
Scoundrel Scrapper Basics Guide
Scrapper
Holding no punches, the Scrapper Scoundrel never backs down from a fight – so long as said fight is on their terms. Able to hide from the fray, the Scrapper can sucker punch and bludgeon their adversary, ducking back out before things get too hairy and biding their time until the moment is right to scrap once more.
Role: Damage
Type: Burst Damage
Weapon: Blaster Pistol
Distance: Melee Range
Mirror: Operative – Concealment
Scrapper for New Players
Scrapper is punching range, which means you must be very close to your enemy to attack, but you have a jump ability and roll to help you close the gap between you and your enemy
This style is very mobile and you can easily run and jump around while fighting without any issues!
Most abilities can simply be used, you only need to learn to activate a few of them
Scrapper is pretty easy to learn the basics of compared to other disciplines.
How to play a Scrapper Scoundrel
You can start playing Scrapper at level 1. To start playing Scrapper, 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 Scrapper 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 Scrapper until you’re ready to read and learn from a true level 80 guide.
Back Blast helps you weaken your enemy and does a lot of damage. You can only use it from behind the enemy or when it’s sparkling. Use it whenever it’s available.
Blood Boiler is powerful but does no damage unless it’s ignited by bleeds – wait to use it immediately after Back Blast to make sure it ignites.
Bludgeon is your third most useful ability. Using Bludgeon makes your Sucker Punch become clickable.
Sucker Punch can only be used when you have activated it by using your other abilities – it’s your filler ability and should be used often.
Crippling Shot costs no energy! If you run out of abilities, use your basic Flurry of Bolts.
More than 3 Enemies
Bushwhack makes a sharp circle of damage around you – but can only be clicked when you have built up an Upper Hand by using your other abilities like Bludgeon first.
Lacerating Blast deals damage to every enemy in front of you.
Extra Tips
Start in Stealth to do extra damage with Back Blast.
Jump into the fight with Trick Move (level 68 choice on your tree) for an extra Sucker Punch.
Feeling spicy? Use your Pugnacity as often as possible to do extra damage.
Feeling EXTRA spicy? Try rotating in Vital Shot instead of Flurry of Bolts if you run out of abilities to use in longer fights.
Your Cool Head ability gives you energy back 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 start…
If you have 3,000 Tech Fragments, go and buy the Acid Lash tactical item.
With the tactical item, you no longer need to use Blood Boiler immediately after Back Blast, as Sucker Punch will extend your bleed time from Back Blast.
Bleeding debuff
Discipline | Tactical | Legendary | Stats |
---|---|---|---|
Guardian Defense Juggernaut Immortal | ![]() | Force Resistance + Retaliator | Shield: 5500-6000 Absorb: remaining tertiary stats |
Guardian Vigilance Juggernaut Vengeance | ![]() | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Guardian Focus Juggernaut Rage | ![]() | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Watchman Marauder Annihilation | ![]() | Fearless Victor + Berserker’s Call and Dispatcher are all viable options | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Combat Marauder Carnage | ![]() | Fearless Victor + Dispatcher | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Sentinel Concentration Marauder Fury | ![]() | Fearless Victor + Berserker’s Call | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Telekinetics Sorcerer Lightning | ![]() | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 560 (2.14%) • 1.3 GCD = 3209 (10.38%) • 1.2 GCD = 8296 (20%) • 1.1 GCD under PS = 3596 (16.366) With Alacrity Guild Perk • 1.3 GCD = 1494 • 1.1 GCD under PS = 1801 |
Sage Seer Sorcerer Corruption | ![]() | Unmatched Haste + Revitalize or Dynamic Force are all considered viable as of now | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Balance Sorcerer Madness | ![]() | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Kinetic Combat Assassin Darkness | ![]() | Dynamic Force + Force Resistance or Ballast Point is fine if you prefer to use pieces with tanking stats | Shield: 5000-5500 Absorb: remaining tertiary stats |
Shadow Infiltration Assassin Deception | ![]() | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Serenity Assassin Hatred | ![]() | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Combat Medic Mercenary Bodyguard | ![]() | Advanced Scanning + Concentrated Fire or Overcharged Cells seem to all be viable options | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Gunnery Mercenary Arsenal | ![]() | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Commando Assault Specialist Mercenary Innovative Ordnance | ![]() | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Shield Specialist Powertech Shield Tech | ![]() | Supercommando + Squad Leader | Shield: 6000 - 6500 Absorb: remaining tertiary stats |
Vanguard Plasmatech Powertech Pyrotech | ![]() | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Tactics Powertech Advanced Prototype | ![]() | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Sharpshooter Sniper Marksmanship | ![]() | Locked and Loaded + Improved Targeting use Energy Regulators if you experience energy issues | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Saboteur Sniper Engineering | ![]() | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Dirty Fighting Sniper Virulence | ![]() | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: 2700 - 2800 With Alacrity Guild Perk 1100 - 1300 |
Scoundrel Sawbones Operative Medicine | ![]() | Tactician + Aggressive Treatment or Field Medic | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Scrapper Operative Concealment | ![]() | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Ruffian Operative Lethality | ![]() | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Ready to learn more about your class, and how to play at a higher skill level? These guides by other players break down your class's abilities and your full rotation!
Guides
- Scrapper / Concealment 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Scrapper Scoundrel Guide by Biggs on YouTube (7.02)
- Scrapper Scoundrel PvE Guide and Best Builds by Endonae on vulkk.com (7)
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
Sucker Punch - AttackLevel 15
Lacerating Blast - Area AttackLevel 15
Shank Shot - Attack SlowLevel 35
Crippling Shot - Optional Attack Distance Slow Level 39 Option 1/3Level 39
Bushwhack - Area AttackLevel 39
Blood Boiler - AttackLevel 47
Bludgeon - AttackLevel 60 REPLACES Blaster Whip at Level 60+
Multiple Enemy Attack Abilities
These Scrapper attacks are useful for attacking groups of enemies.
Thermal Grenade - Area AttackLevel 4
Lacerating Blast - Area AttackLevel 15
Bushwhack - Area AttackLevel 39
Flash Grenade - Optional Area Stun Level 68 Option 2/3Level 68
Buffs
You can combine your Scrapper 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 3/3Level 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
Shank Shot - Attack Slow - Slows slow the enemy down, making it hard for them to run away.Level 35
Crippling Shot - Optional Attack Distance Slow Level 39 Option 1/3 - Slows slow the enemy down, making it hard for them to run away.Level 39
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 Movement 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.Level 68
Tree Choices
As you level up, you will be able to make choices about how you play your Scrapper 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 Scrapper 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 Scrapper Scoundrel.
































































































