Commando Gunnery Basics Guide

Gunnery

The gunnery Commando specializes in ranged cannon attacks, employing long-range weapons to demolish anyone unlucky enough to be in their sights. Devastating blaster round combinations and relentless assault cannon volleys generate a spectacle of explosive brilliance and transform the Commando into a virtual blaster storm.

  • Role: Damage
  • Type: Burst Damage
  • Weapon: Blaster Cannon
  • Distance: Long Range
  • Mirror: Mercenary – Gunnery

Gunnery for New Players

  • Gunnery is long-range, making it easier to hit moving targets compared to melee disciplines for new players
  •  Your main ability requires you stand still while you use it, like a turret, but you can choose to make it activate instantly
  •  Most abilities can simply be used, you don’t need to activate them in any way first
  •  Gunnery is pretty simple to pick up the basics of with a guide
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How to play a Gunnery Commando

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

  •  Grav Round is great to start off with, as it will apply a debuff to your target that makes it weak to the rest of your moves. Start your fights with Grav Round, and after that if you don’t have anything else in this list left, use Grav Round as your filler ability.
  •  Vortex Bolt makes your next Grav Round instant, so use Vortex Bolt as often as it is available.
  •  Boltstorm is your heaviest hitting move as a Gunner and it can be reset every 8 seconds by using a Grav Round. You can use 2-3 other abilities, then use Grav Round again to reset Boltstorm again.
  •  Demolition Round is a next heaviest hitter. Make sure you’ve used your Grav Round first!
  •  High Impact Bolt makes you hit harder when it’s glowing, so wait for it to glow, then use it.

Multiple Enemies 

  • Use Plasma Grenade to deal damage to multiple targets. Gunnery struggles with attacking multiple enemies. Thermonuclear Fusion (level 39 tree choice), will let you spread your Grav Round with Plasma Grenade and make Demolition Round throw mini rounds at nearby targets.
  • For even more Area Damage, Mortar Volley does excellent area damage after your plasma grenade has already been used.

Extra Tips

  • Feeling spicy? Use your blue High Velocity Supercharged Cells as soon as it glows to weaken your target’s defenses. If you have time before the fight, use your health regeneration ability Recharge and Reload to pre-load your Supercharged Cell, which will help you do a lot more damage!
  •  Use Recharge Cells before Boltstorm to get ammo back if you run out. If you are running out of energy, start using Hammer Shot between abilities.
Level 80

Before you start…

If you have 3,000 Tech Fragments, go and buy the Primed Ignition tactical item.

With the Primed Ignition tactical, Vortex Bolt also adds damage-over-time that ticks every time your other moves are used!


Making your Ability Timers visible on your quickbars can make it easier to know when you can use Grav Roumd to reset Boltstorm. (This becomes less necessary as you gear up.)

  1. Press ESC on your keyboard, choose Preferences from the menu
  2. Click User Interface on the left
  3. Scroll down and check 🔲 Show Cooldown Text in the Cooldown Settings section

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
  • Grav Round - AttackLevel 15 REPLACES Charged Bolts at Level 15+
  • Hail of Bolts - Area AttackLevel 19
  • Plasma Grenade - Area AttackLevel 23
  • Sticky Grenade - Optional Area Attack Level 27 Option 2/3Level 27
  • Full Auto - AttackLevel 27
  • Demolition Round - AttackLevel 35
  • Vortex Bolt - AttackLevel 47
  • Electro Net - Attack SlowLevel 60
  • Boltstorm - AttackLevel 60 REPLACES Full Auto at Level 60+

Multiple Enemy Attack Abilities

These Gunnery 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 Gunnery buffs with your attacks to create powerful combinations.

  • Fortification - Passive Class BuffLevel 1
  • Recharge Cells - BuffLevel 4
  • High Velocity Supercharged Cells - 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 Gunnery 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 Gunnery 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 Gunnery 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: Grav Round Change

Choose from one of three ways that you want Grav Round to change at level 23. Your options are Grav Trio, Proficient Gravitation, and Gravitating Bolt.

Grav Round

Fires a round that creates a gravity vortex on the target, dealing kinetic damage, crushing the target's armor and reducing armor rating by 20% for 45 seconds. Gravity vortices leave targets vulnerable to High Impact Bolt and increases the damage they take from Demolition Round for 45 seconds. Replaces Charged Bolts.

