Commando Assault Specialist Basics Guide

Assault Specialist

Using the chaos of the battlefield to their advantage is the Assault Specialist Commando’s forte. Loaded to the brim with incendiary ordnance and perforating bolts, the Assault Specialist’s volleys and explosions add to the pandemonium – causing massive damage to their enemies all the while.

  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Blaster Cannon
  • Distance: Long Range
  • Mirror: Mercenary – Innovative Ordnance

Assault Specialist for New Players

  •  Assault Specialist is long-range, making it easier to hit moving targets compared to melee disciplines for new players.
  • Of all the long-range classes, Assault Specialist is the most mobile! You don’t need to stand still for a large majority of your abilities.
  •  If you are able to watch your debuff timers, this discipline is decently easy to learn with a guide, however it is harder to learn than its other Mercenary damage option, Gunnery.
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How to play a Assault Specialist Commando

You can start playing Assault Specialist at level 1. To start playing Assault Specialist, you will need to first create a Commando 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 Assault Specialist from the three options. This choice is not permanent, you will be able to switch between all three options by finding a rest location like a cantina.

Updated for 7.2!

Below Level 80

Below Level 80

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

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

Level 80

5 Ability Basic Rotation

Not quite ready to learn all your abilities yet? Use this quick 5-ability rotation for the Assault Specialist until you’re ready to read and learn from a true level 80 guide.

  • Incendiary Round and Serrated Bolt are your important Damage over Time (DoT) abilities – consider them like a single combined ability. Always make sure these are on your target every 15 seconds, but do not apply them over and over.
  •  Full Auto makes another ability free – but to help with timing, before you use Full Auto, first use Charged Bolts (mentioned below) and then after Full Auto is done, use Charged Bolts again.
  • Assault Plastique can be thrown and then exploded with your next ability, Mag Bolt!
  •  Mag Bolt is free when it’s sparkling. This ability is your biggest hitter, and the more times you can use it – even if it’s not sparkling – the better your damage will be!
  • Charged Bolts is free to use after Mag Bolt – so use it when it’s sparkling! If you have no other abilities left at all, alternate between using the non-sparkling Charged Bolts and your Hammer Shot ability so you don’t run out of ammo.

The Assault Specialist rotation can be memorized quite easily unlike many other disciplines.
1) Apply your two DOTS 2) Charged Bolts-Full Auto-Charged Bolts 3) throw a plastique, and then follow the sparkling Mag Bolt – Charged Bolts – Mag Bolt.

Multiple Enemies 

  • Use Plasma Grenade to spread your DoTs from one target to the rest after applying them to one target, and deal quite a large amount of passive damage to a large group even while you continue firing on just one target.
  • For even more Area Damage, Mortar Volley does excellent area damage after your plasma grenade has already spread your DoTs.

Extra Tips

  • Feeling spicy? Use your white Supercharged Cell to add an extra DoT to the target and increase damage of all DoTs! If you have time before the fight, use your health regeneration ability Recharge and Reload to pre-load it, apply both your dots, then use Supercharged Cell immediately afterwards to amplify them!
  •  Use Recharge Cells before using Full Auto to get ammo back when you’re running out. For longer fights, instead of always using non-sparkling Charged Bolts, alternate it out for your ammo-free Hammer Shot every other rotation round.
  • When your enemy is below 30% health, Explosive Round will sparkle, making it almost free and do extra damage. Use it instead of Charged Bolts when its sparkling!
  • Is Electro Net available? Use it instead of your non-sparkling Charged Bolts for bonus damage.
Level 80

Before you Begin…

Compared to other classes: At the moment (update 7.0), Assault Specialist is considered one of the weakest classes in the game at level 80. You will be able to easily do more than enough damage for all basic group content including Story Mode Operations and all Flashpoints with the 5-key rotation, so don’t be afraid to try this discipline if it looks fun. If you choose to try harder content, you will need to work twice as hard at doing high damage compared to playing on many other classes, and some fights will still be out of reach even if you’re playing this class to its highest capabilities. We are hoping this class gets a boost in future updates so it can play at a similar level to other classes.

If you have 3,000 Tech Fragments, go and buy the Energized Charges tactical item.

With the Energized Charges tactical, Supercharged Cell and it’s DoT effect last twice as long and work better!


Making your Serrated Bolt and Incendiary Round (every 15 seconds) debuffs more visible on your enemy can make it easier to know when they are about to fall off.

 

  1. Press ESC on your keyboard, choose Interface Editor from the menu
  2. Select the “Target Frame” box where the portrait of your enemy would appear
  3. In the center box, scroll down and check 🔲 Highlight Debuff, then scroll down more and check 🔲 Personal Debuffs
  4. Save. This will show your own debuffs highlighted in gold so you don’t mix them up with your groups’!

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

  • Hammer Shot - Basic AttackLevel 1
  • Explosive Round - Area AttackLevel 1
  • Charged Bolts - AttackLevel 4
  • Mortar Volley - Area AttackLevel 10
  • High Impact Bolt - AttackLevel 15
  • Incendiary Round - AttackLevel 15
  • Hail of Bolts - Area AttackLevel 19
  • Plasma Grenade - Area AttackLevel 23
  • Full Auto - AttackLevel 27
  • Sticky Grenade - Optional Area Attack Level 27 Option 2/3Level 27
  • Assault Plastique - AttackLevel 35
  • Serrated Bolt - AttackLevel 47
  • Electro Net - Attack SlowLevel 60
  • Mag Bolt - AttackLevel 60 REPLACES High Impact Bolt at Level 60+

Multiple Enemy Attack Abilities

These Assault Specialist attacks are useful for attacking groups of enemies.

