or within 15 seconds of performing a critical strike. Requires a double-bladed lightsaber or electrostaff. |
LvL15 | ![]() | Surging ChargePassive Raw Force energy surges through your weapon, giving your melee attacks a 50% chance to deal internal damage and build 1 Static Charge. Static Charge stacks up to 3 times and increases the damage dealt by your next Discharge. This effect cannot occor more than once every 6 seconds. Replaces Lightning Charge. Raw Force energy surges through your weapon, giving your melee attacks a 50% chance to deal internal damage and build 1 Static Charge. Static Charge stacks up to 3 times and increases the damage dealt by your next Discharge. This effect cannot occor more than once every 6 seconds. Replaces Lightning Charge. |
LvL19 | ![]() | JoltInterrupt 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 TrapCrowd Control 10m (short range) Traps the target's mind, 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 | ![]() | Assassin'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 | ![]() | Penetrating SlashOptional Passive Level 23 Option 1/3 Increases the armor penetration and critical hit chance of Reaping Strike by 20%. Increases the armor penetration and critical hit chance of Reaping Strike by 20%. |
LvL23 | ![]() | ReaperOptional Passive Level 23 Option 2/3 Killing an enemy within 3 seconds of dealing damage with Reaping Strike resets the cooldown of all damaging abilities and increases your critical hit chance by 40% for 6 seconds. Killing an enemy within 3 seconds of dealing damage with Reaping Strike resets the cooldown of all damaging abilities and increases your critical hit chance by 40% for 6 seconds. Solo Many-Enemy Suggestion: Remember to hit the first enemy about to die with Reaping Strike and this will keep you strong for entire missions at a time! |
LvL23 | ![]() | Energized BladeOptional Passive Level 23 Option 3/3 The cooldown of Reaping Strike is reduced by 6 seconds whenever you critically hit with a direct Force attack. Reaping Strike costs 10 additional Force. The cooldown of Reaping Strike is reduced by 6 seconds whenever you critically hit with a direct Force attack. Reaping Strike costs 10 additional Force. General Suggestion: The constant cooldown reset of Reaping Strike far outweighs the additional force cost. This is by far your best increase to damage. |
LvL23 | ![]() | Dark EmbracePassive Dark Embrace increases force regeneration by 25% and reduces damage taken by 15% for 15 seconds when triggered. Dark Embrace is active while in stealth mode or for 15 seconds after leaving stealth or activating Maul. Dark Embrace increases force regeneration by 25% and reduces damage taken by 15% for 15 seconds when triggered. Dark Embrace is active while in stealth mode or for 15 seconds after leaving stealth or activating Maul. |
LvL23 | ![]() | DarkswellHidden Passive Maul grants 15 seconds of Dark Embrace. While Dark Embrace is active, all damage taken is reduced by 15%. Maul grants 15 seconds of Dark Embrace. While Dark Embrace is active, all damage taken is reduced by 15%. |
LvL27 | ![]() | DeflectionDefensive Increases your ranged and melee defenses by 50% for 12 seconds. Requires a melee weapon. Increases your ranged and melee defenses by 50% for 12 seconds. Requires a melee weapon. |
LvL27 | ![]() | OverloadOptional Knockback 15m Level 27 Option 1/3 Deals energy damage and knocks back up to 8 enemies within a 15-meter cone in front of you, binding them in electricity 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 Overload to knock enemies off ledges for an instant kill, or Maul Spike for a stun if no ledges will be available. Doesn't work on bosses or stronger enemies. Operation Suggestion: You can use Overload to knock enemies off ledges for an instant kill, or Maul Spike for a stun if no ledges will be available. Note that most operations enemies will be immune to knockbacks, but may still be useful in some areas. |
LvL27 | ![]() | Maul SpikeOptional Passive Level 27 Option 2/3 Dealing damage with Maul from stealth stun the target for 2 seconds. Standard and weak enemies are knocked down. Dealing damage with Maul from stealth stun 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 Overload to knock enemies off ledges for an instant kill, or Maul 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 Overload to knock enemies off ledges for an instant kill, or Maul Spike for a stun if no ledges will be available. |