Grav Trio

Grav Round fires up to two additional half-strength rounds at other enemies within 5 meters of the primary target.

Grav Round fires up to two additional half-strength rounds at other enemies within 5 meters of the primary target.

Proficient Gravitation

Reduces the activation time of Grav Round by 0.2 seconds and the energy cells it depletes by 2.

Reduces the activation time of Grav Round by 0.2 seconds and the energy cells it depletes by 2.

Gravitating Bolt

Vortex Bolt deals 50% more damage to targets affected by your Gravity Vortex.

Vortex Bolt deals 50% more damage to targets affected by your Gravity Vortex.

Multi-Enemy Solo Suggestion: Grav Trio - This adds a decent amount of cleave to your rotation if you're constantly fighting groups of 3+.

Solo Single-Strong-Enemy Suggestion: Proficient Gravitation - Regardless of the situation, Grav Round is a very frequently spammed ability for Gunnery. You'll see the best benefit making it faster and cheaper.

Flashpoint Suggestion: Proficient Gravitation - Regardless of the situation, Grav Round is a very frequently spammed ability for Gunnery. You'll see the best benefit making it faster and cheaper.

Operation Suggestion: Proficient Gravitation - Regardless of the situation, Grav Round is a very frequently spammed ability for Gunnery. You'll see the best benefit making it faster and cheaper.

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 Gunnery 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: Demolition Round Change

Choose from one of three ways that you want Demolition Round to change at level 39. Your options are Thermonuclear Plasma, Gravitating Compound, and Customized Round.

Demolition Round

Fires a demolition round that explodes on contact, dealing kinetic damage. This damage is increased by 25% if the target is affected by your gravity vortex.

Thermonuclear Plasma

Plasma Grenade spreads your Grav Round's Gravity Vortex to the targets it damages, if it damages at least one target already affected by your Gravity Vortex. Demolition Round fires additional quarter-strength rounds at nearby targets affected by your Gravity Vortex.

Plasma Grenade spreads your Grav Round's Gravity Vortex to the targets it damages, if it damages at least one target already affected by your Gravity Vortex. Demolition Round fires additional quarter-strength rounds at nearby targets affected by your Gravity Vortex.

Gravitating Compound

Demolition Round puts a compound on the target, increasing your Grav Round damage against the target by 10%.

Demolition Round puts a compound on the target, increasing your Grav Round damage against the target by 10%.

Customized Round

Increases the critical chance and critical damage of Demolition Round by 10%.

Increases the critical chance and critical damage of Demolition Round by 10%.

Multi-Enemy Solo Suggestion: Thermonuclear Plasma - Without a doubt a great debuff to be spreading if your're purely AoEing, pull lots to make this useful!

Solo Single-Strong-Enemy Suggestion: Gravitating Compound - Grav Round is worth more of your total damage overall than Demolition Round is, so using Demolition Round to increase Grav Round is the best choice. Remember do always have demolition rounds on your main target for the increase!

Flashpoint Suggestion: Gravitating Compound - Grav Round is worth more of your total damage overall than Demolition Round is, so using Demolition Round to increase Grav Round is the best choice. Remember do always have demolition rounds on your main target for the increase!

Operation Suggestion: Gravitating Compound - Grav Round is worth more of your total damage overall than Demolition Round is, so using Demolition Round to increase Grav Round is the best choice. Remember do always have demolition rounds on your main target for the increase!

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 Gunnery 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 Gunnery 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: Reflexive Shield - Gunnery certainly doesn't run into heat issues as easily as other styles might, and Reflexive Shield is a really great defensive boost in all content. Take by default.

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 Gunnery 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 Gunnery 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 Gunnery 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.

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 this tier.

All Abilities

All your abilities for the Gunnery 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
Burst ModeHidden Passive

Armor penetration granted by Supercharged Cell is increased by 5%, and Supercharged Velocity stacks build twice as fast and can build 3 additional stacks.

Armor penetration granted by Supercharged Cell is increased by 5%, and Supercharged Velocity stacks build twice as fast and can build 3 additional stacks.

LvL1
Charged LauncherHidden Passive

Increases the damage dealt by High Impact Bolt, Grav Round, Demoltion Round, and Electro Net by 10%.

Increases the damage dealt by High Impact Bolt, Grav Round, Demoltion Round, and Electro Net by 10%.

LvL1
Gravity SurgeHidden Passive

Grav Round now applies an additional stack of Charged Barrel and Charged Barrier, if applicable.

