Scoundrel Ruffian Basics Guide
Ruffian
Never shy about taking advantage of any opportunity, the Ruffian is a rough-and-tumble Scoundrel able to handle any fight, big or small. Inciting chaos with a shrapnel bomb and then coming in close for a shot at point-blank range, the Ruffian Scoundrel makes devious moves that keep their enemies reeling.
- Role: Damage
- Type: Damage Over Time
- Weapon: Blaster Pistol
- Distance: Short Range
- Mirror: Operative – Lethality
Ruffian for New Players
- Ruffian is a damage-over-time discipline which means you need to build up your attacks over time, layering them together, which makes it slightly harder to learn than burst discipline which do damage right away
- This style is very mobile and you can easily run and jump around while fighting without any issues!
- Most abilities can simply be used, you only need to learn to activate a few of them
- Scrapper takes slightly longer to learn than other disciplines, but is easier to get really good at compared to many other disciplines
How to play a Ruffian Scoundrel
You can start playing Ruffian at level 1. To start playing Ruffian, you will need to first create a Scoundrel character, which can be played by Troopers, Bounty Hunters, Smugglers or Imperial Agents.
Once you are ingame, press K on your keyboard to open the Combat Style tab, and choose Ruffian from the three options. This choice is not permanent, you will be able to switch between all three options by finding a rest location like a cantina.
Updated for 7.2!
Below Level 80
If you are below level 80, there are no true guides available to tell you what specific abilities you should be using, because the ideal rotation would change every level.
Instead, you can use this guide to figure out which of your abilities are attacks, which are defensive, and which are just useful.
5 Ability Basic Rotation
Not quite ready to learn all your abilities yet? Use this quick 5-ability rotation for the Ruffian until you’re ready to read and learn from a true level 80 guide.
- Start off with Point Blank Shot. Later on use it as soon as you can after using Vital Shot and Shrap Bomb, or when you have nothing else to use.
- Vital Shot and Shrap Bomb are your two main Damage Over Time abilities – treat them as a single ability you use together. Watch these debuffs and keep them on the target as close to 100% of the time as you can. Use these every 24 seconds, do not use them over and over!
- Sanguinary Shot increases the strength of your shot and bomb, and makes Brutal Shots useable. Use it whenever it’s available once your damage over time debuffs are up already!
- Brutal Shots is the biggest move you have. So long as your damage over time abilities are applied, use this as often as possible!
- Blaster Whip makes Brutal Shots free to use. This can happen every 10 seconds, so make sure to generate free Brutal Shots often with this!
More than 3 Enemies
- Bushwhack requires an Upper Hand, but makes a sharp circle of damage around you – AND spreads your vital shot to nearby targets, so long as it hit 1 target that already has vital shot on them! Shrap Bomb already applies to multiple targets, so throw the bomb, apply a shot, then use this to spread 3 damage over time effects to every target!
- Lacerating Blast will hit every target in a cone in-front of you, and should be the ability you use over and over once you’re sure all targets have shrap bomb, vital shot, and bushwhack on them already.
Extra Tips
- Start in Stealth to do extra damage.
- Choose Trick Move on your tree at level 68 to jump quickly into the fight and make Brutal Shots usable.
- Feeling spicy? Use your Pugnacity to do extra damage and gain Upper Hands.
- Bushwhack can also be used in single target fights for a damage increase! It is best used just before your next Sanguinary Shot, and costs an Upper Hand, so think of it like replacing your last Brutal Shots with a Bushwhack every rotation.
- Cool Head gives you energy if you run out.
- Tranquilizer is a special ability sometimes known as a CC, a Crowd Control, a sleep or a sap. It can only be used while you are stealthed and out of combat, and it is used to put enemies to sleep. Sleeping enemies allows your group to sneak past them, or sometimes just keeps them out of the fight as long as no one attacks them. While you can’t put bosses to sleep, if you are playing Flashpoints, stealthers are often expected to go into stealth and put smaller enemies in-between bosses to sleep.
Before you play…
VERY IMPORTANT TREE CHOICE!
- Open your “tree” by pressing “K” on your keyboard
- Choose “Brutal Return” at level 23, it looks like an icon of two circling arrows
- This makes Ruffian “flow” much better
Making your Vital Shot and Shrap Bomb debuffs more visible on your enemy can make it easier to know when they are about to fall off.
- Press ESC on your keyboard, choose Interface Editor from the menu
- Select the “Target Frame” box where the portrait of your enemy would appear
- In the center box, scroll down and check 🔲 Highlight Debuff, then scroll down more and check 🔲 Personal Debuffs
- Save. This will show your own debuffs highlighted in gold so you don’t mix them up with your groups’!