  • Explosive Round - Area AttackLevel 1
  • Mortar Volley - Area AttackLevel 10
  • Hail of Bolts - Area AttackLevel 19
  • Plasma Grenade - Area AttackLevel 23
  • Sticky Grenade - Optional Area Attack Level 27 Option 2/3Level 27

Buffs

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

  • Fortification - Passive Class BuffLevel 1
  • Recharge Cells - BuffLevel 4
  • Supercharged Cell - BuffLevel 15
  • Supercharged Celerity - Optional Operation Buff Level 43 Option 2/3Level 43
  • Tech Override - BuffLevel 56

Defensive & Healing Abilities

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

  • Med Shot - HealLevel 7
  • Reactive Shield - DefensiveLevel 15
  • Medical Probe - HealLevel 19
  • Bacta Infusion - HealLevel 31
  • Diversion - Optional Detaunt Defensive Level 43 Option 1/3Level 43
  • Adrenaline Rush - DefensiveLevel 47
  • Echoing Deterrence - Optional Defensive Level 68 Option 1/3Level 68

Useful Abilities

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

  • Recharge and Reload - Regeneration - Regain health out of battle.Level 1
  • Tenacity - Stun Break - If you are stunned and can’t move, you can use this ability to unstun yourself.Level 10
  • Disabling Shot - 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
  • Concussion Charge - Knockback - Pushes enemies back.Level 23
  • Advanced Recon Droid - Optional Stealth Detection Level 27 Option 3/3 - Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%.Level 27
  • Concussive Round - 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
  • Field Aid - Cleanse - Your cleanse can help remove harmful effects from you or other players.Level 39
  • Hold The Line - Movement - Grants 10 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%.Level 39
  • Diversion - Optional Detaunt Defensive Level 43 Option 1/3 - Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank.Level 43
  • Electro Net - Attack Slow - Slows slow the enemy down, making it hard for them to run away.Level 60
  • Propulsion Round - Optional Movement Level 68 Option 2/3 - Fire a specially compressed round, propelling you backward 20 meters and granting you immunity to controlling effects while propelled. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Propulsion Round. This effect can occur once every 40 seconds. Cannot be used while immobilized or hindered.Level 68
  • Cryo Grenade - Optional Stun Level 68 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 68

Tree Choices

As you level up, you will be able to make choices about how you play your Assault Specialist Commando 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 Assault Specialist Commando, 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 Assault Specialist Commando.

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

Level 23 Choice: Incendiary Round Change

Choose from one of three ways that you want Incendiary Round to change at level 23. Your options are Hyper Cinders, Eruptive Flames, and Incendiary Ignition.

Incendiary Round

Launches an incendiary projectile, setting the target ablaze for elemental damage and additional elemental damage over 15 seconds.

Hyper Cinders

Periodic damage from Incendiary Round has a 50% chance to trigger Hyper Assault Rounds, regardless of the target's health percentage. This effect cannot occur more than once every 10 seconds.

Periodic damage from Incendiary Round has a 50% chance to trigger Hyper Assault Rounds, regardless of the target's health percentage. This effect cannot occur more than once every 10 seconds.

Eruptive Flames

Periodic damage from Incendiary Round has a 60% chance to erupt, burning up to 4 additional targets within 5 meters of the primary target.

Periodic damage from Incendiary Round has a 60% chance to erupt, burning up to 4 additional targets within 5 meters of the primary target.

Incendiary Ignition

Targets affected by your Incendiary Round's periodic damage take 35% more damage from your Plasma Cell.

Targets affected by your Incendiary Round's periodic damage take 35% more damage from your Plasma Cell.

Solo Single-Strong-Enemy Suggestion: Hyper Cinders - Hyper Cinders will result in the highest damage over time.

Flashpoint Suggestion: Hyper Cinders - Hyper Cinders will result in the highest damage over time.

Operation Suggestion: Hyper Cinders - Hyper Cinders will result in the highest damage over time.

Multi-Enemy Solo Suggestion: Eruptive Flames - This sees the most use with extra enemies, so if you can survive pulling two groups at a time, this choice will speed things up for sure.

Level 27 Choice

Choose from one of three Commando abilities at Level 27, you can only have one of these options at any given time. Your options as a Assault Specialist Commando for the Level 27 choice are Charged Barrier, Sticky Grenade, and Advanced Recon Droid.

Charged Barrier

Charged Bolts and Medical Probe build a Charged Barrier that reduces damage taken by 2% per stack for 15 seconds. Stacks up to 3 times.

Charged Bolts and Medical Probe build a Charged Barrier that reduces damage taken by 2% per stack for 15 seconds. Stacks up to 3 times.

Sticky Grenade

Throws a sticky grenade that will detonate after several seconds. Standard and weak enemies enter a state of panic when the grenade is active. The explosion deals kinetic damage to up to 8 enemies when it detonates and slows their movement speed by 60% for 10 seconds. Standard and weak targets are knocked down by the blast.

Throws a sticky grenade that will detonate after several seconds. Standard and weak enemies enter a state of panic when the grenade is active. The explosion deals kinetic damage to up to 8 enemies when it detonates and slows their movement speed by 60% for 10 seconds. Standard and weak targets are knocked down by the blast.

Advanced Recon Droid

Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%.

Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%.

General Suggestion: Charged Barrier - With stealth scan being a rather niche/PvP centric skill, and Sticky Grenade not being a very worthwhile stun/aoe filler, the best choice in this tier is this constant free damage reduction. Always useful in all situations and easy to trigger!

Level 39 Choice: Assault Plastique Change

Choose from one of three ways that you want Assault Plastique to change at level 39. Your options are Impact Explosives, Slow Burn, and Heavy Shrapnel.

Assault Plastique

Throws a moldable plastic explosive that sticks to the target and explodes after several seconds, dealing kinetic damage and then burning the target for elemental damage over the next 12 seconds. Charged Bolts and Mag Bolt cause the plastique to detonate immediately. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates.

Impact Explosives

Assault Plastique deals 50% more kinetic damage but no longer deals elemental damage, and Charged Bolts and Mag Bolt cannot detonate it early.

Assault Plastique deals 50% more kinetic damage but no longer deals elemental damage, and Charged Bolts and Mag Bolt cannot detonate it early.

Slow Burn

Periodic damage from Assault Plastique is 30% stronger and burns for 6 seconds longer.

Periodic damage from Assault Plastique is 30% stronger and burns for 6 seconds longer.

Heavy Shrapnel

Assault Plastique can hit up to 8 additional enemies within 8 meters of the primary target for a quarter of the damage it deals to the primary target.

