Juggernaut Rage Basics Guide

Rage

The path to power in the Dark Side comes to the Sith through intense passion and, most importantly, rage. The Rage Juggernaut uses debilitating bursts of lightsaber strikes and Force powers to exhaust their foes, crushing any hopes they had of mounting an effective offense.

  • Role: Damage
  • Type: Burst Damage
  • Weapon: Single Lightsaber
  • Distance: Melee Range
  • Mirror: Guardian – Focus

Rage for New Players

  •  Rage 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 three jump abilities and a dash to help you close the gap between you and your enemy.
  •  This style is very mobile and you can easily run and jump around while fighting without any issues!
  •  Juggernauts start without any Rage, which is their energy pool for attacks. This makes them a bit harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Rage up before you can use some of your other abilities.
  • Rage at a higher skill level is very memorization-focused – if you can remember the order of using your abilities, you don’t have to do a lot of on-the-fly decisions for your abilities compared to other classes.
  •  Rage is more for huge single target damage compared to its sister discipline Vengeance.
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How to play a Rage Juggernaut

You can start playing Rage at level 1. To start playing Rage, 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 Rage 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 Rage Juggernaut until you’re ready to read and learn from a true level 80 guide.

Starting the Fight

  • Always start the fight with Force Charge to build up your energy.

Abilities

  • Force Crush makes Raging Burst free and deal more damage.
  • Raging Burst is a hard hitting attack, and increases all your damage dealt for a few seconds, so it’s important we use our hardest hitting moves quickly after a Raging Burst to get the most out of them.
  • Enrage is a huge buff that’s extremely important to playing Rage. Use this after a Raging Burst so you can spam your heaviest hitter right away.
  • Furious Strike is your heaviest hitting single target attack. As such, it should be used only during Raging Burst’s damage increase, and Enrage’s cooldown reduction. You’ll typically have time for 3, and run out of rage fast if you try going for 4.
  • Obliterate is a very important ability to really make Rage shine as it can grant rage and force critical hits for your strongest attacks.
  •  Assault isn’t the best ability as it’s your basic attack – but if you want a simple rotation, it does the trick and you can spam it until Force Crush is available again! The idea is that in a more complicated rotation, you’d mix in more stuff rather than just spamming Assault.

Simple Rotation

This rotation is not necessarily recommended, but it is very simple and will do enough damage to get you by! Start by leaping in then…

Force Crush – Raging Burst – Enrage – Furious Strike x3 – Assault x6 – Obliterate – Repeat!

As soon as you’re comfortable, move on to the complicated rotation below!

More than 3 Enemies

  • Smash is essentially your Area Attack version of Furious Strike. It is also free with shockwave, but instead of using it like Raging Burst we are going to use it like Furious Strike and spam 3 or 4 of it right after Enrage for amazing Area of Effect (AoE) damage.
  • If you still need more area damage, Sweeping Slash (a choice at level 27) can be taken for a decent boost.

Extra Tips

  • Sundering Assault is your rage-generating attack. This will grant 5 rage and is super important for maintaining a usable level of rage throughout a more complex rotation.
  • Retaliation and Force Scream are great fillers that should be glowing after your triple Strike/Smash combo. Use these before using Force Crush and re-starting.

Complicated Rotation

There is also a really heavy-hitting rotation available that balances building rage and doing damage really well. The down-side is it is harder to memorize, and if you make a mistake, it’s much harder to recover, however it does a lot of damage when executed perfectly. At a basic level, you will need to start by leaping in so you have enough Rage to start the rotation. Mistakes will leave you with no focus, use your regular “Assault” attack to get back on track):

Force Crush – Raging Burst – Enrage (quickly, off global cooldown) – Furious Strike x3 – Obliterate – Sundering Assault – Raging Burst – Furious Strike – Obliterate – Force Scream – Retaliation — Use Assault if you make a mistake and need more Rage.

I simply put them on my bars in order. All I have to remember is the first Furious Strike needs to be 3 times in a row.

Level 80

Before You Start…

Press “K” on your keyboard to open up your ability tree. Look at the level 43 choice. If “Indignant Rumination” is not already selected it, select it.