Discipline | Tactical | Legendary | Stats |
---|---|---|---|
Guardian Defense Juggernaut Immortal | Grit Teeth Jaw Breaker, Hord’s Makashi Strike and Leviathan’s Hide are good alternatives | Force Resistance + Retaliator | Shield: 5500-6000 Absorb: remaining tertiary stats |
Guardian Vigilance Juggernaut Vengeance | Hemophilic Slash (Single Target), Cut to Pieces (AoE) | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Guardian Focus Juggernaut Rage | Cauterized Coronary | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Watchman Marauder Annihilation | Spiteful Saber | Fearless Victor + Berserker’s Call and Dispatcher are all viable options | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Combat Marauder Carnage | Shard of Mortis | Fearless Victor + Dispatcher | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Sentinel Concentration Marauder Fury | Cauterized Conary | Fearless Victor + Berserker’s Call | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Telekinetics Sorcerer Lightning | Stormwatch | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 560 (2.14%) • 1.3 GCD = 3209 (10.38%) • 1.2 GCD = 8296 (20%) • 1.1 GCD under PS = 3596 (16.366) With Alacrity Guild Perk • 1.3 GCD = 1494 • 1.1 GCD under PS = 1801 |
Sage Seer Sorcerer Corruption | One for All | Unmatched Haste + Revitalize or Dynamic Force are all considered viable as of now | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Balance Sorcerer Madness | Tempest of Rho | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Kinetic Combat Assassin Darkness | Two Cloaks, The Life Warden, Ancient Tome of Wrath and Shroud of a Shadow as potential alternatives | Dynamic Force + Force Resistance or Ballast Point is fine if you prefer to use pieces with tanking stats | Shield: 5000-5500 Absorb: remaining tertiary stats |
Shadow Infiltration Assassin Deception | The Awakened Flame | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Serenity Assassin Hatred | Two Time Trouble | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Combat Medic Mercenary Bodyguard | SC-4 Treatment Scanner | Advanced Scanning + Concentrated Fire or Overcharged Cells seem to all be viable options | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Gunnery Mercenary Arsenal | Primed Ignition (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Commando Assault Specialist Mercenary Innovative Ordnance | Energized Charges (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Shield Specialist Powertech Shield Tech | Thermal Screen (Single Target), Oil Fire (AoE), The Life Warden | Supercommando + Squad Leader | Shield: 6000 - 6500 Absorb: remaining tertiary stats |
Vanguard Plasmatech Powertech Pyrotech | Superheated Fuel | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Tactics Powertech Advanced Prototype | Overwhelming Offense | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Sharpshooter Sniper Marksmanship | Agitating Energies | Locked and Loaded + Improved Targeting use Energy Regulators if you experience energy issues | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Saboteur Sniper Engineering | Ruthless Interrogation | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Dirty Fighting Sniper Virulence | Exploited Weakness (Single Target), Airborne Agents (AoE) | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: 2700 - 2800 With Alacrity Guild Perk 1100 - 1300 |
Scoundrel Sawbones Operative Medicine | Critical Surgery and Diagnostics Probe are both viable alternatives | Tactician + Aggressive Treatment or Field Medic | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Scrapper Operative Concealment | Acid Lash (Single Target), Explosive Cells (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Ruffian Operative Lethality | Synox Shots (Single Target), Viral Elements (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Ready to learn more about your class, and how to play at a higher skill level? These guides by other players break down your class's abilities and your full rotation!
Guides
- The MELEE DESTROYER: Lethality / Ruffian PVP Guide by Ivano on YouTube (7.3.1)
- Ruffian & Lethality Quick Guide for PvP by Cease_faith on YouTube (7.2)
- Ruffian / Lethality 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Ruffian Scoundrel Guide by Biggs on YouTube (7.01)
Attacks
- Flurry of Bolts - Basic AttackLevel 1
- Blaster Whip - AttackLevel 1
- Quick Shot - AttackLevel 1
- Thermal Grenade - Area AttackLevel 4
- Vital Shot - AttackLevel 7
- Back Blast - AttackLevel 10
- Brutal Shots - AttackLevel 15
- Lacerating Blast - Area AttackLevel 15
- Shrap Bomb - Area AttackLevel 35
- Bushwhack - Area AttackLevel 39
- Sanguinary Shot - AttackLevel 47
- Point Blank Shot - AttackLevel 60 REPLACES Back Blast at Level 60+
Multiple Enemy Attack Abilities
These Ruffian attacks are useful for attacking groups of enemies.
- Thermal Grenade - Area AttackLevel 4
- Lacerating Blast - Area AttackLevel 15
- Shrap Bomb - Area AttackLevel 35
- Bushwhack - Area AttackLevel 39
- Flash Grenade - Optional Area Stun Level 68 Option 2/3Level 68
Buffs
You can combine your Ruffian buffs with your attacks to create powerful combinations.
- Lucky Shots - Passive Class BuffLevel 1
- Cool Head - BuffLevel 15
- Pugnacity - BuffLevel 15
- Hot Streak - Optional Buff Level 43 Option 2/3Level 43
- Stack the Deck - Operation BuffLevel 68
Defensive & Healing Abilities
Use these abilities to help yourself stay alive. The Scoundrel has these defensive and healing abilities and you'll want to know where they are in a difficult fight.
- Diagnostic Scan - HealLevel 7
- Kolto Pack - HealLevel 19
- Dodge - DefensiveLevel 23
- Slow-release Medpac - HealLevel 31
- Defense Screen - DefensiveLevel 47
Useful Abilities
These abilities may not be directly for attacking, but they are used heavily by skilled Scoundrels in combat to turn the tide of a fight.
- Recuperate - Regeneration - Regain health out of battle.Level 1
- Stealth - Stealth - Enter Stealth to sneak around or sneak up to enemies. Stronger enemies can see you coming, but you can sneak past weaker ones. You can only enter Stealth when you are outside of combat unless you use your Combat Stealth ability.Level 10
- Escape - Stun Break - If you are stunned and can’t move, you can use this ability to unstun yourself.Level 10
- Distraction - 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
- Dirty Kick - Optional Stun Level 27 Option 3/3 - 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
- Disappearing Act - Combat Stealth - Enter Stealth while you are in combat, either to run away, to sneak off and heal up, or to take advantage of stealth in the fight. If you enter Combat Stealth while you are alone or all your team mates are dead, the fight may reset.Level 35
- Tranquilizer - Crowd Control - Your crowd control (CC) is a special type of stun you can only use when your enemy is outside of combat. You use it before a fight, to temporarily knock an opponent out of the fight while you deal with the other enemies. Accidentally damaging your crowd control'd target will wake them up.Level 35
- Triage - Cleanse - Your cleanse can help remove harmful effects from you or other players.Level 51
- Scamper - Movement - Roll forward 12 meters. While rolling, your chance to dodge melee and ranged attacks is increased by 30%. Does not break stealth. Cannot be used while immobilized or hindered. Scamper has 2 ability charges and recharges one charge every 8 seconds.Level 60
- Smuggle - Optional Stealth Level 68 Option 1/3 - Cloaks all group members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat. Only usable while in stealth mode.Level 68
- Flash Grenade - Optional Area 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
- Trick Move - Optional Leap Level 68 Option 3/3 - Jump to a faraway enemy.Level 68
Tree Choices
As you level up, you will be able to make choices about how you play your Ruffian Scoundrel 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 Ruffian Scoundrel, 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 Ruffian Scoundrel.