Assault Plastique can hit up to 8 additional enemies within 8 meters of the primary target for a quarter of the damage it deals to the primary target.

Solo Single-Strong-Enemy Suggestion: Slow Burn - This choice is by far the strongest increase to Assault Plastique, turning it into a serious damage over time effect that you should remember to keep up.

Flashpoint Suggestion: Slow Burn - This choice is by far the strongest increase to Assault Plastique, turning it into a serious damage over time effect that you should remember to keep up.

Operation Suggestion: Slow Burn - This choice is by far the strongest increase to Assault Plastique, turning it into a serious damage over time effect that you should remember to keep up.

Multi-Enemy Solo Suggestion: Heavy Shrapnel - Turning assault plastique into an AoE is sure to speed up your trash fighting.

Level 43 Choice

Choose from one of three Commando abilities at Level 43, you can only have one of these options at any given time. Your options as a Assault Specialist Commando for the Level 43 choice are Diversion, Supercharged Celerity, and Overclock.

Diversion

Reduces threat towards all current enemies, and for 6 seconds after use it increases melee and ranged defense chance by 35%, provides interrupt immunity, and grants 2 charges of Decoy. Each charge of Decoy intercepts and absorbs 1 incoming Force or tech attack.

Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank.

Supercharged Celerity

Requires and converts 10 stacks of Supercharge to issue Supercharged Celerity to you and your Operation group members within 40 meters, increasing alacrity by 10%. Lasts 10 seconds. Those affected by Supercharged Celerity become Exhausted and cannot regain Supercharged Celerity for 5 minutes.

Requires and converts 10 stacks of Supercharge to issue Supercharged Celerity to you and your Operation group members within 40 meters, increasing alacrity by 10%. Lasts 10 seconds. Those affected by Supercharged Celerity become Exhausted and cannot regain Supercharged Celerity for 5 minutes.

Overclock

Reduces the cooldowns of Concussive Round and Tech Override by 15 seconds each. In addition, Tech Override grants a second charge, making your next two abilities with an activation time activate instantly.

Reduces the cooldowns of Concussive Round and Tech Override by 15 seconds each. In addition, Tech Override grants a second charge, making your next two abilities with an activation time activate instantly.

Solo Single-Strong-Enemy Suggestion: Diversion - Adding a detaunt with defensive elements is usually most important on a DPS discipline. You may also take Overclock for a better Tech Override if having aggro isn't a big issue.

Multi-Enemy Solo Suggestion: Diversion - Adding a detaunt with defensive elements is usually most important on a DPS discipline. You may also take Overclock for a better Tech Override if having aggro isn't a big issue.

Flashpoint Suggestion: Diversion - Adding a detaunt with defensive elements is usually most important on a DPS discipline. You may also take Supercharged Celerity for group utility but generally it's better that a healing Commando/Mercenary take it instead.

Operation Suggestion: Diversion - Adding a detaunt with defensive elements is usually most important on a DPS discipline. You may also take Supercharged Celerity for group utility but generally it's better that a healing Commando/Mercenary take it instead.

Level 51 Choice

Choose from one of three Commando abilities at Level 51, you can only have one of these options at any given time. Your options as a Assault Specialist Commando for the Level 51 choice are Reflexive Shield, Cell Capacitor, and Tenacious Defense.

Reflexive Shield

When you take damage, the active cooldown of Reactive Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt. which lasts up to 6 seconds and absorbs damage. This effect cannot occur more than once every 10 seconds.

When you take damage, the active cooldown of Reactive Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt. which lasts up to 6 seconds and absorbs damage. This effect cannot occur more than once every 10 seconds.

Cell Capacitor

Recharge Cells now immediately recharges 15 additional cells and grants 10% alacrity for 6 seconds.

Recharge Cells now immediately recharges 15 additional cells and grants 10% alacrity for 6 seconds.

Tenacious Defense

Reduces the cooldown of Concussion Charge by 5 seconds and Tenacity by 30 seconds. In addition, the duration of Hold the Line is increased by 4 seconds.

Reduces the cooldown of Concussion Charge by 5 seconds and Tenacity by 30 seconds. In addition, the duration of Hold the Line is increased by 4 seconds.

General Suggestion: Cell Capacitor - Assault Specialist can be extremely ammo hungry - take Cell Capacitor in all scenarios.

Level 64 Choice

Choose from one of three Commando abilities at Level 64, you can only have one of these options at any given time. Your options as a Assault Specialist Commando for the Level 64 choice are Forced March, Combat Shield, and Adrenal Surge.

Forced March

Allows Full Auto, Boltstorm, and Successive Treatment to be activated while moving.

Allows Full Auto, Boltstorm, and Successive Treatment to be activated while moving.

Combat Shield

Reactive Shield now further decreases ability activation pushback by 30%, increases all healing received by 20% and makes you immune to interrupts.

Reactive Shield now further decreases ability activation pushback by 30%, increases all healing received by 20% and makes you immune to interrupts.

Adrenal Surge

Adrenaline Rush triggers at, and can heal you up to, 60% of your maximum health. Additionally, Adrenaline Rush lasts 2 seconds longer and heals for twice as much each time it restores health.

Adrenaline Rush triggers at, and can heal you up to, 60% of your maximum health. Additionally, Adrenaline Rush lasts 2 seconds longer and heals for twice as much each time it restores health.

General Suggestion: Forced March - This choice singlehandedly makes commandos much more mobile than they normally are, making it much easier to position correctly and stay safe while remaining effective. If you find yourself remaining pretty still or moving in short bursts where this choice is less useful, Adrenal Surge is a really good self-healing boost.

Level 68 Choice

Choose from one of three Commando abilities at Level 68, you can only have one of these options at any given time. Your options as a Assault Specialist Commando for the Level 68 choice are Echoing Deterrence, Propulsion Round, and Cryo Grenade.

Echoing Deterrence

Activates a defensive response system that absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned.

Activates a defensive response system that absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned.

Propulsion Round

Fire a specially compressed round, propelling you backward 20 meters and granting you immunity to controlling effects while propelled. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Propulsion Round. This effect can occur once every 40 seconds. Cannot be used while immobilized or hindered.

