Juggernaut Immortal Basics Guide

Immortal

The most resilient among the Sith, the Immortal Juggernaut is able to withstand even the most brutal assaults, and can give as good as they take. Even while dealing powerful blows, the Immortal Juggernaut can reduce the impact of any attacks that come their way, making them key participants at the front line of any battle.

  • Role: Tank
  • Weapon: Single Lightsaber
  • Distance: Melee Range
  • Mirror: Guardian – Defense

Immortal for New Players

  •  Immortal 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.
  •  Immortal is the most melee-focused tank which can be difficult for new players, but it is not the hardest tank to learn.
What level are you?
Type your level to filter the guide for your level.

How to play a Immortal Juggernaut

You can start playing Immortal at level 1. To start playing Immortal, you will need to first create a Juggernaut 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 Immortal 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

Below Level 80

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

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

Level 80

5 Ability Basic Rotation

Not quite ready to learn all your abilities yet? Use this quick 5-ability rotation for the Juggernaut Tank until you’re ready to read and learn from a true level 80 guide. The goal for this rotation is to build up threat, which keeps the boss on you, and to reduce the damage you take.

  • Aegis Assault is your rage generator and also gives a great defensive buff, use it whenever it’s available, but make sure your energy bar is less than half full, or you’ll waste some Rage.
  • Crushing Blow is your heaviest hitting move, do it early and do it on cooldown to maintain threat! It also debuffs your enemy to do less damage to you.
  • Retaliation is a nifty skill that can only be used when glowing. To trigger the glow you either have to successfully defend against an attack (random when this happens) or use Crushing Blow to trigger it manually. It’s “off the global cooldown” which means you can use it between other moves without slowing down. No reason not to hit it any time it glows! Gives a decent defensive buff.
  • Force Scream is a great attack that also grants you a barrier that will absorb damage for a bit. Use on cooldown.
  • As a Juggernaut, if you really want only five abilities in your rotation, you’ll wind up smashing your basic attack Assault over and over which will do the trick, but isn’t very fun. Once you’re ready to expand, there’s a ton of your other abilities you can use as filler abilities. See below!

More than 3 Enemies

  • Aegis Assault / Crushing Blow is actually a great Area Damage Combo to keep threat on multiple targets, because Crushing Blow will hit 7 extra enemies if you are currently benefitting from the Aegis Assault buff!
  • Smash is a burst damage ability that will hit everyone around you, and make them unsteady, which will reduce damage done to you. Use whenever it’s available against 3 targets or more.
  • You can spam Sweeping Slash to hit many targets in front of you over and over! Use after the Aegis Slash / Crushing Blow combo and when Smash isn’t ready yet. Also makes enemies unsteady.

Extra Tips

  • Force Charge in and do Aegis Assault > Crushing Blow > Retaliation right away to get things rolling!
  • Run out of Rage? Your Threatening Rage lets you get a ton back.

More Abilities

Once you’re comfortable with your other abilities, you’ll work on adding more filler abilities in as you wait for Aegis Assault to come back up, your rotation will look like this:

…Filler Abilities…

And then restart at Aegis Assault!

  •  Vicious Throw is your heaviest hitting ability, but it’s only available when your enemy is below 30% health.
  • Backhand is a 4 second stun, but surprisingly it also does decent damage and most importantly: a ton of threat. Use this on cooldown to keep the enemies attention on you.
  • Force Choke acts as both a stun and a huge threat generator, particularly at the beginning of the fight, you don’t really need it once you’ve gained enough threat.
  • Smash is another filler, which will reduce damage towards you for 45 seconds.
  • Ravage is another filler that gives you a little defensive boost for a very short time.
  •  Vicious Slash is a good backup filler attack.
  • Still out of energy? Use your free Assault! It does basically nothing but award some Rage, so don’t use it unless you’re really running low and Threatening Rage/Aegis Assault aren’t ready.

Taunts

Your taunts cause your enemy to pay attention to only you for a short time, and help build threat.

  • Taunt is your single-enemy taunt ability. Never start a fight with a taunt! After a few seconds of doing your high threat attacks on a boss, it is good to make sure you’ll keep threat by using a taunt. You can continue to use your taunt through-out the fight to build up threat. If you notice you have lost the attention of the boss, this should be the first thing you use. Some Operation fights require a “tank swap” that will require you save your taunt for a specific time.
  • Threatening Scream is your AoE Taunt ability. This has the same effect as Taunt, but it applies to every enemy in a large radius around you. This is great to use during Flashpoints or fights with many additional weaker enemies (adds). Make sure your character is in the center of the enemies you’d like to pick up, followed by your AoE attacks. In operations, be careful when using this ability if you are not the tank assigned to the boss, because if the boss is close enough to you, this will also taunt the boss.
  •  Guard allows you to place a guard on an ally, reducing their threat and damage taken. Guard your team-mate who hits the hardest – they’ll be the one accidentally stealing the boss from you during the fight.

Defensives

As a tank, in addition to building threat, you also need to use your defensive abilities to keep yourself alive.

  • Endure Pain is your primary “emergency cooldown” for staying alive. Endure Pain will immediately give you a bunch of health to save you, but the health it gives is not permanent. Endure Pain is also the Immortal Juggernaut’s self-cleanse ability, which will remove harmful debuffs from your character that would otherwise have to be cleansed by a healer.
  •  Saber Reflect is an optional defensive you may learn at level 68 that is capable of reflecting RANGED damage back at the attacker for the next 5 seconds. Melee attacks will not be reflected. Basic Ranged attacks, Force attacks, and Tech attacks that are not AoEs will be able to be reflected, and Saber Reflect should be used to mitigate the strongest ranged abilities an encounter may have. If the fight does not have a dangerous ranged attack that you need to save reflect for, you may also use this frequently to simply deal extra damage back to regular ranged attackers. If you’re playing operations, ask your team leader if the fight has any reflect-able attacks, they may be able to point them out for you before trying.
  • Invincible is a generic 40% reduction in the damage you take for a while. Invincible lasts for a full 10 seconds, and unless the fight has specific attacks that you should have defensives ready for, you can use this on cooldown to increase your overall survivability, but it’s best used during sustained periods of intense attacks.
  •  Saber Ward is essentially a 2 second guarantee that you won’t be struck by any attacks that can be dodged, followed by an even better version of Invincible. The most important usage of Saber Ward is to completely negate the heaviest possible hits in a fight – just keep in mind it has a three minute cooldown, so you’ll only be able to use this incredibly strong defensive once or twice a fight, and remember that not all attacks in the game can be dodged.
  •  Enraged Defense is only usable when you are below 70% health or are stunned, but if it’s available it will heal you every time you get hit for the next dozen hits. It doesn’t have a very long cooldown, so you may use this often to help your health be more stable for healers during periods of rapid but manageable damage.
Level 80 Gear Recommendations
More Information:
Level 80 In-Depth Community Guides