LvL31 | ![]() | Force CloakCombat Stealth Uses the Force to 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 | ![]() | Voltaic SlashAttack 4m (melee range) Strikes the target twice, dealing weapon damage with each hit. Each use of this ability builds Voltage, which gives Shock and Ball Lightning a 50% chance to automatically trigger your Surging Charge off of its normal rate limit. Stacks up to 2 times. Requires a double-bladed lightsaber or electrostaff. Replaces Thrash. Strikes the target twice, dealing weapon damage with each hit. Each use of this ability builds Voltage, which gives Shock and Ball Lightning a 50% chance to automatically trigger your Surging Charge off of its normal rate limit. Stacks up to 2 times. Requires a double-bladed lightsaber or electrostaff. Replaces Thrash. |
LvL35 | ![]() | InductionPassive Thrash, Lacerate, Voltaic Slash, Reaping Strike, Maul, and Assassinate grant Induction, reducing the Force cost of your next Shock or Ball Lightning by 25%. Stacks up to 2 times. In addition, Shock and Ball Lightning have a 50% chance to attack the target twice, with the second attack dealing half damage. This second attack cannot trigger Surging Charge. Thrash, Lacerate, Voltaic Slash, Reaping Strike, Maul, and Assassinate grant Induction, reducing the Force cost of your next Shock or Ball Lightning by 25%. Stacks up to 2 times. In addition, Shock and Ball Lightning have a 50% chance to attack the target twice, with the second attack dealing half damage. This second attack cannot trigger Surging Charge. |
LvL35 | ![]() | Twin SurgeHidden Passive Shock and Ball Lightning have a 50% chance to attack the target twice, with the second attack dealing half damage. This second attack cannot trigger Surging Charge. Shock and Ball Lightning have a 50% chance to attack the target twice, with the second attack dealing half damage. This second attack cannot trigger Surging Charge. |
LvL39 | ![]() | Reckless VoltageOptional Passive Level 39 Option 1/3 Voltaic Slash deals 10% more damage and reduces the cooldown of Recklessness by 5 seconds whenever it deals damage. Voltaic Slash deals 10% more damage and reduces the cooldown of Recklessness by 5 seconds whenever it deals damage. |
LvL39 | ![]() | Voltaic EngineOptional Passive Level 39 Option 2/3 Voltage stacks built by Voltaic Slash increases your critical hit chance by 10% per stack. Voltage stacks built by Voltaic Slash increases your critical hit chance by 10% per stack. Solo Single-Enemy Suggestion: A 20% buff to crit chance after two voltaic slashes is great. Take voltaic defense for damage reduction if solo and in need of some survivability. Solo Many-Enemy Suggestion: A 20% buff to crit chance after two voltaic slashes is great. Take voltaic defense for damage reduction if solo and in need of some survivability. Flashpoint Suggestion: A 20% buff to crit chance after two voltaic slashes is great. The buff applies to all abilities, so this is the best choice in the tier for damage. Operation Suggestion: A 20% buff to crit chance after two voltaic slashes is great. The buff applies to all abilities, so this is the best choice in the tier for damage. |
LvL39 | ![]() | Voltaic DefenseOptional Passive Level 39 Option 3/3 Voltage stacks built by Voltaic Slash increases your damage reduction by 5% per stack. In addition, Voltaic Slash slows its target by 50% for 6 seconds. Voltage stacks built by Voltaic Slash increases your damage reduction by 5% per stack. In addition, Voltaic Slash slows its target by 50% for 6 seconds. |
LvL43 | ![]() | Exploitive StrikesPassive 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 | ![]() | Lightning EngineOptional Passive Level 43 Option 1/3 Critically hitting with Voltaic Slash or a direct Force attack generates 10 Force and heals you by 1% of your max health. This effect cannot occur more than once per second. Critically hitting with Voltaic Slash or a direct Force attack generates 10 Force and heals you by 1% of your max health. This effect cannot occur more than once per second. General Suggestion: Voltaic Slash should be critting pretty often and the force generation here should help offset the extra 10 force cost to reaping strike we picked at level 23! |
LvL43 | ![]() | Lightning CriticalOptional Passive Level 43 Option 2/3 Force spending melee attacks now benefit from Recklessness and consume its stacks. You deal additional energy damage to targets you critically hit with melee attacks. This effect cannot happen more than once every 6 seconds. Force spending melee attacks now benefit from Recklessness and consume its stacks. You deal additional energy damage to targets you critically hit with melee attacks. This effect cannot happen more than once every 6 seconds. |