Fire a specially compressed round, propelling you backward 20 meters and granting you immunity to controlling effects while propelled. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Propulsion Round. This effect can occur once every 40 seconds. Cannot be used while immobilized or hindered.

Cryo Grenade

Hurls a cryo grenade that freezes the target, dealing energy damage and stunning it for 4 seconds.

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.

General Suggestion: Echoing Deterrence - This reflect ability also absorbs all damage and heals you, making it one of the best defensive cooldowns in the game. Keep this as default unless you find yourself really needing the movement of Propulsion Round or the 4 second stun from Cryo Grenade.

Level 73 Choice

Choose from one of three Commando abilities at Level 73, you can only have one of these options at any given time. Your options as a Assault Specialist Commando for the Level 73 choice are Concussive Force, Parallactic Combat Stims, and Trauma Stabilizers.

Concussive Force

Explosive Round immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Concussion Charge's knockback effect is stronger and pushes enemies 4 meters further away.

Explosive Round immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Concussion Charge's knockback effect is stronger and pushes enemies 4 meters further away.

Parallactic Combat Stims

You recharge 20 energy cells when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing.

You recharge 20 energy cells when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing.

Trauma Stabilizers

While Reactive Shield is active, you generate a stack of Trauma Stabilizers each time you receive direct damage. Stacks up to 10 times. When Reactive Shield expires, each stack of Trauma Stabilizers instantly heals you for 4% of your maximum health.

While Reactive Shield is active, you generate a stack of Trauma Stabilizers each time you receive direct damage. Stacks up to 10 times. When Reactive Shield expires, each stack of Trauma Stabilizers instantly heals you for 4% of your maximum health.

Solo Single-Strong-Enemy Suggestion: Parallactic Combat Stims - Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Parallactic Combat Stims. The energy regeneration and damage boost are the best choice in the tier, except for maybe using Trauma Stabilizers in solo fights to stay alive.

Multi-Enemy Solo Suggestion: Parallactic Combat Stims - Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Parallactic Combat Stims. The energy regeneration and damage boost are the best choice in the tier, except for maybe using Trauma Stabilizers in solo fights to stay alive.

Flashpoint Suggestion: Parallactic Combat Stims - Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Parallactic Combat Stims. The energy regeneration and damage boost are the best choice in the tier. If not applicable, take Trauma Stabilizers.

Operation Suggestion: Parallactic Combat Stims - Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Parallactic Combat Stims. The energy regeneration and damage boost are the best choice in the tier. If not applicable, take Trauma Stabilizers.

All Abilities

All your abilities for the Assault Specialist Commando.

LvlIconAbility
LvL1
Hammer ShotBasic Attack 30m (long range)

Fires a series of hammering shots that deals weapon damage to the target.

Fires a series of hammering shots that deals weapon damage to the target.

LvL1
Frontline PhysicianPassive

Reduces the cooldown of revive by 100%.

Reduces the cooldown of revive by 100%.

LvL1
Plasma CellPassive

Ranged weapon attacks have a 25% chance to deal additional elemental damage over 6 seconds. This effect cannot occur more than once per second.

Ranged weapon attacks have a 25% chance to deal additional elemental damage over 6 seconds. This effect cannot occur more than once per second.

LvL1
Mass AcceleratorHidden Passive

Increases the range of High Impact Bolt by 20 meters.

Increases the range of High Impact Bolt by 20 meters.

LvL1
Hyper BarrelHidden Passive

Reduces the cooldown of Plasma Grenade by 6.5 seconds and lowers the number of energy cells it depletes by 5.

Reduces the cooldown of Plasma Grenade by 6.5 seconds and lowers the number of energy cells it depletes by 5.

LvL1
Pre-Emptive StrikeHidden Passive

Mag Bolt and Charged Bolts cause targets with a primed Assault Plastique to combust early, dealing additional damage over 6 seconds.

Mag Bolt and Charged Bolts cause targets with a primed Assault Plastique to combust early, dealing additional damage over 6 seconds.

LvL1
Rapid RechargeHidden Passive

Reduces the cooldown of Recharge Cells by 30 seconds and the number of energy cells Medical Probe depletes by 5.

Reduces the cooldown of Recharge Cells by 30 seconds and the number of energy cells Medical Probe depletes by 5.

LvL1
Superheated PlasmaHidden Passive

Increases the damage dealt by Plasma Cell by 10% and increases its chance to be triggered by 5%.

Increases the damage dealt by Plasma Cell by 10% and increases its chance to be triggered by 5%.

LvL1
Explosive RoundArea Attack 30m (long range)

Fires a heavy round that 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.

Fires a heavy round that 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.

LvL1
FortificationPassive Class Buff

Increases Endurance by 5%.

Increases Endurance by 5%.

LvL1
Recharge and ReloadRegeneration

Regenerates health and recharges your energy cells while channeling. Not usable in combat.

Regain health out of battle.

LvL4
Recharge CellsBuff

Your next ability depletes no energy cells, and you recharge 50 energy cells over 3 seconds after using it.

Your next ability depletes no energy cells, and you recharge 50 energy cells over 3 seconds after using it.

LvL4
Charged BoltsAttack 30m (long range)

Spins up the assault cannon and fires off a quick burst of powerful, charged rounds at the target for weapon damage. Requires Assault Cannon.

Spins up the assault cannon and fires off a quick burst of powerful, charged rounds at the target for weapon damage. Requires Assault Cannon.

LvL7
Med ShotHeal 30m (long range)

Fires a quick stream of bolts, causing healing.

Fires a quick stream of bolts, causing healing.

LvL10
Mortar VolleyArea Attack 30m (long range)

Launches a volley of mortar shells at the target area, dealing kinetic damage over the duration to up to 8 enemies within 5 meters over the duration. Standard and weak targets are knocked down by the blasts. Depletes 30 energy cells over the duration.

Launches a volley of mortar shells at the target area, dealing kinetic damage over the duration to up to 8 enemies within 5 meters over the duration. Standard and weak targets are knocked down by the blasts. Depletes 30 energy cells over the duration.