It awards a ton of Rage, grants Shockwave when activated and with the level 43 Indignant Rumination tree choice, makes rage spending attacks have no cooldown for 6 seconds.

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
  • Raging Burst - AttackLevel 15
  • Sweeping Slash - Optional Area Attack Level 27 Option 1/3Level 27
  • Vicious Throw - AttackLevel 43
  • Saber Throw - AttackLevel 47
  • Force Crush - AttackLevel 47
  • Furious Strike - AttackLevel 60

Multiple Enemy Attack Abilities

These Rage attacks are useful for attacking groups of enemies.

Buffs

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

  • Unnatural Might - Passive Class BuffLevel 1
  • Enrage - BuffLevel 15
  • Furious Power - Optional Buff Level 43 Option 1/3Level 43

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
  • 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
  • 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
  • Threatening Scream - 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
  • Obliterate - Leap - Jump to a faraway enemy.Level 35
  • 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
  • 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 Rage 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 Rage 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 Rage 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: Raging Burst Change

Choose from one of three ways that you want Raging Burst to change at level 23. Your options are Dark Synergy, Subjugate, and Unrelenting Rage.

Raging Burst

Blasts the enemy target with a powerful burst of Force energy, dealing kinetic damage.

Dark Synergy

Dealing damage with Raging Burst or Smash increases your critical hit chance and critical hit damage by 15% for 6 seconds. This effect cannot occur more than once every 8 seconds.

Dealing damage with Raging Burst or Smash increases your critical hit chance and critical hit damage by 15% for 6 seconds. This effect cannot occur more than once every 8 seconds.

Subjugate

Raging Burst unleashes a burst of energy around the primary target dealing kinetic damage to nearby enemies.

Raging Burst unleashes a burst of energy around the primary target dealing kinetic damage to nearby enemies.

Unrelenting Rage

Raging Burst deals 15% more damage and applies Trauma to targets. Trauma reduces the healing received by 20% for 10 seconds.

Raging Burst deals 15% more damage and applies Trauma to targets. Trauma reduces the healing received by 20% for 10 seconds.

Solo Single-Strong-Enemy Suggestion: Dark Synergy - This choice turns your Raging Burst attack into a great buff that can immediately be used by your Furious Strike, which is your hardest hitting move. This is the best choice in the tier.

Flashpoint Suggestion: Dark Synergy - This choice turns your Raging Burst attack into a great buff that can immediately be used by your Furious Strike, which is your hardest hitting move. This is the best choice in the tier.

Operation Suggestion: Dark Synergy - This choice turns your Raging Burst attack into a great buff that can immediately be used by your Furious Strike, which is your hardest hitting move. This is the best choice in the tier.

Multi-Enemy Solo Suggestion: Subjugate - When quickly clearing groups, adding an AoE component to Raging Burst will definitely come in handy.

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 Rage 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. Attacks with both weapons if dual wielding.

Slashes up to 8 enemies within 5 meters in front of you for weapon damage. Attacks with both weapons if dual wielding.

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 optional area attack can be a really helpful filler move when Smash is on cooldown. If you don't need the extra help in AoE, Overwhelming Slashes can impart some extra rage to keep your rotation running smoothly.

Level 39 Choice: Obliterate Change

Choose from one of three ways that you want Obliterate to change at level 39. Your options are Rage Engine, Seething Defense, and Obliteration.

Obliterate

Jumps to a target, dealing weapon damage and immobilizing it for 1 second. Can be used while immobilized. Strikes with both weapons if dual wielding.

Rage Engine

Activating Obliterate reduces the cooldown of Enrage by 3 seconds.

Activating Obliterate reduces the cooldown of Enrage by 3 seconds.

Seething Defense

Activating Obliterate puts a mini ward on yourself, which absorbs damage. Lasts up to 10 seconds.

Activating Obliterate puts a mini ward on yourself, which absorbs damage. Lasts up to 10 seconds.

Obliteration

Killing an enemy within 3 seconds of dealing damage with Obliterate resets the cooldown of Obliterate, Smash, and Raging Burst and increases their damage by 25% for 6 seconds. This effect can only occur once every 6 seconds.