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

Guides

Attacks

  • Assault - Basic AttackLevel 1
  • Vicious Slash - AttackLevel 1
  • Smash - Area AttackLevel 4
  • Retaliation - AttackLevel 4
  • Force Scream - AttackLevel 7
  • Sundering Assault - AttackLevel 7
  • Ravage - AttackLevel 10
  • Aegis Assault - AttackLevel 15 REPLACES Sundering Assault at Level 15+
  • Sweeping Slash - Optional Area Attack Level 27 Option 1/3Level 27
  • Crushing Blow - AttackLevel 35
  • Vicious Throw - AttackLevel 43
  • Saber Throw - AttackLevel 47

Multiple Enemy Attack Abilities

These Immortal attacks are useful for attacking groups of enemies.

  • Smash - Area AttackLevel 4
  • Sweeping Slash - Optional Area Attack Level 27 Option 1/3Level 27
  • Threatening Scream - Area TauntLevel 31

Taunts

Taunts help the Immortal Juggernaut generate threat and keep the attention of the enemy on them.

  • Taunt - TauntLevel 10
  • Threatening Scream - Area TauntLevel 31

Buffs

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

  • Unnatural Might - Passive Class BuffLevel 1
  • Threatening Rage - BuffLevel 15

Defensive & Healing Abilities

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

  • Saber Ward - DefensiveLevel 15
  • Endure Pain - Heal CleanseLevel 43
  • Enraged Defense - DefensiveLevel 56
  • Invincible - DefensiveLevel 60
  • Saber Reflect - Optional Defensive Level 68 Option 1/3Level 68

Useful Abilities

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

  • Force Charge - Leap - Jump to a faraway enemy.Level 1
  • Channel Hatred - Regeneration - Regain health out of battle.Level 1
  • Guard - Guard - Protect another player / companionLevel 1
  • Unleash - Stun Break - If you are stunned and can’t move, you can use this ability to unstun yourself.Level 10
  • Disruption - 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
  • Force Choke - 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 27
  • Intercede - Friendly Leap - Jump to a friendly target (not an enemy).Level 39
  • Endure Pain - Heal Cleanse - Temporarily increases your maximum health by 30% for 20 seconds and removes all cleansable effects. When the effect ends, the health is lost.Level 43
  • Force Push - Knockback - Pushes enemies back.Level 43
  • Backhand - 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 47
  • Intimidating Roar - Optional Stun Level 68 Option 2/3 - 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 68
  • Mad Dash - Optional Movement Level 68 Option 3/3 - Quickly rush forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while dashing. Can be used while immobilized and purges movement-impairing effects when activated.Level 68

Tree Choices

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

Solo 'Single Enemy' Suggestions
73
68
64
51
43
39
27
23
Solo 'Many Enemies' Suggestions
73
68
64
51
43
39
27
23
Flashpoint Suggestions
73
68
64
51
43
39
27
23
Operation Suggestions
73
68
64
51
43
39
27
23

Level 23 Choice: Aegis Assault Change

Choose from one of three ways that you want Aegis Assault to change at level 23. Your options are Through Strength, Taunting Strike, and Aegis Shield.

Aegis Assault

Increases damage reduction and shield absorption by 3% for 20 seconds, generates 6 rage, and deals weapon damage to the target with a series of quick melee attacks. Replaces Sundering Assault.

Through Strength

Aegis Assault increases your damage reduction by an additional 2% when it deals damage.

Aegis Assault increases your damage reduction by an additional 2% when it deals damage.

Taunting Strike

Increases the damage, critical hit chance, and threat of Aegis Assault by 20%.

Increases the damage, critical hit chance, and threat of Aegis Assault by 20%.

Aegis Shield

Dealing damage with Aegis Assault grants a barrier of protection to up to 8 allies within 10 meters for 6 seconds.

Dealing damage with Aegis Assault grants a barrier of protection to up to 8 allies within 10 meters for 6 seconds.

Solo Single-Strong-Enemy Suggestion: Taunting Strike - This choice should be the default for any solo tanks or tanks who are looking to increase their offensive capabilities for quicker easy runs.

Multi-Enemy Solo Suggestion: Taunting Strike - This choice should be the default for any solo tanks or tanks who are looking to increase their offensive capabilities for quicker easy runs.

Flashpoint Suggestion: Aegis Shield - Best to ignore the offensive choices in this tier and go for group-wide damage reduction. Super helpful to your healers!

Operation Suggestion: Aegis Shield - Best to ignore the offensive choices in this tier and go for group-wide damage reduction. Super helpful to your healers!

Level 27 Choice

Choose from one of three Juggernaut abilities at Level 27, you can only have one of these options at any given time. Your options as a Immortal Juggernaut for the Level 27 choice are Sweeping Slash, Overwhelming Slashes, and Projected Scream.

Sweeping Slash

Slashes up to 8 enemies within 5 meters in front of you for weapon damage and inflicts the targets with Trauma, which reduces the healing received from all sources by 20% for 6 seconds.

Slashes up to 8 enemies within 5 meters in front of you for weapon damage and inflicts the targets with Trauma, which reduces the healing received from all sources by 20% for 6 seconds.

Overwhelming Slashes

Ravage immobilizes the target for 3 seconds and generates 1 rage.

Ravage immobilizes the target for 3 seconds and generates 1 rage.

Projected Scream

Force Scream does damage to additional enemies in a cone in front and slows them by 50% for 6 seconds.

Force Scream does damage to additional enemies in a cone in front and slows them by 50% for 6 seconds.

General Suggestion: Sweeping Slash - This aoe attack is great for maintaining threat on multiple targets and as a good filler when your main AoEs are on cooldown. Always take this!

Level 39 Choice: Crushing Blow Change

Choose from one of three ways that you want Crushing Blow to change at level 39. Your options are Critical Blow, Crushing Mark, and Crushing Grip.