LvL10
TenacityStun Break

Purges all incapacitating and movement-impairing effects.

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

LvL15
High Impact BoltAttack 30m (long range)

Fires a very powerful round at the target, dealing weapon damage. Only usable against incapacitated targets or targets suffering from periodic damage.

Fires a very powerful round at the target, dealing weapon damage. Only usable against incapacitated targets or targets suffering from periodic damage.

LvL15
Supercharged CellBuff

Requires and converts 10 stacks of Supercharge to recharge 10 energy cells, increase periodic damage dealt by 10% for 8 seconds, and cause the next successful ranged attack on a target affected by your Incendiary Round's burn to apply Supercharged Burn to the target, which deals elemental damage over 4 seconds.

Requires and converts 10 stacks of Supercharge to recharge 10 energy cells, increase periodic damage dealt by 10% for 8 seconds, and cause the next successful ranged attack on a target affected by your Incendiary Round's burn to apply Supercharged Burn to the target, which deals elemental damage over 4 seconds.

LvL15
Incendiary RoundAttack 30m (long range)

Launches an incendiary projectile, setting the target ablaze for elemental damage and additional elemental damage over 15 seconds.

Launches an incendiary projectile, setting the target ablaze for elemental damage and additional elemental damage over 15 seconds.

LvL15
Hyper Assault RoundsPassive

Dealing periodic damage to a target with less than 30% max health grants Hyper Assault Rounds, which reduces the energy cells depleted by your next Explosive Round by 10 and increases the damage it deals by 75%, and causes it to generate 2 stacks of supercharge. This effect cannot occur more than once every 15 seconds.

Dealing periodic damage to a target with less than 30% max health grants Hyper Assault Rounds, which reduces the energy cells depleted by your next Explosive Round by 10 and increases the damage it deals by 75%, and causes it to generate 2 stacks of supercharge. This effect cannot occur more than once every 15 seconds.

LvL15
Reactive ShieldDefensive

Increases damage reduction by 25% for 12 seconds.

Increases damage reduction by 25% for 12 seconds.

LvL15
SuperchargePassive

Activating Hammer Shot, Med Shot, Charged Bolts, Grav Round, or Medical Probe generates a stack of Supercharge. While channeled, Recharge and Reload generates stacks of Supercharge. Each stack increases all damage and healing done by 0.1%. Stacks up to 10 times and lasts 60 seconds.

Activating Hammer Shot, Med Shot, Charged Bolts, Grav Round, or Medical Probe generates a stack of Supercharge. While channeled, Recharge and Reload generates stacks of Supercharge. Each stack increases all damage and healing done by 0.1%. Stacks up to 10 times and lasts 60 seconds.

LvL19
Disabling ShotInterrupt 30m (long 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!

LvL19
Medical ProbeHeal 30m (long range)

Summons a probe that heals.

Summons a probe that heals.

LvL19
Hail of BoltsArea Attack 30m (long range)

Launches waves of blaster fire at up to 8 targets within 5 meters of the target area, dealing weapon damage over the duration. Standard and weak targets are sometimes knocked back by the hail of bolts. Requires Assault Cannon. Spends 32 energy cells over the duration.

Launches waves of blaster fire at up to 8 targets within 5 meters of the target area, dealing weapon damage over the duration. Standard and weak targets are sometimes knocked back by the hail of bolts. Requires Assault Cannon. Spends 32 energy cells over the duration.

LvL23
Concussion ChargeKnockback

Deals elemental damage and pushes up to 8 nearby enemies back away from the Trooper. Targets have their movement speed reduced by 50% for 4 seconds after being knocked back.

Pushes enemies back.

LvL23
Plasma GrenadeArea Attack 30m (long range)

Lobs a plasma grenade that detonates on contact, dealing kinetic damage to up to 8 targets within 8 meters and igniting all the targets in fiery plasma, dealing additional elemental damage over 6 seconds. Standard and weak targets enter a state of panic from the flames.

Lobs a plasma grenade that detonates on contact, dealing kinetic damage to up to 8 targets within 8 meters and igniting all the targets in fiery plasma, dealing additional elemental damage over 6 seconds. Standard and weak targets enter a state of panic from the flames.

LvL23
Scorching BoltsPassive

High Impact Bolt and Mag Bolt ignore 30% of the target's armor and dealing damage with either ability will always trigger your Plasma Cell. In addition, if High Impact Bolt or Mag Bolt is used against a burning target, you regenerate 5 energy cells.

High Impact Bolt and Mag Bolt ignore 30% of the target's armor and dealing damage with either ability will always trigger your Plasma Cell. In addition, if High Impact Bolt or Mag Bolt is used against a burning target, you regenerate 5 energy cells.

LvL23
Hyper CindersOptional Passive Level 23 Option 1/3

Periodic damage from Incendiary Round has a 50% chance to trigger Hyper Assault Rounds, regardless of the target's health percentage. This effect cannot occur more than once every 10 seconds.

Periodic damage from Incendiary Round has a 50% chance to trigger Hyper Assault Rounds, regardless of the target's health percentage. This effect cannot occur more than once every 10 seconds.

General Suggestion: Hyper Cinders will result in the highest damage over time.

LvL23
Eruptive FlamesOptional Passive Level 23 Option 2/3

Periodic damage from Incendiary Round has a 60% chance to erupt, burning up to 4 additional targets within 5 meters of the primary target.

Periodic damage from Incendiary Round has a 60% chance to erupt, burning up to 4 additional targets within 5 meters of the primary target.

Solo Many-Enemy Suggestion: This sees the most use with extra enemies, so if you can survive pulling two groups at a time, this choice will speed things up for sure.

LvL23
Incendiary IgnitionOptional Passive Level 23 Option 3/3

Targets affected by your Incendiary Round's periodic damage take 35% more damage from your Plasma Cell.

Targets affected by your Incendiary Round's periodic damage take 35% more damage from your Plasma Cell.

LvL27
Full AutoAttack 30m (long range)

Fires a continuous stream of bolts that deals weapon damage and depletes 24 energy cells over the duration. Weak and standard enemies caught in the blaster fire are stunned for the duration.