Killing an enemy within 3 seconds of dealing damage with Obliterate resets the cooldown of Obliterate, Smash, and Raging Burst and increases their damage by 25% for 6 seconds. This effect can only occur once every 6 seconds.

Solo Single-Strong-Enemy Suggestion: Seething Defense - In boss fights or longer fights with very little enemy deaths, consider Seething Defense to keep you alive longer.

Flashpoint Suggestion: Seething Defense - The amount absorbed by this "mini ward" is actually pretty great and if you're taking damage in group content this is by far the best choice, as Rage Engine's cooldown reduction is acting on an ability that's already recieving pretty regular cooldown reductions elsewhere. If you really don't need the protection, go ahead and take Rage Engine anyway.

Operation Suggestion: Seething Defense - The amount absorbed by this "mini ward" is actually pretty great and if you're taking damage in group content this is by far the best choice, as Rage Engine's cooldown reduction is acting on an ability that's already recieving pretty regular cooldown reductions elsewhere. If you really don't need the protection, go ahead and take Rage Engine anyway.

Multi-Enemy Solo Suggestion: Obliteration - In solo content with lots of weak mobs, this boost will keep you pretty strong as you move from pack to pack.

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 Rage Juggernaut for the Level 43 choice are Furious Power, Domination, and Indignant Rumination.

Furious Power

Consumes all ability charges of Furious Power and applies that many Furious Power stacks to you for 15 seconds. Each stack increases your next direct single target melee attack by 25% and is consumed whenever you deal damage with these attacks. Recharges 1 ability charge every 30 seconds to a maximum of 4 charges.

Consumes all ability charges of Furious Power and applies that many Furious Power stacks to you for 15 seconds. Each stack increases your next direct single target melee attack by 25% and is consumed whenever you deal damage with these attacks. Recharges 1 ability charge every 30 seconds to a maximum of 4 charges.

Domination

Critically hitting with a Force-based kinetic or energy attack reduces the cooldown of your Enrage by 1 second. Enrage purges movement impairing effects and triggers Dominate, which now stacks up to 2 times.

Critically hitting with a Force-based kinetic or energy attack reduces the cooldown of your Enrage by 1 second. Enrage purges movement impairing effects and triggers Dominate, which now stacks up to 2 times.

Indignant Rumination

Each time you deal damage with a Force-based kinetic or energy attack, you generate 1 rage. Rage spending attacks have no cooldown during Enrage.

Each time you deal damage with a Force-based kinetic or energy attack, you generate 1 rage. Rage spending attacks have no cooldown during Enrage.

General Suggestion: Indignant Rumination - The important part of this choice is "Rage spending attacks have no cooldown during Enrage." This enables a huge change to your rotation. Make sure your Furious Strike is off cooldown, and ensure you'll have a ton of Rage ready, then pop Enrage and use Furious Strike three times in a row. Your biggest attack with no cooldown is a HUGE amount of burst, especially if you managed to buff it with the optional Enraged Burst choice at level 23 right before the combo!

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 Rage 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.

Flashpoint Suggestion: Extending Roar - The increased range on Force Scream and extra damage from Force Push can be nice in group content because even if the target is immune to the knockback effect, it should still trigger your enhanced Force Scream. You can take this as default unless you'd like the faster force charge from Warmonger.

Operation Suggestion: Extending Roar - The increased range on Force Scream and extra damage from Force Push can be nice in group content because even if the target is immune to the knockback effect, it should still trigger your enhanced Force Scream. You can take this as default unless you'd like the faster force charge from Warmonger.

Solo Single-Strong-Enemy Suggestion: Warmonger - As a solo DPS you'll probably take quite a few hits meaning this choice will increase your overall mobility pretty nicely!

Multi-Enemy Solo Suggestion: Warmonger - As a solo DPS you'll probably take quite a few hits meaning this choice will increase your overall mobility pretty nicely!

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 Rage Juggernaut for the Level 64 choice are War Master, Hardened Defense, and Payback.

War Master

Force Charge grants Unstoppable, granting immunity to interrupts, stuns, knockdowns, incapacitating and movement-impairing effects, and effects that push or pull you around for 4 seconds. Additionally, during this time, damage reduction is increased by 20% for 4 seconds.