Level 23 Choice: Sucker Punch Change
Choose from one of three ways that you want Sucker Punch to change at level 23. Your options are Relentless Fists, Rolling Fists, and Defensive Stance.

Exploits Upper Hand to sucker punch the target for kinetic damage. Requires and consumes Upper Hand.

Sucker Punch no longer costs energy, deals 10% more damage and slows the target by 50% for 6 seconds.
Sucker Punch no longer costs energy, deals 10% more damage and slows the target by 50% for 6 seconds.

Sucker Punch's critical hit chance is increased by 10%. Activating Sucker Punch reduces Pugnacity's cooldown by 10 seconds.
Sucker Punch's critical hit chance is increased by 10%. Activating Sucker Punch reduces Pugnacity's cooldown by 10 seconds.

Dealing damage with Sucker Punch applies a Defensive Stance to you, increasing your damage reduction by 5% per stack. Lasts for 10 seconds and stacks up to 3 times.
Dealing damage with Sucker Punch applies a Defensive Stance to you, increasing your damage reduction by 5% per stack. Lasts for 10 seconds and stacks up to 3 times.
General Suggestion: Rolling Fists - Being the only choice in this tier to upgrade your damage, this choice should be default in all scenarios. The cooldown reduction to your biggest buff is huge.
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 Scrapper Scoundrel for the Level 27 choice are Curbing Strategies, Strategic 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.