Level 23 Choice: Brutal Shots Change
Choose from one of three ways that you want Brutal Shots to change at level 23. Your options are Brutal Impair, Penetrating Strategies, and Brutal Return.
Exploits Upper Hand to fire a volley of brutal shots, dealing weapon damage and causing your periodic bleed effects on the target to also deal damage. Requires and consumes Upper Hand.
Brutal Shots deals 10% additional weapon damage and slows the target by 50% for 6 seconds.
Brutal Shots deals 10% additional weapon damage and slows the target by 50% for 6 seconds.
Increases the armor penetration, critical hit chance, and critical hit damage of Brutal Shots by 10%.
Increases the armor penetration, critical hit chance, and critical hit damage of Brutal Shots by 10%.
If Brutal Shots would reduce your Upper Hand to zero, it is refunded instead. This effect can only occur once every 10 seconds.
If Brutal Shots would reduce your Upper Hand to zero, it is refunded instead. This effect can only occur once every 10 seconds.
General Suggestion: Brutal Return - A refund to Upper Hand is too good to pass up - as the trickiest part of the rotation is managing your stacks of Upper Hand.
Level 27 Choice
Choose from one of three Scoundrel abilities at Level 27, you can only have one of these options at any given time. Your options as a Ruffian Scoundrel for the Level 27 choice are Curbing Strategies, Sly Surrender, and Dirty Kick.
Quick Shot and Lacerating Blast reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, Lacerating Blast deals 25% more damage.
Quick Shot and Lacerating Blast reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, Lacerating Blast deals 25% more damage.
Increases the duration of Dodge by 2 seconds. While Dodge is active, the damage you take from area effects is reduced by 60%.
Increases the duration of Dodge by 2 seconds. While Dodge is active, the damage you take from area effects is reduced by 60%.
Stuns the target for 4 seconds and deals kinetic damage.
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.
Solo Single-Strong-Enemy Suggestion: Curbing Strategies - A boost to lacerating blast's damage may be good for leveling or solo content where you can't rely on a better AoE teammate to do it for you, but if the extra AoE isn't needed you could also choose the passive buff to Dodge for a better defensive or Dirty Kick for a useful 4 second stun.
Multi-Enemy Solo Suggestion: Curbing Strategies - A boost to lacerating blast's damage may be good for leveling or solo content where you can't rely on a better AoE teammate to do it for you, but if the extra AoE isn't needed you could also choose the passive buff to Dodge for a better defensive or Dirty Kick for a useful 4 second stun.
Flashpoint Suggestion: Sly Surrender - Adding a DR effect to your Ruffian in group content is by far the best choice here. This bonus to dodge makes a lot easier to heal!
Operation Suggestion: Sly Surrender - Adding a DR effect to your Ruffian in group content is by far the best choice here. This bonus to dodge makes a lot easier to heal!
Level 39 Choice: Shrap Bomb Change
Choose from one of three ways that you want Shrap Bomb to change at level 39. Your options are Shrap Defense, Critical Bomb, and Explosive Refund.
Hurls a bomb that explodes with razor-sharp shrapnel in a 5-meter radius, dealing internal bleed damage on impact and internal bleed damage over 24 seconds to up to 8 targets. Targets damaged this way are slowed by 30% for the duration.
Shrap bomb deals 10% more initial damage and grants 2% damage reduction per target it hits for 10 seconds.
Shrap bomb deals 10% more initial damage and grants 2% damage reduction per target it hits for 10 seconds.
Shrap bomb increases the critical hit chance of your periodic bleed effects to targets it affects by 20%.
Shrap bomb increases the critical hit chance of your periodic bleed effects to targets it affects by 20%.
Shrap Bomb refunds 2 energy for each target it hits.
Shrap Bomb refunds 2 energy for each target it hits.
General Suggestion: Critical Bomb - Periodic bleed effects is Ruffian's bread and butter. Shrap bomb increasing the crit chance is a huge boost in damage and so you can't afford to take anything but this choice.
Level 43 Choice
Choose from one of three Scoundrel abilities at Level 43, you can only have one of these options at any given time. Your options as a Ruffian Scoundrel for the Level 43 choice are Leveraged Offense, Hot Streak, and Artful Cunning.
Having Upper Hand increases your critical hit chance and all damage and healing dealt by 5%.
Having Upper Hand increases your critical hit chance and all damage and healing dealt by 5%.
Resets the cooldown of Pugnacity, Point Blank Shot, Bushwhack and Defense Screen and increases your Mastery by 20% for 15 seconds.
Resets the cooldown of Pugnacity, Point Blank Shot, Bushwhack and Defense Screen and increases your Mastery by 20% for 15 seconds.
Pugnacity's cooldown is reduced by 15 seconds. Pugnacity purges movement impairing effects and maxes out your Upper Hand.
Pugnacity's cooldown is reduced by 15 seconds. Pugnacity purges movement impairing effects and maxes out your Upper Hand.
General Suggestion: Leveraged Offense - This is pretty much a flat boost to your damage at all times, especially if you took the refund talent at level 23! It's also the least complicated choice on this tier and results in the most benefit over time, but for very short encounters Hot Streak can be great too.
Level 51 Choice
Choose from one of three Scoundrel abilities at Level 51, you can only have one of these options at any given time. Your options as a Ruffian Scoundrel for the Level 51 choice are Flee the Scene, Sneaky, and Scar Tissue.
Reduces the cooldown of Disappearing Act by 30 seconds and activating Disappearing Act increases movement speed by 50% for 6 seconds.
Reduces the cooldown of Disappearing Act by 30 seconds and activating Disappearing Act increases movement speed by 50% for 6 seconds.
Increases movement speed by 15% and effective stealth level by 3.
Increases movement speed by 15% and effective stealth level by 3.
Increases damage reduction by 5%.
Increases damage reduction by 5%.
Solo Single-Strong-Enemy Suggestion: Sneaky - As a stealth combat style, this may speed up your grindable solo content farms a little bit. For real tangible benefit in combat, take Scar Tissue.
Multi-Enemy Solo Suggestion: Sneaky - As a stealth combat style, this may speed up your grindable solo content farms a little bit. For real tangible benefit in combat, take Scar Tissue.