Fires a continuous stream of bolts that deals weapon damage and depletes 24 energy cells over the duration. Weak and standard enemies caught in the blaster fire are stunned for the duration.

LvL27
Charged BarrierOptional Passive Level 27 Option 1/3

Charged Bolts and Medical Probe build a Charged Barrier that reduces damage taken by 2% per stack for 15 seconds. Stacks up to 3 times.

Charged Bolts and Medical Probe build a Charged Barrier that reduces damage taken by 2% per stack for 15 seconds. Stacks up to 3 times.

General Suggestion: With stealth scan being a rather niche/PvP centric skill, and Sticky Grenade not being a very worthwhile stun/aoe filler, the best choice in this tier is this constant free damage reduction. Always useful in all situations and easy to trigger!

LvL27
Sticky GrenadeOptional Area Attack 30m (long range) Level 27 Option 2/3

Throws a sticky grenade that will detonate after several seconds. Standard and weak enemies enter a state of panic when the grenade is active. The explosion deals kinetic damage to up to 8 enemies when it detonates and slows their movement speed by 60% for 10 seconds. Standard and weak targets are knocked down by the blast.

Throws a sticky grenade that will detonate after several seconds. Standard and weak enemies enter a state of panic when the grenade is active. The explosion deals kinetic damage to up to 8 enemies when it detonates and slows their movement speed by 60% for 10 seconds. Standard and weak targets are knocked down by the blast.

LvL27
Advanced Recon DroidOptional Stealth Detection 30m (long range) Level 27 Option 3/3

Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%.

Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%.

LvL31
Bacta InfusionHeal 30m (long range)

Instantly heals a friendly target.

Instantly heals a friendly target.

LvL35
Assault PlastiqueAttack 30m (long range)

Throws a moldable plastic explosive that sticks to the target and explodes after several seconds, dealing kinetic damage and then burning the target for elemental damage over the next 12 seconds. Charged Bolts and Mag Bolt cause the plastique to detonate immediately. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates.

Throws a moldable plastic explosive that sticks to the target and explodes after several seconds, dealing kinetic damage and then burning the target for elemental damage over the next 12 seconds. Charged Bolts and Mag Bolt cause the plastique to detonate immediately. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates.

LvL35
Concussive RoundCrowd Control 30m (long range)

Fires a round at the target that knocks it out for up to 60 seconds. Non-player, non-standard and non-weak targets regenerate health rapidly while knocked out. Damage causes this effect to end prematurely.

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
Sweltering HeatPassive

Incendiary Round reduces the movement speed of the target by 30% while it burns them. Additionally, Incendiary Round makes the target Assailable for 45 seconds. Assailable targets take 7% more internal and elemental damage.

Incendiary Round reduces the movement speed of the target by 30% while it burns them. Additionally, Incendiary Round makes the target Assailable for 45 seconds. Assailable targets take 7% more internal and elemental damage.

LvL39
Target LockPassive

Full Auto, Boltstorm, High Impact Bolt, and Mag Bolt ignore 30% of the target's armor. In addition, the critical chance of Medical Probe and Bacta Infusion are increased by 5%, and critical results with damage and healing abilities increase critical damage and healing by 10% for 6 seconds.

Full Auto, Boltstorm, High Impact Bolt, and Mag Bolt ignore 30% of the target's armor. In addition, the critical chance of Medical Probe and Bacta Infusion are increased by 5%, and critical results with damage and healing abilities increase critical damage and healing by 10% for 6 seconds.

LvL39
Impact ExplosivesOptional Passive Level 39 Option 1/3

Assault Plastique deals 50% more kinetic damage but no longer deals elemental damage, and Charged Bolts and Mag Bolt cannot detonate it early.

Assault Plastique deals 50% more kinetic damage but no longer deals elemental damage, and Charged Bolts and Mag Bolt cannot detonate it early.

LvL39
Slow BurnOptional Passive Level 39 Option 2/3

Periodic damage from Assault Plastique is 30% stronger and burns for 6 seconds longer.

Periodic damage from Assault Plastique is 30% stronger and burns for 6 seconds longer.

General Suggestion: This choice is by far the strongest increase to Assault Plastique, turning it into a serious damage over time effect that you should remember to keep up.

LvL39
Heavy ShrapnelOptional Passive Level 39 Option 3/3

Assault Plastique can hit up to 8 additional enemies within 8 meters of the primary target for a quarter of the damage it deals to the primary target.

Assault Plastique can hit up to 8 additional enemies within 8 meters of the primary target for a quarter of the damage it deals to the primary target.

Solo Many-Enemy Suggestion: Turning assault plastique into an AoE is sure to speed up your trash fighting.

LvL39
Field AidCleanse 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.

LvL39
Hold The LineMovement 20m

Grants 10 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%.

Grants 10 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%.

LvL43
DiversionOptional Detaunt Defensive Level 43 Option 1/3

Reduces threat towards all current enemies, and for 6 seconds after use it increases melee and ranged defense chance by 35%, provides interrupt immunity, and grants 2 charges of Decoy. Each charge of Decoy intercepts and absorbs 1 incoming Force or tech attack.

Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank.

Solo Single-Enemy Suggestion: Adding a detaunt with defensive elements is usually most important on a DPS discipline. You may also take Overclock for a better Tech Override if having aggro isn't a big issue.

Solo Many-Enemy Suggestion: Adding a detaunt with defensive elements is usually most important on a DPS discipline. You may also take Overclock for a better Tech Override if having aggro isn't a big issue.

Flashpoint Suggestion: Adding a detaunt with defensive elements is usually most important on a DPS discipline. You may also take Supercharged Celerity for group utility but generally it's better that a healing Commando/Mercenary take it instead.

Operation Suggestion: Adding a detaunt with defensive elements is usually most important on a DPS discipline. You may also take Supercharged Celerity for group utility but generally it's better that a healing Commando/Mercenary take it instead.