Force Charge grants Unstoppable, granting immunity to interrupts, stuns, knockdowns, incapacitating and movement-impairing effects, and effects that push or pull you around for 4 seconds. Additionally, during this time, damage reduction is increased by 20% for 4 seconds.

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.

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: Hardened Defense - Area Effect damage reduction is incredibly useful for DPS disciplines and attaching it to your detaunt is also really convenient. Take this as default unless you'd like the free Vicious Throw usage from War Master.

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 Rage 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.

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: Saber Reflect - One of the most popular abilities of the Juggernaut, this reflect allows you to deal pretty great damage back to a boss/high damaging enemy while saving yourself. What it ends up being able to reflect can really differ from fight to fight, so if you're struggling with something specific try looking up a guide on the fight - most will mention what can be reflected. If nothing's reflectable or you'd prefer some mobility, Mad Dash is another super fun and easy to use movement attack you can choose.

Flashpoint Suggestion: Saber Reflect - One of the most popular abilities of the Juggernaut, this reflect allows you to deal pretty great damage back to a boss/high damaging enemy while saving yourself. What it ends up being able to reflect can really differ from fight to fight, so if you're struggling with something specific try looking up a guide on the fight - most will mention what can be reflected. If nothing's reflectable or you'd prefer some mobility, Mad Dash is another super fun and easy to use movement attack you can choose.

Operation Suggestion: Saber Reflect - One of the most popular abilities of the Juggernaut, this reflect allows you to deal pretty great damage back to a boss/high damaging enemy while saving yourself. What it ends up being able to reflect can really differ from fight to fight, so if you're struggling with something specific try looking up a guide on the fight - most will mention what can be reflected. If nothing's reflectable or you'd prefer some mobility, Mad Dash is another super fun and easy to use movement attack you can choose.

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 Rage 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: Crushing Fist - As a discipline that deals most of it's damage through kinetic means, armor is a big problem. Adding a sunder to your smash will result in a huge increase in AoE damage for you instead of applying it individually through Sundering Assault. If AoE isn't necessary, take Through Passion for a great survivability increase.

All Abilities

All your abilities for the Rage 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
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
Dark ResonanceHidden Passive

Increases the critical strike damage of all attacks by 15%.

Increases the critical strike damage of all attacks by 15%.

LvL1
Gravity ManipulationHidden Passive

Obliterate and Force Crush each consume 1 less rage.

Obliterate and Force Crush each consume 1 less rage.

LvL1
Saber StrengthPassive

Increases the damage you deal with saber attacks by 5%.

Increases the damage you deal with saber attacks by 5%.

LvL1
DecimateHidden Passive

Increases the damage dealt by Smash by 40% and reduces the cooldowns of Smash and Raging Burst by 3 seconds each.

Increases the damage dealt by Smash by 40% and reduces the cooldowns of Smash and Raging Burst by 3 seconds each.

LvL1
BrutalityHidden Passive

Increases the critical strike chance of Vicious Throw and Furious Strike by 15%. Additionally, Intercede now purges all movement-impairing effects.

Increases the critical strike chance of Vicious Throw and Furious Strike by 15%. Additionally, Intercede now purges all movement-impairing effects.

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
EnrageBuff

Immediately generates 6 rage, and increases movement speed by 50% for 6 seconds.

Immediately generates 6 rage, and increases movement speed by 50% for 6 seconds.

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
Raging BurstAttack 10m (short range)

Blasts the enemy target with a powerful burst of Force energy, dealing kinetic damage.

Blasts the enemy target with a powerful burst of Force energy, dealing kinetic damage.

LvL15
Unstable RageHidden Passive

Enrage generates 6 rage and increases movement speed by 50% for 6 seconds.

Enrage generates 6 rage and increases movement speed by 50% for 6 seconds.

LvL15
Shii-Cho MasteryPassive

Increases armor penetration and critical hit damage by 15% and Force attack damage by 3%.

Increases armor penetration and critical hit damage by 15% and Force attack damage by 3%.