Flashpoint Suggestion: Scar Tissue - It will make your healers very happy to see a less squishy Scoundrel. Take this by default.
Operation Suggestion: Scar Tissue - It will make your healers very happy to see a less squishy Scoundrel. Take this by default.
Level 64 Choice
Choose from one of three Scoundrel abilities at Level 64, you can only have one of these options at any given time. Your options as a Ruffian Scoundrel for the Level 64 choice are Med Screen, Keep Cool, and Skedaddle.
Your Defense Screen heals you for 5% of your maximum health when it collapses.
Your Defense Screen heals you for 5% of your maximum health when it collapses.
Cool Head now immediately restores 15 additional energy.
Cool Head now immediately restores 15 additional energy.
When activated, Disappearing Act grants 2 seconds of Dodge.
When activated, Disappearing Act grants 2 seconds of Dodge.
General Suggestion: Med Screen - This is definitely the best defensive bonus on this tier. You shouldn't have energy problems so bad as to need Keep Cool, but it is there if you are having troubles.
Level 68 Choice
Choose from one of three Scoundrel abilities at Level 68, you can only have one of these options at any given time. Your options as a Ruffian Scoundrel for the Level 68 choice are Smuggle, Flash Grenade , and Trick Move.
Cloaks all group members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat. Only usable while in stealth mode.
Cloaks all group members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat. Only usable while in stealth mode.
Lobs a flash grenade that blinds the target and up to 7 nearby enemies for 8 seconds. Damage causes this effect to end prematurely. When Flash Grenade ends it leaves behind Flash Powder that reduces the target's accuracy by 20% for 8 seconds.
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.
Override your stealth generator, generating an Upper Hand and quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for 3 seconds. Can be used while immobilized and purges any movement impairing effects. Does not break stealth. Cannot be used against enemy targets in cover.
Jump to a faraway enemy.
Solo Single-Strong-Enemy Suggestion: Trick Move - Trick move generating an Upper Hand makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something.
Multi-Enemy Solo Suggestion: Trick Move - Trick move generating an Upper Hand makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something.
Flashpoint Suggestion: Trick Move - Trick move generating an Upper Hand makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something or are helping your less sneaky group members get around enemies.
Operation Suggestion: Trick Move - Trick move generating an Upper Hand makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something or are helping your less sneaky group members get around enemies.
Level 73 Choice
Choose from one of three Scoundrel abilities at Level 73, you can only have one of these options at any given time. Your options as a Ruffian Scoundrel for the Level 73 choice are Scramble, Back at Ya, and K.O..
Every time you get attacked, the active cooldown of your Dodge is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds.
Every time you get attacked, the active cooldown of your Dodge is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds.
Activating Dodge grants Back At Ya, returning 150% of direct single target tech and Force damage taken back to the attacker while Dodge is active.
Activating Dodge grants Back At Ya, returning 150% of direct single target tech and Force damage taken back to the attacker while Dodge is active.
When used from stealth, Back Blast and Point Blank Shot interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down.
When used from stealth, Back Blast and Point Blank Shot interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down.
Flashpoint Suggestion: Scramble - Scramble provides the best benefit over the duration of a fight for your survivability. Back at Ya may be helpful for some extra damage but trying to reflect damage can be risky on a scoundrel in group content.
Operation Suggestion: Scramble - Scramble provides the best benefit over the duration of a fight for your survivability. Back at Ya may be helpful for some extra damage but trying to reflect damage can be risky on a scoundrel in group content.
Solo Single-Strong-Enemy Suggestion: K.O. - So long as your enemy isn't immune to the effects, the stuns resulting from this choice may help some tough solo fights to be easier at the start. If they're immune anyway, go ahead and take Scramble as it will provide the most defense over time.
Multi-Enemy Solo Suggestion: K.O. - So long as your enemy isn't immune to the effects, the stuns resulting from this choice may help some tough solo fights to be easier at the start. If they're immune anyway, go ahead and take Scramble as it will provide the most defense over time.
All Abilities
All your abilities for the Ruffian Scoundrel.
Lvl | Icon | Ability |
---|---|---|
LvL1 | RecuperateRegeneration Allows you to catch your breath, recovering your health and energy over 15 seconds. This is only usable out of combat. Regain health out of battle. | |
LvL1 | UnderdogPassive Increases the critical damage dealt by Back Blast, Sucker Punch, Blood Boiler, and Bludgeon by 10%. Increases the critical damage dealt by Back Blast, Sucker Punch, Blood Boiler, and Bludgeon by 10%. | |
LvL1 | Feelin' WoozyHidden Passive Shrap Bomb reduces the movement speed of all affected targets by 30% for its full duration. Shrap Bomb reduces the movement speed of all affected targets by 30% for its full duration. | |
LvL1 | Open WoundHidden Passive Increases the duration of Vital Shot by 6 seconds. Increases the duration of Vital Shot by 6 seconds. | |
LvL1 | Black Market EquipmentPassive Increases the critical hit chance of all periodic effects by 5% Increases the critical hit chance of all periodic effects by 5% | |
LvL1 | Cheap ShotsPassive Increases the damage dealt by Quick shot, Lacerating Blast, and Point Blank Shot by 15%. In addition, Blaster Whip deals 10% more damage to targets affected by your bleed effects. Increases the damage dealt by Quick shot, Lacerating Blast, and Point Blank Shot by 15%. In addition, Blaster Whip deals 10% more damage to targets affected by your bleed effects. | |
LvL1 | Flurry of BoltsBasic Attack 30m (long range) Fires a flurry of bolts from your blaster, dealing weapon damage. Fires a flurry of bolts from your blaster, dealing weapon damage. | |
LvL1 | Blaster WhipAttack 4m (melee range) Strikes the target with your weapon for kinetic damage. Strikes the target with your weapon for kinetic damage. | |