LvL43
Supercharged CelerityOptional Operation Buff Level 43 Option 2/3

Requires and converts 10 stacks of Supercharge to issue Supercharged Celerity to you and your Operation group members within 40 meters, increasing alacrity by 10%. Lasts 10 seconds. Those affected by Supercharged Celerity become Exhausted and cannot regain Supercharged Celerity for 5 minutes.

Requires and converts 10 stacks of Supercharge to issue Supercharged Celerity to you and your Operation group members within 40 meters, increasing alacrity by 10%. Lasts 10 seconds. Those affected by Supercharged Celerity become Exhausted and cannot regain Supercharged Celerity for 5 minutes.

LvL43
OverclockOptional Passive Level 43 Option 3/3

Reduces the cooldowns of Concussive Round and Tech Override by 15 seconds each. In addition, Tech Override grants a second charge, making your next two abilities with an activation time activate instantly.

Reduces the cooldowns of Concussive Round and Tech Override by 15 seconds each. In addition, Tech Override grants a second charge, making your next two abilities with an activation time activate instantly.

LvL43
Ionic AcceleratorPassive

Charged Bolts, Full Auto, and Hail of Bolts finish the cooldown on High Impact Bolt and Mag Bolt and make the next High Impact Bolt or Mag Bolt deplete no energy cells. This effect cannot occur more than once every 7 seconds.

Charged Bolts, Full Auto, and Hail of Bolts finish the cooldown on High Impact Bolt and Mag Bolt and make the next High Impact Bolt or Mag Bolt deplete no energy cells. This effect cannot occur more than once every 7 seconds.

LvL47
Adrenaline RushDefensive

Activating this ability makes you Fired Up for up to 60 seconds, which triggers an Adrenaline Rush when your health is reduced to 35% or less. If your health is already 35% or less, Adrenaline Rush triggers immediately. Once triggered, Adrenaline Rush goes on cooldown for 3 minutes and rapidly heals you up to 35% of your max health for 8 seconds but will not exceed 35% of your max health.

Activating this ability makes you Fired Up for up to 60 seconds, which triggers an Adrenaline Rush when your health is reduced to 35% or less. If your health is already 35% or less, Adrenaline Rush triggers immediately. Once triggered, Adrenaline Rush goes on cooldown for 3 minutes and rapidly heals you up to 35% of your max health for 8 seconds but will not exceed 35% of your max health.

LvL47
Serrated BoltAttack 30m (long range)

Fires special serrated bolts at the target that deal weapon damage and cause the target to bleed for internal damage over 15 seconds. This bleed marks its target for 45 seconds. Marked targets take 5% more damage from ranged weapon attacks.

Fires special serrated bolts at the target that deal weapon damage and cause the target to bleed for internal damage over 15 seconds. This bleed marks its target for 45 seconds. Marked targets take 5% more damage from ranged weapon attacks.

LvL51
Special MunitionsPassive

Reduces the pushback suffered while activating Charged Bolts, Grav Round, Concussive Round, Plasma Grenade, and Serrated Bolt by 75%.

Reduces the pushback suffered while activating Charged Bolts, Grav Round, Concussive Round, Plasma Grenade, and Serrated Bolt by 75%.

LvL51
Reflexive ShieldOptional Passive Level 51 Option 1/3

When you take damage, the active cooldown of Reactive Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt. which lasts up to 6 seconds and absorbs damage. This effect cannot occur more than once every 10 seconds.

When you take damage, the active cooldown of Reactive Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt. which lasts up to 6 seconds and absorbs damage. This effect cannot occur more than once every 10 seconds.

LvL51
Cell CapacitorOptional Passive Level 51 Option 2/3

Recharge Cells now immediately recharges 15 additional cells and grants 10% alacrity for 6 seconds.

Recharge Cells now immediately recharges 15 additional cells and grants 10% alacrity for 6 seconds.

General Suggestion: Assault Specialist can be extremely ammo hungry - take Cell Capacitor in all scenarios.

LvL51
Tenacious DefenseOptional Passive Level 51 Option 3/3

Reduces the cooldown of Concussion Charge by 5 seconds and Tenacity by 30 seconds. In addition, the duration of Hold the Line is increased by 4 seconds.

Reduces the cooldown of Concussion Charge by 5 seconds and Tenacity by 30 seconds. In addition, the duration of Hold the Line is increased by 4 seconds.

LvL51
Explosive DisseminationPassive

Plasma Grenade deals 25% more damage and spreads your Incendiary Round burn and Serrated Bolt bleed effects to targets it hits if it hits a target with those effects.

Plasma Grenade deals 25% more damage and spreads your Incendiary Round burn and Serrated Bolt bleed effects to targets it hits if it hits a target with those effects.

LvL56
Tech OverrideBuff

Your next ability used within 15 seconds with an activation time will activate instantly and then grant immunity to pushback and interrupts for 6 seconds.

Your next ability used within 15 seconds with an activation time will activate instantly and then grant immunity to pushback and interrupts for 6 seconds.

LvL60
Electro NetAttack Slow 30m (long range)

Fires an electro net that ensnares the target, reducing its movement speed by 50% and dealing energy damage over 9 seconds. While affected, a target that moves takes 20% more damage from electro net, and this effect can stack up to 10 times on enemy players or 5 times on any other target. Additionally, the electro net hinders the target, preventing the use of high mobility actions and escapes such as charges, vanishes, and speed boosts. Lasts 9 seconds.

Slows slow the enemy down, making it hard for them to run away.

LvL60
Mag BoltAttack 30m (long range)

Fires a very powerful shot at the target that deals weapon damage. Replaces High Impact Bolt.

Fires a very powerful shot at the target that deals weapon damage. Replaces High Impact Bolt.

LvL60
Relentless AssaultPassive

Elemental attacks deal 5% more damage to bleeding targets, and periodic effects deal 30% more damage to targets below 30% max health. In addition, once every 10 seconds, gaining a stack of Supercharge grants Relentless Assault, increasing your critical chance by 10% for 10 seconds.

Elemental attacks deal 5% more damage to bleeding targets, and periodic effects deal 30% more damage to targets below 30% max health. In addition, once every 10 seconds, gaining a stack of Supercharge grants Relentless Assault, increasing your critical chance by 10% for 10 seconds.