Crushing Blow

Crushes the target beneath a powerful blow, dealing weapon damage, enabling Retaliation, and impairing the target for 45 seconds. Impaired targets deal 5% less damage with Force and tech attacks. If you are protected by your Aegis Assault, Crushing Blow damages up to 7 additional nearby enemies for the same amount. Does not damage sleeping, lifted, or incapacitated enemies. This attack knocks down all affected standard and weak enemies. Generates a high amount of threat.

Critical Blow

Crushing Blow critical chance and threat generated is increased by 20% and its cooldown is reduced by one second each time it critically hits.

Crushing Blow critical chance and threat generated is increased by 20% and its cooldown is reduced by one second each time it critically hits.

Crushing Mark

Crushing Blow deals 50% more damage to taunted targets.

Crushing Blow deals 50% more damage to taunted targets.

Crushing Grip

Dealing damage with Crushing Blow reduces the cooldown of Force Choke by 2 seconds for every enemy hit. In addition, Crushing Blow generates one additional Rage.

Dealing damage with Crushing Blow reduces the cooldown of Force Choke by 2 seconds for every enemy hit. In addition, Crushing Blow generates one additional Rage.

Solo Single-Strong-Enemy Suggestion: Critical Blow - For tough solo fights this will end up doing more damage than crushing mark over a longer period of time. For burst/easier solo content, you can switch choices.

Multi-Enemy Solo Suggestion: Crushing Mark - Use Aegis Assault, use your AoE taunt, then use Crushing Blow. Great damage to large groups.

Flashpoint Suggestion: Crushing Grip - This choice is the best for pure tanking support: Force Choke generates a ton of threat even if the enemy isn't stunnable. Also, bonus rage!

Operation Suggestion: Crushing Grip - This choice is the best for pure tanking support: Force Choke generates a ton of threat even if the enemy isn't stunnable. Also, bonus rage!

Level 43 Choice

Choose from one of three Juggernaut abilities at Level 43, you can only have one of these options at any given time. Your options as a Immortal Juggernaut for the Level 43 choice are War Machine, Marked For Death, and Reckoning.

War Machine

Critically hitting with a direct attack reduces the cooldown of your Threatening Rage by 1 second. Threatening Rage purges movement impairing effects and increases your melee and ranged defense chance by 10% for 10 seconds.

Critically hitting with a direct attack reduces the cooldown of your Threatening Rage by 1 second. Threatening Rage purges movement impairing effects and increases your melee and ranged defense chance by 10% for 10 seconds.

Marked For Death

Dealing direct damage to taunted targets generates 1 rage and heals you for 1% of your maximum health. This effect can occur once every second.

Dealing direct damage to taunted targets generates 1 rage and heals you for 1% of your maximum health. This effect can occur once every second.

Reckoning

Intercede grants Reckoning, increasing the damage dealt by your next melee ability by 20%. This effect lasts for 10 seconds. Additionally, reduces the cooldown of Intercede by 5 seconds and reduces the threat and damage taken by an additional 10% each for the friendly target of Intercede.

Intercede grants Reckoning, increasing the damage dealt by your next melee ability by 20%. This effect lasts for 10 seconds. Additionally, reduces the cooldown of Intercede by 5 seconds and reduces the threat and damage taken by an additional 10% each for the friendly target of Intercede.

General Suggestion: War Machine - Reducing the cooldown on your main rage-generating buff and giving it a defensive component is extremely strong. Most worthwhile choice in the tier.

Level 51 Choice

Choose from one of three Juggernaut abilities at Level 51, you can only have one of these options at any given time. Your options as a Immortal Juggernaut for the Level 51 choice are Extending Roar, Warmonger, and Unyielding.

Extending Roar

Increases the range of Force Scream to 30 meters, but Force Scream deals reduced beyond 10 meters. Additionally, Force Push deals 20% more damage and grants Extending Roar, allowing your next Force Scream to deal full damage regardless of the distance from the target.

Increases the range of Force Scream to 30 meters, but Force Scream deals reduced beyond 10 meters. Additionally, Force Push deals 20% more damage and grants Extending Roar, allowing your next Force Scream to deal full damage regardless of the distance from the target.

Warmonger

Getting attacked reduces the active cooldown of Force Charge by 1 second. This effect cannot occur more than once every 1.5 seconds. Force Charge enables your next Vicious Throw or Hew to be used against a target with any percentage of health.

Getting attacked reduces the active cooldown of Force Charge by 1 second. This effect cannot occur more than once every 1.5 seconds. Force Charge enables your next Vicious Throw or Hew to be used against a target with any percentage of health.

Unyielding

You generate 4 rage when stunned, immobilized, put to sleep, or knocked around.

You generate 4 rage when stunned, immobilized, put to sleep, or knocked around.

General Suggestion: Warmonger - As a tank you'll hopefully always be getting attacked. This choice allows you to be much more mobile than standard, which is often very important in any type of content.

Level 64 Choice

Choose from one of three Juggernaut abilities at Level 64, you can only have one of these options at any given time. Your options as a Immortal Juggernaut for the Level 64 choice are Hardened Defense, Field Commander, and Payback.

Hardened Defense

For Vengeance and Rage, all area effect damage is reduced by 60% for 15 seconds after Threatening Scream is activated. For Immortal, all damage is reduced by 30% while stunned.

For Vengeance and Rage, all area effect damage is reduced by 60% for 15 seconds after Threatening Scream is activated. For Immortal, all damage is reduced by 30% while stunned.

Field Commander

Force Charge finishes the cooldown of Disruption and grants Unstoppable, granting immunity to interrupts, stuns, knockdowns, incapacitating and movement-impairing effects and effects that push or pull you around for 4 seconds.

Force Charge finishes the cooldown of Disruption and grants Unstoppable, granting immunity to interrupts, stuns, knockdowns, incapacitating and movement-impairing effects and effects that push or pull you around for 4 seconds.

Payback

Reduces the cooldown of Unleash by 30 seconds and causes Unleash to heal you for 10% of your maximum health when used.

Reduces the cooldown of Unleash by 30 seconds and causes Unleash to heal you for 10% of your maximum health when used.

General Suggestion: Field Commander - Some bosses like to use their abilities at the start of combat. Some of them also have knockbacks. Getting knocked back as soon as you use your leap is VERY annoying and can make it hard to keep threat at the beginning. Take this for convenience let alone the free Vicious Throw attack. In a fight with heavy stuns on the tank, Hardened Defense achieves the same goal, so switch when you can.

Level 68 Choice

Choose from one of three Juggernaut abilities at Level 68, you can only have one of these options at any given time. Your options as a Immortal Juggernaut for the Level 68 choice are Saber Reflect, Intimidating Roar, and Mad Dash.