LvL1 | Quick ShotAttack 10m (short range) Blasts a target for weapon damage. Blasts a target for weapon damage. | |
LvL1 | DefibrillatorPassive Reduces the cooldown of Revive by 100%. Reduces the cooldown of Revive by 100%. | |
LvL1 | Lucky ShotsPassive Class Buff Increases critical hit chance by 5%. Increases critical hit chance by 5%. | |
LvL4 | Thermal GrenadeArea Attack 30m (long range) Deals kinetic damage to the primary target and kinetic damage to up to 7 standard or weak enemies within 5 meters of the primary target. If the primary target is a standard or weak enemy, it is knocked to the ground. Deals kinetic damage to the primary target and kinetic damage to up to 7 standard or weak enemies within 5 meters of the primary target. If the primary target is a standard or weak enemy, it is knocked to the ground. | |
LvL7 | Diagnostic ScanHeal 30m (long range) Heals a friendly target over 3 seconds. Heals a friendly target over 3 seconds. | |
LvL7 | Vital ShotAttack 30m (long range) Fires a shot that causes the target to bleed, dealing internal damage over 18 seconds. Fires a shot that causes the target to bleed, dealing internal damage over 18 seconds. | |
LvL10 | StealthStealth Activates your stealth generator, increasing your stealth level by 15 and making you and your companion difficult to detect. Movement speed is reduced to 85% of normal while in stealth. Most hostile actions and taking cover will break Stealth. Your companion will not react to enemy attacks while in stealth. Enter Stealth to sneak around or sneak up to enemies. Stronger enemies can see you coming, but you can sneak past weaker ones. You can only enter Stealth when you are outside of combat unless you use your Combat Stealth ability. | |
LvL10 | EscapeStun 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 | Back BlastAttack 4m (melee range) Fires the scattergun point-blank into the target's backside, dealing kinetic damage. Only usable while behind the target. If used from stealth, Back Blast deals more kinetic damage and grants an Upper Hand. Fires the scattergun point-blank into the target's backside, dealing kinetic damage. Only usable while behind the target. If used from stealth, Back Blast deals more kinetic damage and grants an Upper Hand. | |
LvL15 | Cool HeadBuff Keeps a cool head, recovering 50 energy over 3 seconds. Keeps a cool head, recovering 50 energy over 3 seconds. | |
LvL15 | Brutal ShotsAttack 10m (short range) Exploits Upper Hand to fire a volley of brutal shots, dealing weapon damage and causing your periodic bleed effects on the target to also deal damage. Requires and consumes Upper Hand. Exploits Upper Hand to fire a volley of brutal shots, dealing weapon damage and causing your periodic bleed effects on the target to also deal damage. Requires and consumes Upper Hand. | |
LvL15 | PugnacityBuff Psych yourself up, immediately gaining Upper Hand, restoring 10 Energy, boosting alacrity by 10% for 15 seconds and granting Surprise Comeback, which restore 5% of total health every 3 seconds and reduce damage received by 20%. Does not break stealth. Psych yourself up, immediately gaining Upper Hand, restoring 10 Energy, boosting alacrity by 10% for 15 seconds and granting Surprise Comeback, which restore 5% of total health every 3 seconds and reduce damage received by 20%. Does not break stealth. | |
LvL15 | Upper HandPassive Defeating an opponent or activating Blaster Whip gives you the Upper Hand, enabling the use of exploits for 24 seconds. Up to 2 charges of Upper Hand can exist at once. Defeating an opponent or activating Blaster Whip gives you the Upper Hand, enabling the use of exploits for 24 seconds. Up to 2 charges of Upper Hand can exist at once. | |
LvL15 | Blasters BlazingPassive Increases your weapon damage by 20%. In addition, the area damage dealt by Thermal Grenade has been increased by 50%, and Thermal Grenade now deals its area damage to any nearby enemy targets, even if those targets are stronger than weak or standard. Increases your weapon damage by 20%. In addition, the area damage dealt by Thermal Grenade has been increased by 50%, and Thermal Grenade now deals its area damage to any nearby enemy targets, even if those targets are stronger than weak or standard. | |
LvL15 | Lacerating BlastArea Attack 10m (short range) Fire serrated slugs from your scattergun in a 10-meter cone in front of you, damaging up to 8 targets for kinetic damage and internal bleed damage. Fire serrated slugs from your scattergun in a 10-meter cone in front of you, damaging up to 8 targets for kinetic damage and internal bleed damage. | |
LvL15 | PugnaciousHidden Passive Pugnacity immediately restores 10 energy when activated and grants Suprise Comeback, restoring 5% of total health every 3 seconds and reducing damage recieved by 20% for the duration. Additionally reduces the cooldown of Pugnacity by 30 seconds. Pugnacity immediately restores 10 energy when activated and grants Suprise Comeback, restoring 5% of total health every 3 seconds and reducing damage recieved by 20% for the duration. Additionally reduces the cooldown of Pugnacity by 30 seconds. | |
LvL15 | ConcussionPassive Your periodic damage effects don't tick on targets affected by any of your sleep effects. In addition, you always take 30% reduced damage from periodic effects, and your damage reduction is increased by 15% for 6 seconds after Defense Screen ends. Your periodic damage effects don't tick on targets affected by any of your sleep effects. In addition, you always take 30% reduced damage from periodic effects, and your damage reduction is increased by 15% for 6 seconds after Defense Screen ends. | |
LvL19 | Kolto PackHeal 30m (long range) Exploits your Upper Hand to heal the target immediately. Requires and consumes Upper Hand. Exploits your Upper Hand to heal the target immediately. Requires and consumes Upper Hand. | |
LvL19 | DistractionInterrupt 10m (short range) Interrupts the target's current action and prevents that ability from being used for 4 seconds. Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back! | |
LvL23 | DodgeDefensive Increases your chance to dodge melee and ranged attacks by 200% for 6 seconds and lowers threat by a moderate amount. Does not break Stealth. Increases your chance to dodge melee and ranged attacks by 200% for 6 seconds and lowers threat by a moderate amount. Does not break Stealth. | |
LvL23 | Street ToughPassive Increases energy regeneration rate by 1 per second. In addition, Dodge will now purge all hostile removable effects when activated. Increases energy regeneration rate by 1 per second. In addition, Dodge will now purge all hostile removable effects when activated. | |