Reduces the cooldown of Dodge by 15 seconds. While Dodge is active, your movement speed is increased by 100% and the damage you take from area effects is reduced by 60%.
Reduces the cooldown of Dodge by 15 seconds. While Dodge is active, your movement speed is increased by 100% and 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: Strategic Surrender - Adding a DR effect to your Scrapper in group content is by far the best choice here. This upgrade to dodge makes you much easier to heal in group content!
Operation Suggestion: Strategic Surrender - Adding a DR effect to your Scrapper in group content is by far the best choice here. This upgrade to dodge makes you much easier to heal in group content!
Level 39 Choice: Shank Shot Change
Choose from one of three ways that you want Shank Shot to change at level 39. Your options are Crippling Shot, The Best Defense, and Setup Shot.

Fires a close-up scattergun shot at the target's shank, dealing kinetic damage, and immobilizing the target, preventing it from moving or turning for 4 seconds.

Blasts the target, dealing kinetic damage and immobilizing it, preventing it from moving or turning for 4 seconds. Grants Upper Hand.
Slows slow the enemy down, making it hard for them to run away.

Shank Shot now steals life from the target, healing you for 100% of the damage it deals and causing the target to deal 20% less damage to you for 6 seconds.
Shank Shot now steals life from the target, healing you for 100% of the damage it deals and causing the target to deal 20% less damage to you for 6 seconds.

Shank Shot causes the next direct damage attack against the target to critically hit. This effect lasts 10 seconds.
Shank Shot causes the next direct damage attack against the target to critically hit. This effect lasts 10 seconds.
General Suggestion: Setup Shot - This choice provides a huge boost to your burst damage on a burst damage combat style and can't be missed. Always follow up shank shot with back blast with this choice! The cooldowns will not always line up so some shots will need a sucker punch, but back blast will do the most damage with the buff.
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 Scrapper Scoundrel for the Level 43 choice are Upper Critical, Advanced Stealth, and Hot Streak.

Critically hitting with a direct damage attack applies Upper Critical to you, which increases your critical hit chance by 2% per stack. Stacks up to 5 times and lasts 8 seconds. Activating Pugnacity purges movement based effects and grants 5 stacks of Upper Critical.
Critically hitting with a direct damage attack applies Upper Critical to you, which increases your critical hit chance by 2% per stack. Stacks up to 5 times and lasts 8 seconds. Activating Pugnacity purges movement based effects and grants 5 stacks of Upper Critical.

Gaining an Upper Hand with an attack that breaks stealth applies Active Stealth for 6 seconds. While you are in Active Stealth your chance to dodge melee and ranged attacks is increased by 200% and your next direct damage attack critically hits. Dealing or taking damage breaks Active Stealth.
Gaining an Upper Hand with an attack that breaks stealth applies Active Stealth for 6 seconds. While you are in Active Stealth your chance to dodge melee and ranged attacks is increased by 200% and your next direct damage attack critically hits. Dealing or taking damage breaks Active Stealth.