Saber Reflect

Reflects all direct single target ranged, Force, and tech attacks back to the attacker for 5 seconds. The damage done by each reflect is capped. In addition, Saber Reflect generates a high amount of threat on all engaged enemies within 30 meters when activated.

Reflects all direct single target ranged, Force, and tech attacks back to the attacker for 5 seconds. The damage done by each reflect is capped. In addition, Saber Reflect generates a high amount of threat on all engaged enemies within 30 meters when activated.

Intimidating Roar

Paralyzes up to 8 nearby enemies in fear, preventing all action for up to 6 seconds. Damage ends the effect prematurely. In addition, targets affected by Intimidating Roar deal 15% less melee and ranged damage for 10 seconds after the confounding effect ends. Targets immune to the confounding effect will immediately suffer from this damage reducing effect.

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.

Mad Dash

Quickly rush forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while dashing. Can be used while immobilized and purges movement-impairing effects when activated.

Quickly rush forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while dashing. Can be used while immobilized and purges movement-impairing effects when activated.

Solo Single-Strong-Enemy Suggestion: Intimidating Roar - This choice cant always stun a group of adds every fight, but what it can do is give you that 15% ranged/melee damage reduction, which makes it a great default. Also read our tips above on how to use Reflect, as taking that or Dash for mobility are both greatly competitive options as well depending on the fight!

Flashpoint Suggestion: Intimidating Roar - This choice cant always stun a group of adds every fight, but what it can do is give you that 15% ranged/melee damage reduction, which makes it a great default. Also read our tips above on how to use Reflect, as taking that or Dash for mobility are both greatly competitive options as well depending on the fight!

Operation Suggestion: Intimidating Roar - This choice cant always stun a group of adds every fight, but what it can do is give you that 15% ranged/melee damage reduction, which makes it a great default. Also read our tips above on how to use Reflect, as taking that or Dash for mobility are both greatly competitive options as well depending on the fight!

Multi-Enemy Solo Suggestion: Mad Dash - It doesn't exactly do impressive AoE damage, but if you're just clearing hallways of trash quickly, Mad Dashing through is probably the best choice.

Level 73 Choice

Choose from one of three Juggernaut abilities at Level 73, you can only have one of these options at any given time. Your options as a Immortal Juggernaut for the Level 73 choice are Pooled Hatred, Crushing Fist, and Through Passion.

Pooled Hatred

Whenever your movement speed is impaired, you gain a 10% damage bonus to your next ability that consumes rage. This effect can stack up to 5 times and lasts 15 seconds.

Whenever your movement speed is impaired, you gain a 10% damage bonus to your next ability that consumes rage. This effect can stack up to 5 times and lasts 15 seconds.

Crushing Fist

For the Immortal discipline, Smash slows the targets it damages by 60% for 10 seconds. For the Vengeance and Rage disciplines, Smash and Vengeful Slam sunder the targets they damage for 45 seconds. Sundered targets have their armor rating decreased by 20%.

For the Immortal discipline, Smash slows the targets it damages by 60% for 10 seconds. For the Vengeance and Rage disciplines, Smash and Vengeful Slam sunder the targets they damage for 45 seconds. Sundered targets have their armor rating decreased by 20%.

Through Passion

Reduces the cooldown of Enraged Defense by 30 seconds.

Reduces the cooldown of Enraged Defense by 30 seconds.

General Suggestion: Through Passion - Enraged Defense is one of the strongest defensive abilities in the game, and being able to use it so often will make your survivability skyrocket. No contest in this tier, take it every time.

All Abilities

All your abilities for the Immortal Juggernaut.

LvlIconAbility
LvL1
Force ChargeLeap 10-30m

Jumps to a distant target, dealing damage with the main-hand weapon, immobilizing the target for 2 seconds and interrupting the target's current action. Builds 3 rage. Cannot be used against targets in cover.

Jump to a faraway enemy.

LvL1
Channel HatredRegeneration

Channels your hatred to restore your health. Cannot be used during combat.

Regain health out of battle.

LvL1
AssaultBasic Attack 4m (melee range)

Generates 2 rage and inflicts weapon damage with a series of quick melee attacks. Attacks with both weapons if dual wielding.

Generates 2 rage and inflicts weapon damage with a series of quick melee attacks. Attacks with both weapons if dual wielding.

LvL1
Vicious SlashAttack 4m (melee range)

Slashes the target for weapon damage. Attacks with both weapons if dual wielding.

Slashes the target for weapon damage. Attacks with both weapons if dual wielding.

LvL1
Unnatural MightPassive Class Buff

Increases melee, ranged, Force and tech bonus damage and healing by 5%.

Increases melee, ranged, Force and tech bonus damage and healing by 5%.

LvL1
Shii-Cho FormPassive

Utilize a balanced lightsaber form, increasing all damage dealt and reducing all damage received by 3%.

Utilize a balanced lightsaber form, increasing all damage dealt and reducing all damage received by 3%.

LvL1
GuardGuard 30m (long range)

While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you.

Protect another player / companion

LvL1
Pillar of StrengthHidden Passive

Reduces the cooldown of Invincible by 30 seconds and increases the damage dealt by Backhand, Ravage, and Crushing Blow by 15%.

Reduces the cooldown of Invincible by 30 seconds and increases the damage dealt by Backhand, Ravage, and Crushing Blow by 15%.

LvL1
Sweeping FuryHidden Passive

Reduces the rate limit by which Endless Rage can generate rage by 3 seconds, and reduces the rage consumed by Force Scream, Vicious Slash, Sweeping Slash, and Crushing Blow by 1. In addition, Vicious Slash and Sweeping Slash inflict their targets with Trauma, which reduces the healing received from all sources by 20% for 6 seconds.

Reduces the rate limit by which Endless Rage can generate rage by 3 seconds, and reduces the rage consumed by Force Scream, Vicious Slash, Sweeping Slash, and Crushing Blow by 1. In addition, Vicious Slash and Sweeping Slash inflict their targets with Trauma, which reduces the healing received from all sources by 20% for 6 seconds.

LvL1
Heavy HandedPassive

Smash deals 75% more damage and consumes 2 less rage. Additionally, the critical chance of Sweeping Slash and Ravage is increased by 30%.

Smash deals 75% more damage and consumes 2 less rage. Additionally, the critical chance of Sweeping Slash and Ravage is increased by 30%.