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
Battle CryPassive

Reduces the cooldown of Obliterate by 3 seconds and causes Force Charge and Obliterate to make your next Force Scream deal 5% more damage and generate 1 rage, rather than consume rage.

Reduces the cooldown of Obliterate by 3 seconds and causes Force Charge and Obliterate to make your next Force Scream deal 5% more damage and generate 1 rage, rather than consume rage.

LvL23
Dark SynergyOptional Passive Level 23 Option 1/3

Dealing damage with Raging Burst or Smash increases your critical hit chance and critical hit damage by 15% for 6 seconds. This effect cannot occur more than once every 8 seconds.

Dealing damage with Raging Burst or Smash increases your critical hit chance and critical hit damage by 15% for 6 seconds. This effect cannot occur more than once every 8 seconds.

General Suggestion: This choice turns your Raging Burst attack into a great buff that can immediately be used by your Furious Strike, which is your hardest hitting move. This is the best choice in the tier.

LvL23
SubjugateOptional Passive Level 23 Option 2/3

Raging Burst unleashes a burst of energy around the primary target dealing kinetic damage to nearby enemies.

Raging Burst unleashes a burst of energy around the primary target dealing kinetic damage to nearby enemies.

Solo Many-Enemy Suggestion: When quickly clearing groups, adding an AoE component to Raging Burst will definitely come in handy.

LvL23
Unrelenting RageOptional Passive Level 23 Option 3/3

Raging Burst deals 15% more damage and applies Trauma to targets. Trauma reduces the healing received by 20% for 10 seconds.

Raging Burst deals 15% more damage and applies Trauma to targets. Trauma reduces the healing received by 20% for 10 seconds.

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. Attacks with both weapons if dual wielding.

Slashes up to 8 enemies within 5 meters in front of you for weapon damage. Attacks with both weapons if dual wielding.

General Suggestion: This optional area attack can be a really helpful filler move when Smash is on cooldown. If you don't need the extra help in AoE, Overwhelming Slashes can impart some extra rage to keep your rotation running smoothly.

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 ScreamDetaunt

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

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
ObliterateLeap 10m (short range)

Jumps to a target, dealing weapon damage and immobilizing it for 1 second. Can be used while immobilized. Strikes with both weapons if dual wielding.

Jump to a faraway enemy.

LvL35
Cascading PowerPassive

Increases all damage dealt by 5% for 6 seconds after dealing damage with Smash or Raging Burst. This effect cannot occur more than once every 8 seconds.

Increases all damage dealt by 5% for 6 seconds after dealing damage with Smash or Raging Burst. This effect cannot occur more than once every 8 seconds.

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
Rage EngineOptional Passive Level 39 Option 1/3

Activating Obliterate reduces the cooldown of Enrage by 3 seconds.

Activating Obliterate reduces the cooldown of Enrage by 3 seconds.

LvL39
Seething DefenseOptional Passive Level 39 Option 2/3

Activating Obliterate puts a mini ward on yourself, which absorbs damage. Lasts up to 10 seconds.

Activating Obliterate puts a mini ward on yourself, which absorbs damage. Lasts up to 10 seconds.

Solo Single-Enemy Suggestion: In boss fights or longer fights with very little enemy deaths, consider Seething Defense to keep you alive longer.

Flashpoint Suggestion: The amount absorbed by this "mini ward" is actually pretty great and if you're taking damage in group content this is by far the best choice, as Rage Engine's cooldown reduction is acting on an ability that's already recieving pretty regular cooldown reductions elsewhere. If you really don't need the protection, go ahead and take Rage Engine anyway.

Operation Suggestion: The amount absorbed by this "mini ward" is actually pretty great and if you're taking damage in group content this is by far the best choice, as Rage Engine's cooldown reduction is acting on an ability that's already recieving pretty regular cooldown reductions elsewhere. If you really don't need the protection, go ahead and take Rage Engine anyway.

LvL39
ObliterationOptional Passive Level 39 Option 3/3

Killing an enemy within 3 seconds of dealing damage with Obliterate resets the cooldown of Obliterate, Smash, and Raging Burst and increases their damage by 25% for 6 seconds. This effect can only occur once every 6 seconds.