Grav Round now applies an additional stack of Charged Barrel and Charged Barrier, if applicable.

LvL1
IronsightsHidden Passive

Increases the damage dealt by grenade attacks, round attacks, and Vortex Bolt by 10%. Additionally, Vortex Bolt marks its target. Marked targets take 5% more damage from ranged attacks.

Increases the damage dealt by grenade attacks, round attacks, and Vortex Bolt by 10%. Additionally, Vortex Bolt marks its target. Marked targets take 5% more damage from ranged attacks.

LvL1
Supercharged BarrelHidden Passive

Charged Barrel increases the critical chance of the next High Impact Bolt or Medical Probe by 3% per stack.

Charged Barrel increases the critical chance of the next High Impact Bolt or Medical Probe by 3% per stack.

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
High Velocity Supercharged CellsBuff

Requires and converts 10 stacks of Supercharge to recharge 10 energy cells and increase armor penetration by 15% for 12 seconds. While active, damage dealt by Grav Round, Demolition Round, Vortex Bolt, and Boltstorm grant two stacks of Supercharged Velocity, increasing alacrity by 1% per stack. This effect cannot occur more than once per second and can stack up to 6 times.

Requires and converts 10 stacks of Supercharge to recharge 10 energy cells and increase armor penetration by 15% for 12 seconds. While active, damage dealt by Grav Round, Demolition Round, Vortex Bolt, and Boltstorm grant two stacks of Supercharged Velocity, increasing alacrity by 1% per stack. This effect cannot occur more than once per second and can stack up to 6 times.

LvL15
Grav RoundAttack 30m (long range)

Fires a round that creates a gravity vortex on the target, dealing kinetic damage, crushing the target's armor and reducing armor rating by 20% for 45 seconds. Gravity vortices leave targets vulnerable to High Impact Bolt and increases the damage they take from Demolition Round for 45 seconds. Replaces Charged Bolts.

Fires a round that creates a gravity vortex on the target, dealing kinetic damage, crushing the target's armor and reducing armor rating by 20% for 45 seconds. Gravity vortices leave targets vulnerable to High Impact Bolt and increases the damage they take from Demolition Round for 45 seconds. Replaces Charged Bolts.

LvL15
Armor-piercing CellPassive

Loads your rifle with an armor-piercing powercell. While active, armor penetration is increased by 35% and alacrity is increased by 3%. Replaces Plasma Cell.

Loads your rifle with an armor-piercing powercell. While active, armor penetration is increased by 35% and alacrity is increased by 3%. Replaces Plasma Cell.

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
Charged BarrelPassive

Grav Round grants two stacks of Charged Barrel, increasing the damage dealt by the next High Impact Bolt by 6% or reducing the activation time and increasing the healing dealt by the next Medical Probe by 20% and increasing the critical chance of both abilities by 3% per stack. Stacks up to 5 times.

Grav Round grants two stacks of Charged Barrel, increasing the damage dealt by the next High Impact Bolt by 6% or reducing the activation time and increasing the healing dealt by the next Medical Probe by 20% and increasing the critical chance of both abilities by 3% per stack. Stacks up to 5 times.

LvL23
Grav TrioOptional Passive Level 23 Option 1/3

Grav Round fires up to two additional half-strength rounds at other enemies within 5 meters of the primary target.

Grav Round fires up to two additional half-strength rounds at other enemies within 5 meters of the primary target.

Solo Many-Enemy Suggestion: This adds a decent amount of cleave to your rotation if you're constantly fighting groups of 3+.

LvL23
Proficient GravitationOptional Passive Level 23 Option 2/3

Reduces the activation time of Grav Round by 0.2 seconds and the energy cells it depletes by 2.

Reduces the activation time of Grav Round by 0.2 seconds and the energy cells it depletes by 2.

General Suggestion: Regardless of the situation, Grav Round is a very frequently spammed ability for Gunnery. You'll see the best benefit making it faster and cheaper.

LvL23
Gravitating BoltOptional Passive Level 23 Option 3/3

Vortex Bolt deals 50% more damage to targets affected by your Gravity Vortex.

Vortex Bolt deals 50% more damage to targets affected by your Gravity Vortex.

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%.

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.

LvL31
Bacta InfusionHeal 30m (long range)

Instantly heals a friendly target.

Instantly heals a friendly target.