LvL1
Force GripHidden Passive

Force Choke deals 100% more damage, generates 100% more threat, and activates instantly.

Force Choke deals 100% more damage, generates 100% more threat, and activates instantly.

LvL1
Consuming PowerPassive

Increases the critical chance of Smash and Crushing Blow by 20%. Additionally, Aegis Assault deals an additional 30% damage and increases shield absorption by 3%.

Increases the critical chance of Smash and Crushing Blow by 20%. Additionally, Aegis Assault deals an additional 30% damage and increases shield absorption by 3%.

LvL4
SmashArea Attack

Smashes up to 8 enemies within 5 meters, dealing kinetic damage. Also stuns weak and standard enemies for 2 seconds.

Smashes up to 8 enemies within 5 meters, dealing kinetic damage. Also stuns weak and standard enemies for 2 seconds.

LvL4
RetaliationAttack 4m (melee range)

Retaliates against the target for weapon damage. Cannot be parried, dodged, or miss. Retaliation can only be used after successfully defending against a melee or ranged attack or after one of your melee attacks is parried, dodged, or misses.

Retaliates against the target for weapon damage. Cannot be parried, dodged, or miss. Retaliation can only be used after successfully defending against a melee or ranged attack or after one of your melee attacks is parried, dodged, or misses.

LvL7
Force ScreamAttack 10m (short range)

Blasts the target with a Force-enhanced scream, dealing kinetic damage. In addition, standard and weak enemies are stunned for 4 seconds.

Blasts the target with a Force-enhanced scream, dealing kinetic damage. In addition, standard and weak enemies are stunned for 4 seconds.

LvL7
Sundering AssaultAttack 4m (melee range)

Generate 5 rage and strike the target for weapon damage. causing the target to become sundered. Sundered targets have their armor reduced by 20% for 45 seconds.

Generate 5 rage and strike the target for weapon damage. causing the target to become sundered. Sundered targets have their armor reduced by 20% for 45 seconds.

LvL10
RavageAttack 4m (melee range)

Performs a series of lightsaber attacks that deal weapon damage. Strikes with both weapons if dual wielding.

Performs a series of lightsaber attacks that deal weapon damage. Strikes with both weapons if dual wielding.

LvL10
UnleashStun Break

Purges all incapacitating and movement-impairing effects.

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

LvL10
TauntTaunt 30m (long range)

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

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

LvL10
Endless RagePassive

Generates 1 rage when attacked. This effect cannot occur more than once every 6 seconds.

Generates 1 rage when attacked. This effect cannot occur more than once every 6 seconds.

LvL15
Threatening RageBuff

Instantly generates 6 rage, reduces the cooldown of Taunt and Threatening Scream by 5 seconds and damages all taunted targets around you.

Instantly generates 6 rage, reduces the cooldown of Taunt and Threatening Scream by 5 seconds and damages all taunted targets around you.

LvL15
Saber WardDefensive

Raises a lightsaber ward, increasing melee and ranged defenses by 50% and absorbing 25% of the damage taken from Force and tech attacks. Lasts 12 seconds.

Raises a lightsaber ward, increasing melee and ranged defenses by 50% and absorbing 25% of the damage taken from Force and tech attacks. Lasts 12 seconds.

LvL15
Aegis AssaultAttack 4m (melee range)

Increases damage reduction and shield absorption by 3% for 20 seconds, generates 6 rage, and deals weapon damage to the target with a series of quick melee attacks. Replaces Sundering Assault.

Increases damage reduction and shield absorption by 3% for 20 seconds, generates 6 rage, and deals weapon damage to the target with a series of quick melee attacks. Replaces Sundering Assault.

LvL15
Soresu FormPassive

Utilize a defensive lightsaber form, increasing armor rating by 61.5%, damage reduction by 6%, shield chance by 15%, threat generation by 150%, and accuracy by 10%. While utilizing Soresu Form, all damage dealt is reduced by 10%, and all Strike abilities generate 1 less rage. Replaces Shii-Cho Form.

Utilize a defensive lightsaber form, increasing armor rating by 61.5%, damage reduction by 6%, shield chance by 15%, threat generation by 150%, and accuracy by 10%. While utilizing Soresu Form, all damage dealt is reduced by 10%, and all Strike abilities generate 1 less rage. Replaces Shii-Cho Form.

LvL15
Unrelenting FocusHidden Passive

Activating Enrage generates rage, reduces the cooldown of all your taunts by 5 seconds and damages all taunted targets around you.

Activating Enrage generates rage, reduces the cooldown of all your taunts by 5 seconds and damages all taunted targets around you.

LvL19
DisruptionInterrupt 4m (melee range)

Smashes into the target, disrupting its current action, preventing that ability from being used for the next 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!

LvL23
Blade TurningPassive

The first 2 seconds of Saber Ward grants 100% melee and ranged defense.

The first 2 seconds of Saber Ward grants 100% melee and ranged defense.

LvL23
QuakePassive

Targets damaged by your Smash and Sweeping Slash become unsteady. Unsteady targets have their melee and ranged accuracy decreased by 5% for 45 seconds. In addition, damage dealt by Force Scream is increased by 40%.

Targets damaged by your Smash and Sweeping Slash become unsteady. Unsteady targets have their melee and ranged accuracy decreased by 5% for 45 seconds. In addition, damage dealt by Force Scream is increased by 40%.

LvL23
Through StrengthOptional Passive Level 23 Option 1/3

Aegis Assault increases your damage reduction by an additional 2% when it deals damage.

Aegis Assault increases your damage reduction by an additional 2% when it deals damage.

LvL23
Taunting StrikeOptional Passive Level 23 Option 2/3

Increases the damage, critical hit chance, and threat of Aegis Assault by 20%.

Increases the damage, critical hit chance, and threat of Aegis Assault by 20%.

Solo Single-Enemy Suggestion: This choice should be the default for any solo tanks or tanks who are looking to increase their offensive capabilities for quicker easy runs.

Solo Many-Enemy Suggestion: This choice should be the default for any solo tanks or tanks who are looking to increase their offensive capabilities for quicker easy runs.

LvL23
Aegis ShieldOptional Passive Level 23 Option 3/3

Dealing damage with Aegis Assault grants a barrier of protection to up to 8 allies within 10 meters for 6 seconds.

Dealing damage with Aegis Assault grants a barrier of protection to up to 8 allies within 10 meters for 6 seconds.

Flashpoint Suggestion: Best to ignore the offensive choices in this tier and go for group-wide damage reduction. Super helpful to your healers!