Killing an enemy within 3 seconds of dealing damage with Obliterate resets the cooldown of Obliterate, Smash, and Raging Burst and increases their damage by 25% for 6 seconds. This effect can only occur once every 6 seconds.

Solo Many-Enemy Suggestion: In solo content with lots of weak mobs, this boost will keep you pretty strong as you move from pack to pack.

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
DominatePassive

Force Charge and Obliterate make your next Smash or Raging Burst used within 20 seconds and automatic critical hit.

Force Charge and Obliterate make your next Smash or Raging Burst used within 20 seconds and automatic critical hit.

LvL43
Furious PowerOptional Buff Level 43 Option 1/3

Consumes all ability charges of Furious Power and applies that many Furious Power stacks to you for 15 seconds. Each stack increases your next direct single target melee attack by 25% and is consumed whenever you deal damage with these attacks. Recharges 1 ability charge every 30 seconds to a maximum of 4 charges.

Consumes all ability charges of Furious Power and applies that many Furious Power stacks to you for 15 seconds. Each stack increases your next direct single target melee attack by 25% and is consumed whenever you deal damage with these attacks. Recharges 1 ability charge every 30 seconds to a maximum of 4 charges.

LvL43
DominationOptional Passive Level 43 Option 2/3

Critically hitting with a Force-based kinetic or energy attack reduces the cooldown of your Enrage by 1 second. Enrage purges movement impairing effects and triggers Dominate, which now stacks up to 2 times.

Critically hitting with a Force-based kinetic or energy attack reduces the cooldown of your Enrage by 1 second. Enrage purges movement impairing effects and triggers Dominate, which now stacks up to 2 times.

LvL43
Indignant RuminationOptional Passive Level 43 Option 3/3

Each time you deal damage with a Force-based kinetic or energy attack, you generate 1 rage. Rage spending attacks have no cooldown during Enrage.

Each time you deal damage with a Force-based kinetic or energy attack, you generate 1 rage. Rage spending attacks have no cooldown during Enrage.

General Suggestion: The important part of this choice is "Rage spending attacks have no cooldown during Enrage." This enables a huge change to your rotation. Make sure your Furious Strike is off cooldown, and ensure you'll have a ton of Rage ready, then pop Enrage and use Furious Strike three times in a row. Your biggest attack with no cooldown is a HUGE amount of burst, especially if you managed to buff it with the optional Enraged Burst choice at level 23 right before the combo!

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
Force CrushAttack 10m (short range)

Progressively slows the target from 50% to 5% movement speed over 3 seconds and deals kinetic damage each second. At the end of the duration, the target is crushed and takes additional kinetic damage.

Progressively slows the target from 50% to 5% movement speed over 3 seconds and deals kinetic damage each second. At the end of the duration, the target is crushed and takes additional kinetic damage.

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.

Flashpoint Suggestion: The increased range on Force Scream and extra damage from Force Push can be nice in group content because even if the target is immune to the knockback effect, it should still trigger your enhanced Force Scream. You can take this as default unless you'd like the faster force charge from Warmonger.

Operation Suggestion: The increased range on Force Scream and extra damage from Force Push can be nice in group content because even if the target is immune to the knockback effect, it should still trigger your enhanced Force Scream. You can take this as default unless you'd like the faster force charge from Warmonger.

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.

Solo Single-Enemy Suggestion: As a solo DPS you'll probably take quite a few hits meaning this choice will increase your overall mobility pretty nicely!

Solo Many-Enemy Suggestion: As a solo DPS you'll probably take quite a few hits meaning this choice will increase your overall mobility pretty nicely!

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
OverpowerPassive

Assault, Sundering Assault, Vicious Slash, Sweeping Slash, Retaliation, Force Scream, Vicious Throw, and Furious Strike reduce the active cooldowns of Smash, Raging Burst, and Obliterate by 1 second and Enrage by 2 seconds.