LvL43 | ![]() | Overcharge SaberOptional Buff Defensive Level 43 Option 3/3 Overcharges your lightsaber charge for 15 seconds, immediately restoring 15% of your max health. While active, Overcharge Saber increases the damage of Surging Charge by 100%, the chance to trigger Surging Charge by 50%, and healing you when their effects are triggered. The triggered healing cannot occur more than once per second. Requires a double-bladed lightsaber or electrostaff. Overcharges your lightsaber charge for 15 seconds, immediately restoring 15% of your max health. While active, Overcharge Saber increases the damage of Surging Charge by 100%, the chance to trigger Surging Charge by 50%, and healing you when their effects are triggered. The triggered healing cannot occur more than once per second. Requires a double-bladed lightsaber or electrostaff. |
LvL43 | ![]() | Saber ConduitPassive Your Surging Charge restores 9 force over 9 seconds when it deals damage to an enemy target. This effect cannot occur more than once every 12 seconds. In addition, Lacerate builds charges of Voltage and Discharge causes its target to become vulnerable for 45 seconds. Vulnerable targets take 5% more damage from Force attacks. Your Surging Charge restores 9 force over 9 seconds when it deals damage to an enemy target. This effect cannot occur more than once every 12 seconds. In addition, Lacerate builds charges of Voltage and Discharge causes its target to become vulnerable for 45 seconds. Vulnerable targets take 5% more damage from Force attacks. |
LvL47 | ![]() | AssassinateAttack 4m (melee range) Attempts to assassinate the target, dealing weapon damage. Only usable on targets at or below 30% max health. Attempts to assassinate the target, dealing weapon damage. Only usable on targets at or below 30% max health. |
LvL47 | ![]() | Thrashing BladesPassive Increases the damage dealt by Thrash, Lacerate, Voltaic Slash, and Leeching Strike by 5%. Increases the damage dealt by Thrash, Lacerate, Voltaic Slash, and Leeching Strike by 5%. |
LvL47 | ![]() | Low SlashStun 30m (long range) Slashes the target low, dealing weapon damage and incapacitating the target for 4 seconds. Damage causes this effect to end prematurely. Requires a double-bladed lightsaber or electrostaff. Stuns allow you to knock enemies out of the fight temporarily. Some stuns break on damage - so if you attack the enemy while they are stunned with any type of attack, they will no longer be stunned. |
LvL51 | ![]() | Formless PhantomOptional 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 | ![]() | FadeOptional Passive Level 51 Option 2/3 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 | ![]() | Dark Stability Optional Passive Level 51 Option 3/3 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 | ![]() | DuplicityPassive Direct damage attacks grant Duplicity, causing your next Maul to deal 20% more damage and consume 75% less Force. This effect cannot occur more than once every 10 seconds. Direct damage attacks grant Duplicity, causing your next Maul to deal 20% more damage and consume 75% less Force. This effect cannot occur more than once every 10 seconds. |
LvL60 | ![]() | Phantom StrideLeap 30m (long range) Use the Force to move through time and space, 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 | ![]() | Ball LightningAttack 10m (short range) Blasts the target with a ball of lightning for energy damage. Standard and weak targets are additionally stunned for 3 seconds. Replaces Shock. Blasts the target with a ball of lightning for energy damage. Standard and weak targets are additionally stunned for 3 seconds. Replaces Shock. |
LvL60 | ![]() | Electric AmbushPassive Recklessness and Phantom Stride build 3 Static Charges, and exiting combat or activating Force Cloak in combat reduces the active cooldown of Recklessness by 60 seconds. Additionally, the critical damage dealt by Maul is increased by 30%. Recklessness and Phantom Stride build 3 Static Charges, and exiting combat or activating Force Cloak in combat reduces the active cooldown of Recklessness by 60 seconds. Additionally, the critical damage dealt by Maul is increased by 30%. |
LvL60 | ![]() | Amped VoltageHidden Passive Activating Phantom Stride builds 3 Static Charges. Activating Phantom Stride builds 3 Static Charges. |
LvL64 | ![]() | Obfuscating SpeedOptional Passive Level 64 Option 1/3 Increases your movement speed by 15% and your effective stealth level by 10. Activating Shock, Ball Lightning, or Eradicate increasing 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 Shock, Ball Lightning, or Eradicate increasing 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 Phantom Stride grants Force Phase, removing all movement-impairing effects and granting immunity to them for 2 seconds. Force Speed and Phantom Stride grants Force Phase, removing all movement-impairing effects and granting immunity to them for 2 seconds. |