Operation Suggestion: Best to ignore the offensive choices in this tier and go for group-wide damage reduction. Super helpful to your healers!

LvL27
Sweeping SlashOptional Area Attack Level 27 Option 1/3

Slashes up to 8 enemies within 5 meters in front of you for weapon damage and inflicts the targets with Trauma, which reduces the healing received from all sources by 20% for 6 seconds.

Slashes up to 8 enemies within 5 meters in front of you for weapon damage and inflicts the targets with Trauma, which reduces the healing received from all sources by 20% for 6 seconds.

General Suggestion: This aoe attack is great for maintaining threat on multiple targets and as a good filler when your main AoEs are on cooldown. Always take this!

LvL27
Overwhelming SlashesOptional Passive Level 27 Option 2/3

Ravage immobilizes the target for 3 seconds and generates 1 rage.

Ravage immobilizes the target for 3 seconds and generates 1 rage.

LvL27
Projected ScreamOptional Passive Level 27 Option 3/3

Force Scream does damage to additional enemies in a cone in front and slows them by 50% for 6 seconds.

Force Scream does damage to additional enemies in a cone in front and slows them by 50% for 6 seconds.

LvL27
Force ChokeStun 10m (short range)

Chokes the target, stunning it for 4 seconds and generating moderate threat. Deals kinetic damage and builds 3 rage over the duration. This ability can be channeled while moving.

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.

LvL31
Threatening ScreamArea Taunt

Taunts all enemies within 15 meters, forcing them to attack you for 6 seconds. Player targets deal 30% less damage for 6 seconds when attacking anyone other than you.

Taunts all enemies within 15 meters, forcing them to attack you for 6 seconds. Player targets deal 30% less damage for 6 seconds when attacking anyone other than you.

LvL31
Raging AssaultPassive

Reduces the cooldowns of Sundering Assault and Aegis Assault by 3 seconds each and increases the rage they generate by 2.

Reduces the cooldowns of Sundering Assault and Aegis Assault by 3 seconds each and increases the rage they generate by 2.

LvL35
Seething HatredPassive

When you exit combat, the active cooldowns of Force Charge, Enrage, and Saber Throw are reduced by 100%.

When you exit combat, the active cooldowns of Force Charge, Enrage, and Saber Throw are reduced by 100%.

LvL35
Crushing BlowAttack 4m (melee range)

Crushes the target beneath a powerful blow, dealing weapon damage, enabling Retaliation, and impairing the target for 45 seconds. Impaired targets deal 5% less damage with Force and tech attacks. If you are protected by your Aegis Assault, Crushing Blow damages up to 7 additional nearby enemies for the same amount. Does not damage sleeping, lifted, or incapacitated enemies. This attack knocks down all affected standard and weak enemies. Generates a high amount of threat.

Crushes the target beneath a powerful blow, dealing weapon damage, enabling Retaliation, and impairing the target for 45 seconds. Impaired targets deal 5% less damage with Force and tech attacks. If you are protected by your Aegis Assault, Crushing Blow damages up to 7 additional nearby enemies for the same amount. Does not damage sleeping, lifted, or incapacitated enemies. This attack knocks down all affected standard and weak enemies. Generates a high amount of threat.

LvL35
Lash OutPassive

Retaliation consumes 1 less rage, has its damage increase by 12%, and no longer causes a global cooldown. In addition, melee and ranged defense is increased by 3%.

Retaliation consumes 1 less rage, has its damage increase by 12%, and no longer causes a global cooldown. In addition, melee and ranged defense is increased by 3%.

LvL39
IntercedeFriendly Leap 30m (long range)

Leaps to a friendly target, reducing their threat by a moderate amount and reducing damage taken by 20% for 6 seconds.

Jump to a friendly target (not an enemy).

LvL39
Single Saber MasteryPassive

Increases the damage dealt by your weapon by 20%.

Increases the damage dealt by your weapon by 20%.

LvL39
Critical BlowOptional Passive Level 39 Option 1/3

Crushing Blow critical chance and threat generated is increased by 20% and its cooldown is reduced by one second each time it critically hits.

Crushing Blow critical chance and threat generated is increased by 20% and its cooldown is reduced by one second each time it critically hits.

Solo Single-Enemy Suggestion: For tough solo fights this will end up doing more damage than crushing mark over a longer period of time. For burst/easier solo content, you can switch choices.

LvL39
Crushing MarkOptional Passive Level 39 Option 2/3

Crushing Blow deals 50% more damage to taunted targets.

Crushing Blow deals 50% more damage to taunted targets.

Solo Many-Enemy Suggestion: Use Aegis Assault, use your AoE taunt, then use Crushing Blow. Great damage to large groups.

LvL39
Crushing GripOptional Passive Level 39 Option 3/3

Dealing damage with Crushing Blow reduces the cooldown of Force Choke by 2 seconds for every enemy hit. In addition, Crushing Blow generates one additional Rage.

Dealing damage with Crushing Blow reduces the cooldown of Force Choke by 2 seconds for every enemy hit. In addition, Crushing Blow generates one additional Rage.

Flashpoint Suggestion: This choice is the best for pure tanking support: Force Choke generates a ton of threat even if the enemy isn't stunnable. Also, bonus rage!

Operation Suggestion: This choice is the best for pure tanking support: Force Choke generates a ton of threat even if the enemy isn't stunnable. Also, bonus rage!

LvL43
Vicious ThrowAttack 10m (short range)

Throws the main-hand lightsaber at a target, dealing energy damage. Only usable on targets at or below 30% max health.

Throws the main-hand lightsaber at a target, dealing energy damage. Only usable on targets at or below 30% max health.

LvL43
Endure PainHeal Cleanse

Temporarily increases your maximum health by 30% for 20 seconds and removes all cleansable effects. When the effect ends, the health is lost.

Temporarily increases your maximum health by 30% for 20 seconds and removes all cleansable effects. When the effect ends, the health is lost.

LvL43
Force PushKnockback 10m (short range)

Deals kinetic damage, knocks the target back several meters and knocks the target down for 2 seconds. Force Push immediately finishes the cooldown of Force Charge.

Pushes enemies back.

LvL43
Rule of TwoPassive

Increases armor rating by 15%, and when your guarded target is attacked, your movement speed is increased by 30% for 6 seconds.

Increases armor rating by 15%, and when your guarded target is attacked, your movement speed is increased by 30% for 6 seconds.