Assault, Sundering Assault, Vicious Slash, Sweeping Slash, Retaliation, Force Scream, Vicious Throw, and Furious Strike reduce the active cooldowns of Smash, Raging Burst, and Obliterate by 1 second and Enrage by 2 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
Furious StrikeAttack 4m (melee range)

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

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

LvL60
ShockwavePassive

Enrage and Force Crush grant Shockwave, increasing the damage dealt by your next Smash or Raging Burst by 15% and making your next Smash or Raging Burst consume no rage. Additionally, the cooldown of Enrage is reduced by 15 seconds, and Enrage generates 6 additional rage over 6 seconds when used.

Enrage and Force Crush grant Shockwave, increasing the damage dealt by your next Smash or Raging Burst by 15% and making your next Smash or Raging Burst consume no rage. Additionally, the cooldown of Enrage is reduced by 15 seconds, and Enrage generates 6 additional rage over 6 seconds when used.

LvL64
War MasterOptional Passive Level 64 Option 1/3

Force Charge grants Unstoppable, granting immunity to interrupts, stuns, knockdowns, incapacitating and movement-impairing effects, and effects that push or pull you around for 4 seconds. Additionally, during this time, damage reduction is increased by 20% for 4 seconds.

Force Charge grants Unstoppable, granting immunity to interrupts, stuns, knockdowns, incapacitating and movement-impairing effects, and effects that push or pull you around for 4 seconds. Additionally, during this time, damage reduction is increased by 20% for 4 seconds.

LvL64
Hardened DefenseOptional Passive Level 64 Option 2/3

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.

General Suggestion: Area Effect damage reduction is incredibly useful for DPS disciplines and attaching it to your detaunt is also really convenient. Take this as default unless you'd like the free Vicious Throw usage from War Master.

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.

General Suggestion: One of the most popular abilities of the Juggernaut, this reflect allows you to deal pretty great damage back to a boss/high damaging enemy while saving yourself. What it ends up being able to reflect can really differ from fight to fight, so if you're struggling with something specific try looking up a guide on the fight - most will mention what can be reflected. If nothing's reflectable or you'd prefer some mobility, Mad Dash is another super fun and easy to use movement attack you can choose.

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.

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.

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
Force LashPassive

Furious Strike enables Retaliation and beats down its target for 45 seconds. Beat Down targets take 5% more damage from melee attacks. Vicious Slash, Sweeping Slash, and Retaliation deal additional Force energy damage.

Furious Strike enables Retaliation and beats down its target for 45 seconds. Beat Down targets take 5% more damage from melee attacks. Vicious Slash, Sweeping Slash, and Retaliation deal additional Force energy damage.

LvL68
Furious Power (passive)Hidden Passive

Furious Strike enables Retaliation and beats down its target for 45 seconds. Beat Down targets take 5% more damage from melee attacks.

Furious Strike enables Retaliation and beats down its target for 45 seconds. Beat Down targets take 5% more damage from melee attacks.

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%.

General Suggestion: As a discipline that deals most of it's damage through kinetic means, armor is a big problem. Adding a sunder to your smash will result in a huge increase in AoE damage for you instead of applying it individually through Sundering Assault. If AoE isn't necessary, take Through Passion for a great survivability increase.

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.

LvL73
Fuming RagePassive

Force Crush grants Fuming Rage, making your next Obliterate or Furious Strike consume no rage.

Force Crush grants Fuming Rage, making your next Obliterate or Furious Strike consume no rage.

LvL78
Enveloping RagePassive

Activating Raging Burst or Smash increases your damage reduction by 10% for 6 seconds. This effect cannot occur more than once every 8 seconds.

Activating Raging Burst or Smash increases your damage reduction by 10% for 6 seconds. This effect cannot occur more than once every 8 seconds.

Milestones

  • At Level 15 you will get your first exclusive ability only the Rage Juggernaut has, it will be called Raging Burst.
  • At Level 23 you will get to choose a way to change how Raging Burst 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 Rage 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 Rage Juggernaut gets, it will be called Obliterate.
  • At Level 39 you will get to choose a way to change how Obliterate works from three different options in your Ability Tree.
  • At Level 47 and 60 you will get your last two exclusive abilities only the Rage Juggernaut has, Force Crush and Furious Strike.
  • At Level 73, you will get to make an important choice between three major abilities. This is a big choice all players need to make for their character.
  • At Level 43, 51, 64, 68 you will get to make additional choices for your 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