Resets the cooldown of Pugnacity, Blood Boiler, Back Blast, and Defense Screen and increases your Mastery by 20% for 15 seconds.
Resets the cooldown of Pugnacity, Blood Boiler, Back Blast, and Defense Screen and increases your Mastery by 20% for 15 seconds.
Flashpoint Suggestion: Upper Critical - The flat increase to criticals that this gives is great for longer fights. If your team is going through the flashpoint extremely quickly, you may see better results with Hot Streak instead.
Operation Suggestion: Upper Critical - The flat increase to criticals that this gives is great for longer fights.
Solo Single-Strong-Enemy Suggestion: Hot Streak - For very short fights in solo content, you can get more damage out faster with this extra buff reseting your cooldown on every major attack. The longer the fight drags on, the better Upper Critical becomes as a choice, however.
Multi-Enemy Solo Suggestion: Hot Streak - For very short fights in solo content, you can get more damage out faster with this extra buff reseting your cooldown on every major attack. The longer the fight drags on, the better Upper Critical becomes as a choice, however.
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 Scrapper 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 Scrapper 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 Scrapper 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.
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.
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 Scrapper 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 Scrapper 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 | ![]() | Pressure CookerPassive Increases the damage dealt by and critical chance of Blood Boiler by 5%. Increases the damage dealt by and critical chance of Blood Boiler by 5%. |
LvL1 | ![]() | Sawed OffHidden Passive Increases the damage dealt by Back Blast by 5% and reduces its energy cost by 5. Increases the damage dealt by Back Blast by 5% and reduces its energy cost by 5. |
LvL1 | ![]() | ScrappyHidden Passive Increases the damage dealt by Bludgeon and Quick Shot by 5%. Increases the damage dealt by Bludgeon and Quick Shot by 5%. |
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 | ![]() | Let 'Em Have ItPassive Increases the critical chance of Lacerating Blast by 15% and its critical damage bonus by 30%. Increases the critical chance of Lacerating Blast by 15% and its critical damage bonus by 30%. |
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 | ![]() | Sucker PunchAttack 4m (melee range) Exploits Upper Hand to sucker punch the target for kinetic damage. Requires and consumes Upper Hand. Exploits Upper Hand to sucker punch the target for kinetic damage. Requires and consumes Upper Hand. |
LvL15 | ![]() | PugnacityBuff Psych yourself up, immediately gaining Upper Hand and boosting alacrity by 10% and critical hit damage by 20% for 15 seconds. Does not break stealth. Psych yourself up, immediately gaining Upper Hand and boosting alacrity by 10% and critical hit damage by 20% for 15 seconds. 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 | ![]() | Critical StimulantsHidden Passive Increases your critical hit damage by 20% while Pugnacity is active. Increases your critical hit damage by 20% while Pugnacity is active. |
LvL15 | ![]() | Shifty-eyedPassive Increases stealth detection level by 5 and chance to dodge by 2%. Increases stealth detection level by 5 and chance to dodge by 2%. |
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 | ![]() | Relentless FistsOptional Passive Level 23 Option 1/3 Sucker Punch no longer costs energy, deals 10% more damage and slows the target by 50% for 6 seconds. Sucker Punch no longer costs energy, deals 10% more damage and slows the target by 50% for 6 seconds. |
LvL23 | ![]() | Rolling FistsOptional Passive Level 23 Option 2/3 Sucker Punch's critical hit chance is increased by 10%. Activating Sucker Punch reduces Pugnacity's cooldown by 10 seconds. Sucker Punch's critical hit chance is increased by 10%. Activating Sucker Punch reduces Pugnacity's cooldown by 10 seconds. General Suggestion: Being the only choice in this tier to upgrade your damage, this choice should be default in all scenarios. The cooldown reduction to your biggest buff is huge. |
LvL23 | ![]() | Defensive StanceOptional Passive Level 23 Option 3/3 Dealing damage with Sucker Punch applies a Defensive Stance to you, increasing your damage reduction by 5% per stack. Lasts for 10 seconds and stacks up to 3 times. Dealing damage with Sucker Punch applies a Defensive Stance to you, increasing your damage reduction by 5% per stack. Lasts for 10 seconds and stacks up to 3 times. |