LvL43
War MachineOptional Passive Level 43 Option 1/3

Critically hitting with a direct attack reduces the cooldown of your Threatening Rage by 1 second. Threatening Rage purges movement impairing effects and increases your melee and ranged defense chance by 10% for 10 seconds.

Critically hitting with a direct attack reduces the cooldown of your Threatening Rage by 1 second. Threatening Rage purges movement impairing effects and increases your melee and ranged defense chance by 10% for 10 seconds.

General Suggestion: Reducing the cooldown on your main rage-generating buff and giving it a defensive component is extremely strong. Most worthwhile choice in the tier.

LvL43
Marked For DeathOptional Passive Level 43 Option 2/3

Dealing direct damage to taunted targets generates 1 rage and heals you for 1% of your maximum health. This effect can occur once every second.

Dealing direct damage to taunted targets generates 1 rage and heals you for 1% of your maximum health. This effect can occur once every second.

LvL43
ReckoningOptional Passive Level 43 Option 3/3

Intercede grants Reckoning, increasing the damage dealt by your next melee ability by 20%. This effect lasts for 10 seconds. Additionally, reduces the cooldown of Intercede by 5 seconds and reduces the threat and damage taken by an additional 10% each for the friendly target of Intercede.

Intercede grants Reckoning, increasing the damage dealt by your next melee ability by 20%. This effect lasts for 10 seconds. Additionally, reduces the cooldown of Intercede by 5 seconds and reduces the threat and damage taken by an additional 10% each for the friendly target of Intercede.

LvL47
Saber ThrowAttack 30m (long range)

Throws the main-hand lightsaber at a distant target, inflicting damage and building 3 rage.

Throws the main-hand lightsaber at a distant target, inflicting damage and building 3 rage.

LvL47
BackhandStun 4m (melee range)

Smacks the target for kinetic damage, stunning it for 4 seconds. This ability generates a high amount of threat.

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.

LvL51
Extending RoarOptional Passive Level 51 Option 1/3

Increases the range of Force Scream to 30 meters, but Force Scream deals reduced beyond 10 meters. Additionally, Force Push deals 20% more damage and grants Extending Roar, allowing your next Force Scream to deal full damage regardless of the distance from the target.

Increases the range of Force Scream to 30 meters, but Force Scream deals reduced beyond 10 meters. Additionally, Force Push deals 20% more damage and grants Extending Roar, allowing your next Force Scream to deal full damage regardless of the distance from the target.

LvL51
WarmongerOptional Passive Level 51 Option 2/3

Getting attacked reduces the active cooldown of Force Charge by 1 second. This effect cannot occur more than once every 1.5 seconds. Force Charge enables your next Vicious Throw or Hew to be used against a target with any percentage of health.

Getting attacked reduces the active cooldown of Force Charge by 1 second. This effect cannot occur more than once every 1.5 seconds. Force Charge enables your next Vicious Throw or Hew to be used against a target with any percentage of health.

General Suggestion: As a tank you'll hopefully always be getting attacked. This choice allows you to be much more mobile than standard, which is often very important in any type of content.

LvL51
UnyieldingOptional Passive Level 51 Option 3/3

You generate 4 rage when stunned, immobilized, put to sleep, or knocked around.

You generate 4 rage when stunned, immobilized, put to sleep, or knocked around.

LvL51
Sonic BarrierPassive

Activating Force Scream grants Sonic Barrier, which absorbs damage. Lasts up to 10 seconds.

Activating Force Scream grants Sonic Barrier, which absorbs damage. Lasts up to 10 seconds.

LvL56
Enraged DefenseDefensive

Empowers you with 12 charges of Enraged Defense, lasting up to 15 seconds. WHenever you take damage a charge of Enraged Defense is consumed to heal you. This ability can be used while stunned or otherwise controlled but cannot be used while above 70% health.

Empowers you with 12 charges of Enraged Defense, lasting up to 15 seconds. WHenever you take damage a charge of Enraged Defense is consumed to heal you. This ability can be used while stunned or otherwise controlled but cannot be used while above 70% health.

LvL60
InvincibleDefensive

Reduces all damage taken by 40% for 10 seconds.

Reduces all damage taken by 40% for 10 seconds.

LvL60
Conquering DefensePassive

Increases shield chance by 4% and reduces the cooldown of Saber Ward by 30 seconds. Crushing Blow's damage is increased by 12%.

Increases shield chance by 4% and reduces the cooldown of Saber Ward by 30 seconds. Crushing Blow's damage is increased by 12%.

LvL64
Hardened DefenseOptional Passive Level 64 Option 1/3

For Vengeance and Rage, all area effect damage is reduced by 60% for 15 seconds after Threatening Scream is activated. For Immortal, all damage is reduced by 30% while stunned.

For Vengeance and Rage, all area effect damage is reduced by 60% for 15 seconds after Threatening Scream is activated. For Immortal, all damage is reduced by 30% while stunned.

LvL64
Field CommanderOptional Passive Level 64 Option 2/3

Force Charge finishes the cooldown of Disruption and grants Unstoppable, granting immunity to interrupts, stuns, knockdowns, incapacitating and movement-impairing effects and effects that push or pull you around for 4 seconds.

Force Charge finishes the cooldown of Disruption and grants Unstoppable, granting immunity to interrupts, stuns, knockdowns, incapacitating and movement-impairing effects and effects that push or pull you around for 4 seconds.

General Suggestion: Some bosses like to use their abilities at the start of combat. Some of them also have knockbacks. Getting knocked back as soon as you use your leap is VERY annoying and can make it hard to keep threat at the beginning. Take this for convenience let alone the free Vicious Throw attack. In a fight with heavy stuns on the tank, Hardened Defense achieves the same goal, so switch when you can.

LvL64
PaybackOptional Passive Level 64 Option 3/3

Reduces the cooldown of Unleash by 30 seconds and causes Unleash to heal you for 10% of your maximum health when used.

Reduces the cooldown of Unleash by 30 seconds and causes Unleash to heal you for 10% of your maximum health when used.

LvL68
Saber ReflectOptional Defensive Level 68 Option 1/3

Reflects all direct single target ranged, Force, and tech attacks back to the attacker for 5 seconds. The damage done by each reflect is capped. In addition, Saber Reflect generates a high amount of threat on all engaged enemies within 30 meters when activated.

Reflects all direct single target ranged, Force, and tech attacks back to the attacker for 5 seconds. The damage done by each reflect is capped. In addition, Saber Reflect generates a high amount of threat on all engaged enemies within 30 meters when activated.

