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.
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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.

Below Level 80

Below Level 80

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

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

Level 80

5 Ability Basic Rotation

Not quite ready to learn all your abilities yet? Use this quick 5-ability rotation for the 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.
Level 80

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

Level 80 Gear Recommendations
More Information:
Level 80 In-Depth Community Guides

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

Guides

Attacks

  • 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.

  • Dodge - DefensiveLevel 23
  • 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 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.

Solo Suggestions
73
68
64
51
43
39
27
23
Flashpoint Suggestions
73
68
64
51
43
39
27
23
Operation Suggestions
73
68
64
51
43
39
27
23

Level 23 Choice: 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.

Sucker Punch

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

Relentless Fists

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.

Rolling Fists

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.

Defensive Stance

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.

Curbing Strategies

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.

Strategic Surrender

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%.

Dirty Kick

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 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.

Shank 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.

Crippling Shot

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.

The Best Defense

Shank Shot now steals life from the target, healing you for 50% 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 50% of the damage it deals and causing the target to deal 20% less damage to you for 6 seconds.

Setup Shot

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 a sucker punch with 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 Scrapper Scoundrel for the Level 43 choice are Upper Critical, Advanced Stealth, and Hot Streak.

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.

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.

Advanced 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.

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.

Hot Streak

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 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.

Flee the Scene

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.

Sneaky

Increases movement speed by 15% and effective stealth level by 3.

Increases movement speed by 15% and effective stealth level by 3.

Scar Tissue

Increases damage reduction by 5%.

Increases damage reduction by 5%.

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.

Med Screen

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.

Keep Cool

Cool Head now immediately restores 15 additional energy.

Cool Head now immediately restores 15 additional energy.

Skedaddle

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.

Smuggle

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.

Flash Grenade

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.

Trick Move

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 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..

Scramble

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.

Back at Ya

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.

K.O.

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 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.

LvlIconAbility
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 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 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 50% 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 50% 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 a sucker punch with this choice!

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

Thank you...

Two:

Thank you to these players who have submitted cool screenshots of their Imperial Agent characters:

@saoirse_ie (Main Image & Operative), @MagSulDeruyter (Marksmanship), @MagSulDeruyter (Virulence), @kivurikardok (Operative), @Darth_Amarth (Medicine), @JacksonM95 (Engineering), @BeardMan_Roy (Sniper), @M3KON_ (Combat), @M3KON_ (Armor & Weapons), @loreleif, Swtorista (Concealment), Swtorista (Lethality), Swtorista (companions)

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

@Failtasmagoria (Main Image), @ravendas2_0 (blue armor red hair), Pathrik I think (aqua glow), @OurManOnEarth (Species), @agentcupholder (Gunnery), @phyreblade (Combat Medic), @agentcupholder (Story), @PanagiotisLial1 (Commando), @DBSaitre (Assault Specialist), @tomlewookie (Plasmatech), @Caelvin_Dulany (Vanguard), Swtorista (Shield Specialist), @tomlewookie (Armor & Weapons), @adsinmalgusland (Combat), @phyreblade (Companions)

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

@AlexDGeslin (Gunslinger), @rebelrealcanon (Ruffian), @Kayeri (Scoundrel & Main Image), @adsinmalgusland (Story), @phyreblade (Sawbones), @Nathswtor (Saboteur), @PequeClonSW (Dirty Fighting), @MagSulDeruyter (Scrapper), @WardenVakarian (Species), @gh0uldude (Combat), @gh0uldude (Armor & Weapons), Swtorista (Sharpshooter), @MagSulDeruyter (Nar Shaddaa), Swtorista (Companions)

Thank you to these players who have submitted cool screenshots of their Bounty Hunter characters:

@M3KON_ (Main Image), @adsinmalgusland (Species), @ShintarCommando (Advanced Prototype), @rebelrealcanon (Combat), @Kayeri (Powertech), @DHGamerMR (Armor & Weapons), @JamieD1138 (Innovative Ordnance), @phyreblade (Bodyguard), @SkyKard (Shield Tech), @GatoHacker (Story),  @Nyethux (Purotech), Swtorista (Arsenal), Swtorista (Mercenary), Swtorista (Companions)

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

@Eksys, @ASadiablo, @CT7056, PatrikOfHavoc, Daghdha, Aflixion Starr, @TodayinTor, @DumaarShay, @BinaryNine, @Duccisan, @gh0uldude, @Kagetheorc, @Encurez, @zer0_pe,

Thank you to Zahk for writing the initial round of 5-button rotations, Merlyn for providing first-look feedback, and Mark Biggs for giving a final lookover of the rotations.

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