LvL64
Forced MarchOptional Passive Level 64 Option 1/3

Allows Full Auto, Boltstorm, and Successive Treatment to be activated while moving.

Allows Full Auto, Boltstorm, and Successive Treatment to be activated while moving.

General Suggestion: This choice singlehandedly makes commandos much more mobile than they normally are, making it much easier to position correctly and stay safe while remaining effective. If you find yourself remaining pretty still or moving in short bursts where this choice is less useful, Adrenal Surge is a really good self-healing boost.

LvL64
Combat ShieldOptional Passive Level 64 Option 2/3

Reactive Shield now further decreases ability activation pushback by 30%, increases all healing received by 20% and makes you immune to interrupts.

Reactive Shield now further decreases ability activation pushback by 30%, increases all healing received by 20% and makes you immune to interrupts.

LvL64
Adrenal SurgeOptional Passive Level 64 Option 3/3

Adrenaline Rush triggers at, and can heal you up to, 60% of your maximum health. Additionally, Adrenaline Rush lasts 2 seconds longer and heals for twice as much each time it restores health.

Adrenaline Rush triggers at, and can heal you up to, 60% of your maximum health. Additionally, Adrenaline Rush lasts 2 seconds longer and heals for twice as much each time it restores health.

LvL67
Extra RoundsPassive

Propulsion Round gets an additional charge.

Propulsion Round gets an additional charge.

LvL68
Echoing DeterrenceOptional Defensive Level 68 Option 1/3

Activates a defensive response system that absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned.

Activates a defensive response system that absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned.

General Suggestion: This reflect ability also absorbs all damage and heals you, making it one of the best defensive cooldowns in the game. Keep this as default unless you find yourself really needing the movement of Propulsion Round or the 4 second stun from Cryo Grenade.

LvL68
Propulsion RoundOptional Movement Level 68 Option 2/3

Fire a specially compressed round, propelling you backward 20 meters and granting you immunity to controlling effects while propelled. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Propulsion Round. This effect can occur once every 40 seconds. Cannot be used while immobilized or hindered.

Fire a specially compressed round, propelling you backward 20 meters and granting you immunity to controlling effects while propelled. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Propulsion Round. This effect can occur once every 40 seconds. Cannot be used while immobilized or hindered.

LvL68
Cryo GrenadeOptional Stun 10m (short range) Level 68 Option 3/3

Hurls a cryo grenade that freezes the target, dealing energy damage and stunning it for 4 seconds.

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.

LvL68
Blazing CelerityPassive

Damage dealt by Mag Bolt makes your next Charged Bolts, Serrated Bolt, or Medical Probe activate instantly. This effect cannot occur more than once every 15 seconds.

Damage dealt by Mag Bolt makes your next Charged Bolts, Serrated Bolt, or Medical Probe activate instantly. This effect cannot occur more than once every 15 seconds.

LvL73
Concussive ForceOptional Passive Level 73 Option 1/3

Explosive Round immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Concussion Charge's knockback effect is stronger and pushes enemies 4 meters further away.

Explosive Round immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Concussion Charge's knockback effect is stronger and pushes enemies 4 meters further away.

LvL73
Parallactic Combat StimsOptional Passive Level 73 Option 2/3

You recharge 20 energy cells when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing.

You recharge 20 energy cells when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing.

Solo Single-Enemy Suggestion: Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Parallactic Combat Stims. The energy regeneration and damage boost are the best choice in the tier, except for maybe using Trauma Stabilizers in solo fights to stay alive.

Solo Many-Enemy Suggestion: Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Parallactic Combat Stims. The energy regeneration and damage boost are the best choice in the tier, except for maybe using Trauma Stabilizers in solo fights to stay alive.

Flashpoint Suggestion: Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Parallactic Combat Stims. The energy regeneration and damage boost are the best choice in the tier. If not applicable, take Trauma Stabilizers.

Operation Suggestion: Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Parallactic Combat Stims. The energy regeneration and damage boost are the best choice in the tier. If not applicable, take Trauma Stabilizers.

LvL73
Trauma StabilizersOptional Passive Level 73 Option 3/3

While Reactive Shield is active, you generate a stack of Trauma Stabilizers each time you receive direct damage. Stacks up to 10 times. When Reactive Shield expires, each stack of Trauma Stabilizers instantly heals you for 4% of your maximum health.

While Reactive Shield is active, you generate a stack of Trauma Stabilizers each time you receive direct damage. Stacks up to 10 times. When Reactive Shield expires, each stack of Trauma Stabilizers instantly heals you for 4% of your maximum health.

LvL73
Assault TrainingPassive

Increases ranged critical chance by 5% and the critical damage bonus for Full Auto, Charged Bolts, Assault Plastique, and Mag Bolt by 15%.

Increases ranged critical chance by 5% and the critical damage bonus for Full Auto, Charged Bolts, Assault Plastique, and Mag Bolt by 15%.

LvL78
Boosted BoltsPassive

Dealing periodic damage grants Boosted Bolts, increasing the damage dealt by your next Charged Bolts or Hail of Bolts by 1%. This effect can stack up to 10 times and lasts up to 15 seconds.

Dealing periodic damage grants Boosted Bolts, increasing the damage dealt by your next Charged Bolts or Hail of Bolts by 1%. This effect can stack up to 10 times and lasts up to 15 seconds.

Milestones

  • At Level 15 you will get your first exclusive ability only the Assault Specialist Commando has, it will be called Incendiary Round.
  • At Level 23 you will get to choose a way to change how Incendiary Round 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 Assault Specialist 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 Assault Specialist Commando gets, it will be called Assault Plastique.
  • At Level 39 you will get to choose a way to change how Assault Plastique works from three different options in your Ability Tree.
  • At Level 47 and 60 you will get your last two exclusive abilities only the Assault Specialist Commando has, Serrated Bolt and Mag Bolt.
  • 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 Commando.
  • All of these Ability Tree choices are not permanent. You can change them any time you are not in combat and are not in a queue for Flashpoints, Operations or PvP.

Thank you...

Two:

Thank you to these players who have submitted cool screenshots of their 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!

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