LvL68
Intimidating RoarOptional Stun Level 68 Option 2/3

Paralyzes up to 8 nearby enemies in fear, preventing all action for up to 6 seconds. Damage ends the effect prematurely. In addition, targets affected by Intimidating Roar deal 15% less melee and ranged damage for 10 seconds after the confounding effect ends. Targets immune to the confounding effect will immediately suffer from this damage reducing effect.

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.

General Suggestion: This choice cant always stun a group of adds every fight, but what it can do is give you that 15% ranged/melee damage reduction, which makes it a great default. Also read our tips above on how to use Reflect, as taking that or Dash for mobility are both greatly competitive options as well depending on the fight!

LvL68
Mad DashOptional Movement Level 68 Option 3/3

Quickly rush forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while dashing. Can be used while immobilized and purges movement-impairing effects when activated.

Quickly rush forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while dashing. Can be used while immobilized and purges movement-impairing effects when activated.

Solo Many-Enemy Suggestion: It doesn't exactly do impressive AoE damage, but if you're just clearing hallways of trash quickly, Mad Dashing through is probably the best choice.

LvL68
RevengePassive

Parrying, deflecting, shielding, or resisting an attack has a 50% chance to grant Revenge, reducing the focus consumed by your next Force Scream or Vicious Throw by 1. Lasts up to 12 seconds and stacks up to 3 times.

Parrying, deflecting, shielding, or resisting an attack has a 50% chance to grant Revenge, reducing the focus consumed by your next Force Scream or Vicious Throw by 1. Lasts up to 12 seconds and stacks up to 3 times.

LvL73
Pooled HatredOptional Passive Level 73 Option 1/3

Whenever your movement speed is impaired, you gain a 10% damage bonus to your next ability that consumes rage. This effect can stack up to 5 times and lasts 15 seconds.

Whenever your movement speed is impaired, you gain a 10% damage bonus to your next ability that consumes rage. This effect can stack up to 5 times and lasts 15 seconds.

LvL73
Crushing FistOptional Passive Level 73 Option 2/3

For the Immortal discipline, Smash slows the targets it damages by 60% for 10 seconds. For the Vengeance and Rage disciplines, Smash and Vengeful Slam sunder the targets they damage for 45 seconds. Sundered targets have their armor rating decreased by 20%.

For the Immortal discipline, Smash slows the targets it damages by 60% for 10 seconds. For the Vengeance and Rage disciplines, Smash and Vengeful Slam sunder the targets they damage for 45 seconds. Sundered targets have their armor rating decreased by 20%.

LvL73
Through PassionOptional Passive Level 73 Option 3/3

Reduces the cooldown of Enraged Defense by 30 seconds.

Reduces the cooldown of Enraged Defense by 30 seconds.

General Suggestion: Enraged Defense is one of the strongest defensive abilities in the game, and being able to use it so often will make your survivability skyrocket. No contest in this tier, take it every time.

LvL73
Dark BloodPassive

Increases the duration of Endure Pain by 10 seconds. Increases the elemental and internal damage reduction by 5%.

Increases the duration of Endure Pain by 10 seconds. Increases the elemental and internal damage reduction by 5%.

LvL78
Defensive SlashesPassive

Dealing damage with Ravage increases your defense chance by 2%. Stacks up to 3 times and lasts for 6 seconds.

Dealing damage with Ravage increases your defense chance by 2%. Stacks up to 3 times and lasts for 6 seconds.

Milestones

  • At Level 15 you will get your first exclusive ability only the Immortal Juggernaut has, it will be called Aegis Assault.
  • At Level 23 you will get to choose a way to change how Aegis Assault 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 Immortal 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 Immortal Juggernaut gets, it will be called Crushing Blow.
  • At Level 39 you will get to choose a way to change how Crushing Blow works from three different options in your Ability Tree.
  • At Level 47 and 60 you will get your last two exclusive abilities only the Immortal Juggernaut has, Backhand and Invincible.
  • 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 Juggernaut.
  • 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.

Thank you...

Two:

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

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

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

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

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

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

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

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

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

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

  And finally thank you to Zahk who helped type up all the 1,000+ abilities in the game for each class so we could make the summaries and the basic class guides for each discipline, and helped with testing and formatting for this page!

 

Learn Your Class
Combat StyleDisciplineRoleDisciplineCombat Style
SentinelWatchman DOT DamageAnnihilationMarauder
Combat Burst DamageCarnage
Concentration Burst DamageFury
GuardianDefenseTankImmortalJuggernaut
Vigilance DOT (AOE) DamageVengeance
Focus Burst DamageRage
ShadowKinetic CombatTankDarkness
Assassin
Infiltration Burst DamageDeception
Serenity DOT DamageHatred
SageSeer HealerCorruptionSorcerer
Telekinetics Burst DamageLightning
Balance DOT DamageMadness
VanguardShield SpecialistTankShield
Tech
Powertech
Plasmatech DOT DamagePyrotech
Tactics
Burst DamageAdvanced Prototype
CommandoCombat Medic HealerBodyguardMercenary
Gunnery Burst DamageArsenal
Assault Specialist DOT DamageInnovative Ordnance
ScoundrelSawbones HealerMedicineOperative
Scrapper Burst DamageConcealment
Ruffian DOT DamageLethality
GunslingerSharpshooter Burst DamageMarksmanshipSniper
Saboteur DOT DamageEngineering
Dirty Fighting DOT DamageVirulence
Learn Your Mirror
Combat StyleDisciplineRoleDisciplineCombat Style
VanguardShield SpecialistTankShield
Tech
Powertech
Plasmatech DamagePyrotech
Tactics
DamageAdvanced Prototype
CommandoCombat Medic HealerBodyguardMercenary
Gunnery DamageArsenal
Assault Specialist DamageInnovative Ordnance
ScoundrelSawbones HealerMedicineOperative
Scrapper DamageConcealment
Ruffian DamageLethality
GunslingerSharpshooter DamageMarksmanshipSniper
Saboteur DamageEngineering
Dirty Fighting DamageVirulence
SentinelWatchman DamageAnnihilationMarauder
Combat DamageCarnage
Concentration DamageFury
GuardianDefenseTankImmortalJuggernaut
Vigilance DamageVengeance
Focus DamageRage
ShadowKinetic CombatTankDarkness
Assassin
Infiltration DamageDeception
Serenity DamageHatred
SageSeer HealerCorruptionSorcerer
Telekinetics DamageLightning
Balance DamageMadness