LvL64 | ![]() | LambasteOptional Passive Level 64 Option 3/3 Increases the damage dealt by Lacerate by 25%. Increases the damage dealt by Lacerate by 25%. General Suggestion: Unlike the other two Assassin disciplines that don't rely on Lacerate's damage so much, Deception can make great use of this talent. Take it by default, unless you don't need the AoE, which frees you up to take Force Phase to get out of slows and roots faster. |
LvL68 | ![]() | Severing SlashOptional Area Attacks 5m (melee range) Level 68 Option 1/3 Strikes targets in a cone, dealing weapon damage and slowing their movement speed by 50% and applying Charged Veil to you for 3 seconds. Charged Veil increases the damage of your Force attacks by 5% and your damage reduction by 5% for each target hit with Severing Slash. Requires a double-bladed lightsaber or electrostaff. Strikes targets in a cone, dealing weapon damage and slowing their movement speed by 50% and applying Charged Veil to you for 3 seconds. Charged Veil increases the damage of your Force attacks by 5% and your damage reduction by 5% for each target hit with Severing Slash. 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 | ![]() | WhirlwindOptional Crowd Control 30m (long range) Level 68 Option 2/3 Traps the target in a whirlwind for 8 seconds. Non-player, non-standard, and non-weak targets heal rapidly while trapped. 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 | ![]() | Force ShroudOptional 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 | ![]() | Assassin's MarkPassive Maul sunders its target for 45 seconds. Sundered targets have their armor reduced by 20%. Maul sunders its target for 45 seconds. Sundered targets have their armor reduced by 20%. |
LvL73 | ![]() | Reaper's RushOptional Passive Level 73 Option 1/3 Phantom Stride grants Reaper's Rush, allowing your next Assassinate to be used on any target, regardless of remaining health. Reaper's Rush lasts for 10 seconds. Additionally, if the target of your Phantom Stride is killed within 10 seconds of using Phantom Stride, Phantom Stride's cooldown is reset. Phantom Stride grants Reaper's Rush, allowing your next Assassinate to be used on any target, regardless of remaining health. Reaper's Rush lasts for 10 seconds. Additionally, if the target of your Phantom Stride is killed within 10 seconds of using Phantom Stride, Phantom Stride's cooldown is reset. |
LvL73 | ![]() | AvoidanceOptional Passive Level 73 Option 2/3 Reduces the cooldown of Jolt by 2 seconds, Unbreakable Will by 30 seconds, and Force Speed by 5 seconds. Reduces the cooldown of Jolt by 2 seconds, Unbreakable Will by 30 seconds, and Force Speed by 5 seconds. |
LvL73 | ![]() | Shroud of MadnessOptional Passive Level 73 Option 3/3 Activating Force Cloak grants 2 seconds of Force Shroud. Activating Force Cloak grants 2 seconds of Force Shroud. General Suggestion: With Assassinate being less useful lately, Reaper's Rush isn't really a needed choice for your rotation. 2 seconds of Shroud will help guarantee your survival in sticky situations though! |
LvL73 | ![]() | ExecutionerPassive Increases all damage dealt to targets below 30% of max health by 5%. Additionally, reduces the Force consumed by Assassinate by 10. Increases all damage dealt to targets below 30% of max health by 5%. Additionally, reduces the Force consumed by Assassinate by 10. |
LvL78 | ![]() | Entropic FieldPassive Dealing critical damage grants Entropic Field, increasing damage reduction by 3% for 15 seconds. Stacks up to 3 times. Dealing critical damage grants Entropic Field, increasing damage reduction by 3% for 15 seconds. Stacks up to 3 times. |
Milestones
- At Level 15 you will get your first exclusive ability only the Deception Assassin has, it will be called Reaping Strike.
- At Level 23 you will get to choose a way to change how Reaping Strike 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 Deception 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 Deception Assassin gets, it will be called Voltaic Slash.
- At Level 39 you will get to choose a way to change how Voltaic Slash works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Deception Assassin has, Low Slash and Ball Lightning.
- 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 Assassin.
- 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.