LvL23 | ![]() | Flying FistsPassive Sucker Punch triggers Flying Fists, dealing additional kinetic damage. Standard and weak targets are additionally stunned by Flying Fists. Sucker Punch triggers Flying Fists, dealing additional kinetic damage. Standard and weak targets are additionally stunned by Flying Fists. |
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 | ![]() | Strategic SurrenderOptional Passive Level 27 Option 2/3 Reduces the cooldown of Dodge by 15 seconds. While Dodge is active, your movement speed is increased by 100% and the damage you take from area effects is reduced by 60%. Reduces the cooldown of Dodge by 15 seconds. While Dodge is active, your movement speed is increased by 100% and the damage you take from area effects is reduced by 60%. Flashpoint Suggestion: Adding a DR effect to your Scrapper in group content is by far the best choice here. This upgrade to dodge makes you much easier to heal in group content! Operation Suggestion: Adding a DR effect to your Scrapper in group content is by far the best choice here. This upgrade to dodge makes you much easier to heal in group content! |
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 | ![]() | Shank ShotAttack Slow 4m (melee range) Fires a close-up scattergun shot at the target's shank, dealing kinetic damage, and immobilizing the target, preventing it from moving or turning for 4 seconds. Slows slow the enemy down, making it hard for them to run away. |
LvL35 | ![]() | Round TwoPassive Flying Fists immediately regrants Upper Hand when hitting a bleeding target. This effect cannot occur more than once every 10 seconds. Flying Fists immediately regrants Upper Hand when hitting a bleeding target. This effect cannot occur more than once every 10 seconds. |
LvL39 | ![]() | Crippling ShotOptional Attack Distance Slow 10m (short range) Level 39 Option 1/3 Blasts the target, dealing kinetic damage and immobilizing it, preventing it from moving or turning for 4 seconds. Grants Upper Hand. Slows slow the enemy down, making it hard for them to run away. |
LvL39 | ![]() | The Best DefenseOptional Passive Level 39 Option 2/3 Shank Shot now steals life from the target, healing you for 100% of the damage it deals and causing the target to deal 20% less damage to you for 6 seconds. Shank Shot now steals life from the target, healing you for 100% of the damage it deals and causing the target to deal 20% less damage to you for 6 seconds. |
LvL39 | ![]() | Setup ShotOptional Passive Level 39 Option 3/3 Shank Shot causes the next direct damage attack against the target to critically hit. This effect lasts 10 seconds. Shank Shot causes the next direct damage attack against the target to critically hit. This effect lasts 10 seconds. General Suggestion: This choice provides a huge boost to your burst damage on a burst damage combat style and can't be missed. Always follow up shank shot with back blast with this choice! The cooldowns will not always line up so some shots will need a sucker punch, but back blast will do the most damage with the buff. |
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 | ![]() | Upper CriticalOptional Passive Level 43 Option 1/3 Critically hitting with a direct damage attack applies Upper Critical to you, which increases your critical hit chance by 2% per stack. Stacks up to 5 times and lasts 8 seconds. Activating Pugnacity purges movement based effects and grants 5 stacks of Upper Critical. Critically hitting with a direct damage attack applies Upper Critical to you, which increases your critical hit chance by 2% per stack. Stacks up to 5 times and lasts 8 seconds. Activating Pugnacity purges movement based effects and grants 5 stacks of Upper Critical. Flashpoint Suggestion: The flat increase to criticals that this gives is great for longer fights. If your team is going through the flashpoint extremely quickly, you may see better results with Hot Streak instead. Operation Suggestion: The flat increase to criticals that this gives is great for longer fights. |
LvL43 | ![]() | Advanced StealthOptional Passive Level 43 Option 2/3 Gaining an Upper Hand with an attack that breaks stealth applies Active Stealth for 6 seconds. While you are in Active Stealth your chance to dodge melee and ranged attacks is increased by 200% and your next direct damage attack critically hits. Dealing or taking damage breaks Active Stealth. Gaining an Upper Hand with an attack that breaks stealth applies Active Stealth for 6 seconds. While you are in Active Stealth your chance to dodge melee and ranged attacks is increased by 200% and your next direct damage attack critically hits. Dealing or taking damage breaks Active Stealth. |