LvL23 | Brutal ImpairOptional Passive Level 23 Option 1/3 Brutal Shots deals 10% additional weapon damage and slows the target by 50% for 6 seconds. Brutal Shots deals 10% additional weapon damage and slows the target by 50% for 6 seconds. | |
LvL23 | Penetrating StrategiesOptional Passive Level 23 Option 2/3 Increases the armor penetration, critical hit chance, and critical hit damage of Brutal Shots by 10%. Increases the armor penetration, critical hit chance, and critical hit damage of Brutal Shots by 10%. | |
LvL23 | Brutal ReturnOptional Passive Level 23 Option 3/3 If Brutal Shots would reduce your Upper Hand to zero, it is refunded instead. This effect can only occur once every 10 seconds. If Brutal Shots would reduce your Upper Hand to zero, it is refunded instead. This effect can only occur once every 10 seconds. General Suggestion: A refund to Upper Hand is too good to pass up - as the trickiest part of the rotation is managing your stacks of Upper Hand. | |
LvL23 | Rough and TumblePassive Reduces the energy cost of Brutal Shots by 5, and causes damage dealt by Blaster Whip to make its target susceptible for 45 seconds. Susceptible targets take 5% more damage from tech attacks. Reduces the energy cost of Brutal Shots by 5, and causes damage dealt by Blaster Whip to make its target susceptible for 45 seconds. Susceptible targets take 5% more damage from tech attacks. | |
LvL27 | BrowbeaterPassive Increases the damage dealt by Vital Shot and the healing done by Slow-release Medpac by 5%. Increases the damage dealt by Vital Shot and the healing done by Slow-release Medpac by 5%. | |
LvL27 | Curbing StrategiesOptional Passive Level 27 Option 1/3 Quick Shot and Lacerating Blast reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, Lacerating Blast deals 25% more damage. Quick Shot and Lacerating Blast reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, Lacerating Blast deals 25% more damage. Solo Single-Enemy Suggestion: A boost to lacerating blast's damage may be good for leveling or solo content where you can't rely on a better AoE teammate to do it for you, but if the extra AoE isn't needed you could also choose the passive buff to Dodge for a better defensive or Dirty Kick for a useful 4 second stun. Solo Many-Enemy Suggestion: A boost to lacerating blast's damage may be good for leveling or solo content where you can't rely on a better AoE teammate to do it for you, but if the extra AoE isn't needed you could also choose the passive buff to Dodge for a better defensive or Dirty Kick for a useful 4 second stun. | |
LvL27 | Sly SurrenderOptional Passive Level 27 Option 2/3 Increases the duration of Dodge by 2 seconds. While Dodge is active, the damage you take from area effects is reduced by 60%. Increases the duration of Dodge by 2 seconds. While Dodge is active, the damage you take from area effects is reduced by 60%. Flashpoint Suggestion: Adding a DR effect to your Ruffian in group content is by far the best choice here. This bonus to dodge makes a lot easier to heal! Operation Suggestion: Adding a DR effect to your Ruffian in group content is by far the best choice here. This bonus to dodge makes a lot easier to heal! | |
LvL27 | Dirty KickOptional Stun 4m (melee range) Level 27 Option 3/3 Stuns the target for 4 seconds and deals kinetic damage. 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 | Slow-release MedpacHeal 30m (long range) Injects the target with slow-release medicine that heals over 21 seconds. Stacks up to 2 times. Injects the target with slow-release medicine that heals over 21 seconds. Stacks up to 2 times. | |
LvL35 | Disappearing ActCombat Stealth Overloads your stealth generator, immediately exiting combat, purging all hostile removable effects and entering stealth mode. For 10 seconds, you become virtually undetectable. Enter Stealth while you are in combat, either to run away, to sneak off and heal up, or to take advantage of stealth in the fight. If you enter Combat Stealth while you are alone or all your team mates are dead, the fight may reset. | |
LvL35 | TranquilizerCrowd Control 10m (short range) Puts the target to sleep for 60 seconds. Damage will break the effect prematurely. Only usable from stealth and only usable on targets not in combat. Only one target can be incapacitated at a time. Does not affect droids. Your crowd control (CC) is a special type of stun you can only use when your enemy is outside of combat. You use it before a fight, to temporarily knock an opponent out of the fight while you deal with the other enemies. Accidentally damaging your crowd control'd target will wake them up. | |
LvL35 | Shrap BombArea Attack 30m (long range) Hurls a bomb that explodes with razor-sharp shrapnel in a 5-meter radius, dealing internal bleed damage on impact and internal bleed damage over 24 seconds to up to 8 targets. Targets damaged this way are slowed by 30% for the duration. Hurls a bomb that explodes with razor-sharp shrapnel in a 5-meter radius, dealing internal bleed damage on impact and internal bleed damage over 24 seconds to up to 8 targets. Targets damaged this way are slowed by 30% for the duration. | |
LvL35 | Unfair AdvantagePassive Blaster Whip triggers Unfair Advantage, which makes your next Brutal Shots regrant Upper Hand and cost no energy. This effect cannot occur more than once every 10 seconds. Blaster Whip triggers Unfair Advantage, which makes your next Brutal Shots regrant Upper Hand and cost no energy. This effect cannot occur more than once every 10 seconds. | |
LvL39 | Shrap DefenseOptional Passive Level 39 Option 1/3 Shrap bomb deals 10% more initial damage and grants 2% damage reduction per target it hits for 10 seconds. Shrap bomb deals 10% more initial damage and grants 2% damage reduction per target it hits for 10 seconds. | |
LvL39 | Critical BombOptional Passive Level 39 Option 2/3 Shrap bomb increases the critical hit chance of your periodic bleed effects to targets it affects by 20%. Shrap bomb increases the critical hit chance of your periodic bleed effects to targets it affects by 20%. General Suggestion: Periodic bleed effects is Ruffian's bread and butter. Shrap bomb increasing the crit chance is a huge boost in damage and so you can't afford to take anything but this choice. | |
LvL39 | Explosive RefundOptional Passive Level 39 Option 3/3 Shrap Bomb refunds 2 energy for each target it hits. Shrap Bomb refunds 2 energy for each target it hits. | |