LvL43 | ![]() | Hot StreakOptional Buff Level 43 Option 3/3 Resets the cooldown of Pugnacity, Blood Boiler, Back Blast, and Defense Screen and increases your Mastery by 20% for 15 seconds. Resets the cooldown of Pugnacity, Blood Boiler, Back Blast, and Defense Screen and increases your Mastery by 20% for 15 seconds. Solo Single-Enemy Suggestion: For very short fights in solo content, you can get more damage out faster with this extra buff reseting your cooldown on every major attack. The longer the fight drags on, the better Upper Critical becomes as a choice, however. Solo Many-Enemy Suggestion: For very short fights in solo content, you can get more damage out faster with this extra buff reseting your cooldown on every major attack. The longer the fight drags on, the better Upper Critical becomes as a choice, however. |
LvL43 | ![]() | Turn the TablesPassive Increases the damage dealt by Sucker Punch and Flying Fists by 5%. In addition, when Flying Fists damages a target, you recover 2 energy. Increases the damage dealt by Sucker Punch and Flying Fists by 5%. In addition, when Flying Fists damages a target, you recover 2 energy. |
LvL47 | ![]() | Blood BoilerAttack 10m (short range) Summons a probe that boils the blood of the target for a few seconds, after which, damage dealt by one of your bleeds will trigger an explosion, dealing internal damage and making the target assailable for 45 seconds. Assailable targets take 7% more damage from elemental and internal attacks. Summons a probe that boils the blood of the target for a few seconds, after which, damage dealt by one of your bleeds will trigger an explosion, dealing internal damage and making the target assailable for 45 seconds. Assailable targets take 7% more damage from elemental and internal attacks. |
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 | ![]() | Flechette RoundPassive Loads your shotgun with flechettes, causing Back Blast to deal an additional internal bleed damage over 6 seconds and increasing armor penetration by 30% for 15 seconds. Loads your shotgun with flechettes, causing Back Blast to deal an additional internal bleed damage over 6 seconds and increasing armor penetration by 30% for 15 seconds. |
LvL60 | ![]() | BludgeonAttack 4m (melee range) Bashes the target with the scattergun's butt for kinetic damage, granting an Upper Hand. Replaces Blaster Whip. Bashes the target with the scattergun's butt for kinetic damage, granting an Upper Hand. Replaces Blaster Whip. |
LvL60 | ![]() | Pierce and BatterPassive Sucker Punch deals 10% more damage to targets affected by your Flechette Round. Sucker Punch deals 10% more damage to targets affected by your Flechette Round. |
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 Movement 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. 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. 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 | ![]() | Slippery DevilPassive Increases your effective stealth level by 2. In addition, when you activate Scamper, you dodge or resist all incoming attacks for 1.5 seconds. Increases your effective stealth level by 2. In addition, when you activate Scamper, you dodge or resist all incoming attacks for 1.5 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 | ![]() | Hot and ReadyPassive Damage dealt Blood Boiler marks the target with Hot and Ready, allowing your next Back Blast against the target to be useable while face-to-face with the target and treated as though you attacked from stealth. Damage dealt Blood Boiler marks the target with Hot and Ready, allowing your next Back Blast against the target to be useable while face-to-face with the target and treated as though you attacked from stealth. |
LvL78 | ![]() | Rolling PunchesPassive Back Blast grants Rolling Punches, which increases ranged and tech critical chance by 10% for 15 seconds. In addition, damage dealt by Bludgeon causes the target to become susceptible for 45 seconds. Susceptible targets take 5% more damage from tech attacks. Back Blast grants Rolling Punches, which increases ranged and tech critical chance by 10% for 15 seconds. In addition, damage dealt by Bludgeon causes the target to become susceptible for 45 seconds. Susceptible targets take 5% more damage from tech attacks. |
Milestones
- At Level 15 you will get your first exclusive ability only the Scrapper Scoundrel has, it will be called Sucker Punch.
- At Level 23 you will get to choose a way to change how Sucker Punch 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 Scrapper 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 Scrapper Scoundrel gets, it will be called Shank Shot.
- At Level 39 you will get to choose a way to change how Shank Shot works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Scrapper Scoundrel has, Blood Boiler and Bludgeon.
- 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.