LvL39 | BushwhackArea Attack Exploits Upper Hand to call in droids that fill the target area with spinning blades, dealing internal bleed damage to up to 8 enemy targets within 8 meters over 6 seconds. The blades stun standard and weak enemies for 6 seconds. Requires and consumes Upper Hand. Exploits Upper Hand to call in droids that fill the target area with spinning blades, dealing internal bleed damage to up to 8 enemy targets within 8 meters over 6 seconds. The blades stun standard and weak enemies for 6 seconds. Requires and consumes Upper Hand. | |
LvL43 | Leveraged OffenseOptional Passive Level 43 Option 1/3 Having Upper Hand increases your critical hit chance and all damage and healing dealt by 5%. Having Upper Hand increases your critical hit chance and all damage and healing dealt by 5%. General Suggestion: This is pretty much a flat boost to your damage at all times, especially if you took the refund talent at level 23! It's also the least complicated choice on this tier and results in the most benefit over time, but for very short encounters Hot Streak can be great too. | |
LvL43 | Hot StreakOptional Buff Level 43 Option 2/3 Resets the cooldown of Pugnacity, Point Blank Shot, Bushwhack and Defense Screen and increases your Mastery by 20% for 15 seconds. Resets the cooldown of Pugnacity, Point Blank Shot, Bushwhack and Defense Screen and increases your Mastery by 20% for 15 seconds. | |
LvL43 | Artful CunningOptional Passive Level 43 Option 3/3 Pugnacity's cooldown is reduced by 15 seconds. Pugnacity purges movement impairing effects and maxes out your Upper Hand. Pugnacity's cooldown is reduced by 15 seconds. Pugnacity purges movement impairing effects and maxes out your Upper Hand. | |
LvL43 | Black Market ModsPassive Bushwhack spreads your Vital Shot to the targets it damages, as long as it damages at least one target already affected by your Vital Shot. Bushwhack spreads your Vital Shot to the targets it damages, as long as it damages at least one target already affected by your Vital Shot. | |
LvL47 | Sanguinary ShotAttack 10m (short range) Deals weapon damage and for the next 10 seconds causes the target to take additional weapon damage whenever it takes damage from one of your bleed effects. Grants an Upper Hand. Deals weapon damage and for the next 10 seconds causes the target to take additional weapon damage whenever it takes damage from one of your bleed effects. Grants an Upper Hand. | |
LvL47 | Element of SurprisePassive Increases the critical chance of Kolto Pack, Back Blast, and Point Blank Shot by 15%. Increases the critical chance of Kolto Pack, Back Blast, and Point Blank Shot by 15%. | |
LvL47 | Defense ScreenDefensive Projects a defense field around yourself for up to 10 seconds, which absorbs damage. Does not break stealth. Projects a defense field around yourself for up to 10 seconds, which absorbs damage. Does not break stealth. | |
LvL51 | TriageCleanse 30m (long range) Cleanses a friendly target of up to 2 negative tech or physical effects. Your cleanse can help remove harmful effects from you or other players. | |
LvL51 | Flee the SceneOptional Passive Level 51 Option 1/3 Reduces the cooldown of Disappearing Act by 30 seconds and activating Disappearing Act increases movement speed by 50% for 6 seconds. Reduces the cooldown of Disappearing Act by 30 seconds and activating Disappearing Act increases movement speed by 50% for 6 seconds. | |
LvL51 | SneakyOptional Passive Level 51 Option 2/3 Increases movement speed by 15% and effective stealth level by 3. Increases movement speed by 15% and effective stealth level by 3. Solo Single-Enemy Suggestion: As a stealth combat style, this may speed up your grindable solo content farms a little bit. For real tangible benefit in combat, take Scar Tissue. Solo Many-Enemy Suggestion: As a stealth combat style, this may speed up your grindable solo content farms a little bit. For real tangible benefit in combat, take Scar Tissue. | |
LvL51 | Scar TissueOptional Passive Level 51 Option 3/3 Increases damage reduction by 5%. Increases damage reduction by 5%. Flashpoint Suggestion: It will make your healers very happy to see a less squishy Scoundrel. Take this by default. Operation Suggestion: It will make your healers very happy to see a less squishy Scoundrel. Take this by default. | |
LvL51 | Sharpened MaterialsHidden Passive Sanguinary Shot deals 10% more damage and Shrap Bomb has a 10% chance to deal its damage twice whenever it harms a target. Sanguinary Shot deals 10% more damage and Shrap Bomb has a 10% chance to deal its damage twice whenever it harms a target. | |
LvL51 | Mortal WoundPassive Vital Shot and Shrap Bomb have a 10% chance to deal their damage twice whenever they harm a target. In addition, Shrap Bomb makes its targets assailable for 45 seconds. Assailable targets take 7% more elemental and internal damage. Vital Shot and Shrap Bomb have a 10% chance to deal their damage twice whenever they harm a target. In addition, Shrap Bomb makes its targets assailable for 45 seconds. Assailable targets take 7% more elemental and internal damage. | |
LvL60 | Point Blank ShotAttack 4m (melee range) Blasts an enemy at point-blank range for kinetic damage and internal damage. If used while stealthed, deals more kinetic damage, more internal damage, and grants an Upper Hand. Replaces Back Blast. Blasts an enemy at point-blank range for kinetic damage and internal damage. If used while stealthed, deals more kinetic damage, more internal damage, and grants an Upper Hand. Replaces Back Blast. | |
LvL60 | Fighting SpiritPassive Reduces the cooldown of Cool Head by 15 seconds. In addition, dealing damage with a bleed effect restores 1 energy. Reduces the cooldown of Cool Head by 15 seconds. In addition, dealing damage with a bleed effect restores 1 energy. | |
LvL60 | ScamperMovement 12m Roll forward 12 meters. While rolling, your chance to dodge melee and ranged attacks is increased by 30%. Does not break stealth. Cannot be used while immobilized or hindered. Scamper has 2 ability charges and recharges one charge every 8 seconds. Roll forward 12 meters. While rolling, your chance to dodge melee and ranged attacks is increased by 30%. Does not break stealth. Cannot be used while immobilized or hindered. Scamper has 2 ability charges and recharges one charge every 8 seconds. | |
LvL64 | Med ScreenOptional Passive Level 64 Option 1/3 Your Defense Screen heals you for 5% of your maximum health when it collapses. Your Defense Screen heals you for 5% of your maximum health when it collapses. General Suggestion: This is definitely the best defensive bonus on this tier. You shouldn't have energy problems so bad as to need Keep Cool, but it is there if you are having troubles. | |
LvL64 | Keep CoolOptional Passive Level 64 Option 2/3 Cool Head now immediately restores 15 additional energy. Cool Head now immediately restores 15 additional energy. | |
LvL64 | SkedaddleOptional Passive Level 64 Option 3/3 When activated, Disappearing Act grants 2 seconds of Dodge. When activated, Disappearing Act grants 2 seconds of Dodge. | |
LvL68 | SmuggleOptional Stealth Level 68 Option 1/3 Cloaks all group members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat. Only usable while in stealth mode. Cloaks all group members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat. Only usable while in stealth mode. | |
LvL68 | Flash Grenade Optional Area Stun 10m (short range) Level 68 Option 2/3 Lobs a flash grenade that blinds the target and up to 7 nearby enemies for 8 seconds. Damage causes this effect to end prematurely. When Flash Grenade ends it leaves behind Flash Powder that reduces the target's accuracy by 20% for 8 seconds. 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 | Trick MoveOptional Leap 30m (long range) Level 68 Option 3/3 Override your stealth generator, generating an Upper Hand and quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for 3 seconds. Can be used while immobilized and purges any movement impairing effects. Does not break stealth. Cannot be used against enemy targets in cover. Jump to a faraway enemy. Solo Single-Enemy Suggestion: Trick move generating an Upper Hand makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something. Solo Many-Enemy Suggestion: Trick move generating an Upper Hand makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something. Flashpoint Suggestion: Trick move generating an Upper Hand makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something or are helping your less sneaky group members get around enemies. Operation Suggestion: Trick move generating an Upper Hand makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something or are helping your less sneaky group members get around enemies. | |
LvL68 | ScurryPassive Increases the duration of your Dodge by 1 second and your effective stealth level by 2. In addition, when you activate Scamper, you gain Scurry, which makes your next Kolto Pack activate instantly, cost no energy, and not require or consume Upper Hand. This effect cannot occur more than once every 10 seconds. Increases the duration of your Dodge by 1 second and your effective stealth level by 2. In addition, when you activate Scamper, you gain Scurry, which makes your next Kolto Pack activate instantly, cost no energy, and not require or consume Upper Hand. This effect cannot occur more than once every 10 seconds. | |
LvL68 | Stack the DeckOperation Buff Exploits Upper Hand to Stack the Deck for you and your Operation Group members within 40 meters, increasing critical chance by 10% for 10 seconds. Does not break stealth. Those affected by Stack the Deck become Short on Luck and cannot regain Stack the Deck for 5 minutes. Exploits Upper Hand to Stack the Deck for you and your Operation Group members within 40 meters, increasing critical chance by 10% for 10 seconds. Does not break stealth. Those affected by Stack the Deck become Short on Luck and cannot regain Stack the Deck for 5 minutes. | |
LvL73 | ScrambleOptional Passive Level 73 Option 1/3 Every time you get attacked, the active cooldown of your Dodge is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. Every time you get attacked, the active cooldown of your Dodge is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. Flashpoint Suggestion: Scramble provides the best benefit over the duration of a fight for your survivability. Back at Ya may be helpful for some extra damage but trying to reflect damage can be risky on a scoundrel in group content. Operation Suggestion: Scramble provides the best benefit over the duration of a fight for your survivability. Back at Ya may be helpful for some extra damage but trying to reflect damage can be risky on a scoundrel in group content. | |
LvL73 | Back at YaOptional Passive Level 73 Option 2/3 Activating Dodge grants Back At Ya, returning 150% of direct single target tech and Force damage taken back to the attacker while Dodge is active. Activating Dodge grants Back At Ya, returning 150% of direct single target tech and Force damage taken back to the attacker while Dodge is active. | |
LvL73 | K.O.Optional Passive Level 73 Option 3/3 When used from stealth, Back Blast and Point Blank Shot interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down. When used from stealth, Back Blast and Point Blank Shot interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down. Solo Single-Enemy Suggestion: So long as your enemy isn't immune to the effects, the stuns resulting from this choice may help some tough solo fights to be easier at the start. If they're immune anyway, go ahead and take Scramble as it will provide the most defense over time. Solo Many-Enemy Suggestion: So long as your enemy isn't immune to the effects, the stuns resulting from this choice may help some tough solo fights to be easier at the start. If they're immune anyway, go ahead and take Scramble as it will provide the most defense over time. | |
LvL73 | Cold BloodedPassive Increases the damage dealt by bleeding effects by 15% on targets below 30% of max health. In addition, if a target dies with Sanguinary Shot, it finishes the cooldown of Sanguinary Shot. Increases the damage dealt by bleeding effects by 15% on targets below 30% of max health. In addition, if a target dies with Sanguinary Shot, it finishes the cooldown of Sanguinary Shot. | |
LvL78 | Cut to the QuickPassive Point Blank Shot grants Cut to the Quick, increasing the critical chance and critical multiplier of your damaging and healing periodic effects by 30% for 6 seconds. Point Blank Shot grants Cut to the Quick, increasing the critical chance and critical multiplier of your damaging and healing periodic effects by 30% for 6 seconds. |
Milestones
- At Level 15 you will get your first exclusive ability only the Ruffian Scoundrel has, it will be called Brutal Shots.
- At Level 23 you will get to choose a way to change how Brutal Shots 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 Ruffian 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 Ruffian Scoundrel gets, it will be called Shrap Bomb.
- At Level 39 you will get to choose a way to change how Shrap Bomb works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Ruffian Scoundrel has, Sanguinary Shot and Point Blank Shot.
- 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 Scoundrel.
- 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.