LvL35
Demolition RoundAttack 30m (long range)

Fires a demolition round that explodes on contact, dealing kinetic damage. This damage is increased by 25% if the target is affected by your gravity vortex.

Fires a demolition round that explodes on contact, dealing kinetic damage. This damage is increased by 25% if the target is affected by your gravity vortex.

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
Blazing BarrelPassive

Increases the critical chance of Hail of Bolts by 15% and its critical damage bonus by 30%.

Increases the critical chance of Hail of Bolts by 15% and its critical damage bonus by 30%.

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
Thermonuclear PlasmaOptional Passive Level 39 Option 1/3

Plasma Grenade spreads your Grav Round's Gravity Vortex to the targets it damages, if it damages at least one target already affected by your Gravity Vortex. Demolition Round fires additional quarter-strength rounds at nearby targets affected by your Gravity Vortex.

Plasma Grenade spreads your Grav Round's Gravity Vortex to the targets it damages, if it damages at least one target already affected by your Gravity Vortex. Demolition Round fires additional quarter-strength rounds at nearby targets affected by your Gravity Vortex.

Solo Many-Enemy Suggestion: Without a doubt a great debuff to be spreading if your're purely AoEing, pull lots to make this useful!

LvL39
Gravitating CompoundOptional Passive Level 39 Option 2/3

Demolition Round puts a compound on the target, increasing your Grav Round damage against the target by 10%.

Demolition Round puts a compound on the target, increasing your Grav Round damage against the target by 10%.

General Suggestion: Grav Round is worth more of your total damage overall than Demolition Round is, so using Demolition Round to increase Grav Round is the best choice. Remember do always have demolition rounds on your main target for the increase!

LvL39
Customized RoundOptional Passive Level 39 Option 3/3

Increases the critical chance and critical damage of Demolition Round by 10%.

Increases the critical chance and critical damage of Demolition Round by 10%.

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
Cell ChargerPassive

You passively regenerate 2 energy cells every 1.5 seconds. In addition, the amount of energy cells depleted by High Impact Bolt is reduced by 10.

You passively regenerate 2 energy cells every 1.5 seconds. In addition, the amount of energy cells depleted by High Impact Bolt is reduced by 10.

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
Vortex BoltAttack 30m (long range)

Fires a bolt that deals weapon damage, allowing your next Grav Round to activate instantly and marking the target, if it hits. Marked targets take 5% more damage from ranged weapon attacks.

Fires a bolt that deals weapon damage, allowing your next Grav Round to activate instantly and marking the target, if it hits. 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.

General Suggestion: Gunnery certainly doesn't run into heat issues as easily as other styles might, and Reflexive Shield is a really great defensive boost in all content. Take by default.

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.

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
Cover FirePassive

Full Auto and Boltstorm slow the target's movement speed by 70% for 3 seconds with each hit.

Full Auto and Boltstorm slow the target's movement speed by 70% for 3 seconds with each hit.

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
BoltstormAttack 30m (long range)

Fires a continuous stream of bolts that deals weapon damage and depletes 16 energy cells over the duration. Weak and standard enemies caught in the blaster fire are stunned for the duration. Replaces Full Auto.

Fires a continuous stream of bolts that deals weapon damage and depletes 16 energy cells over the duration. Weak and standard enemies caught in the blaster fire are stunned for the duration. Replaces Full Auto.

LvL60
Deadly CannonPassive

Increases the critical damage bonus of High Impact Bolt, Demolition Round, and Vortex Bolt by 30%.

Increases the critical damage bonus of High Impact Bolt, Demolition Round, and Vortex Bolt by 30%.

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
Curtain of FirePassive

Grav Round and Hail of Bolts finish the cooldown on Boltstorm. This effect cannot occur more than once every 8 seconds.

Grav Round and Hail of Bolts finish the cooldown on Boltstorm. This effect cannot occur more than once every 8 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.

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 this tier.

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
BlowbackPassive

Being interrupted grants Blowback, which makes your next Boltstorm immune to interruption. This effect cannot occur more than once every 8 seconds.

Being interrupted grants Blowback, which makes your next Boltstorm immune to interruption. This effect cannot occur more than once every 8 seconds.

LvL78
Rotary CannonPassive

Increases the critical hit chance for Boltstorm and Vortex Bolt by 10%.

Increases the critical hit chance for Boltstorm and Vortex Bolt by 10%.

Milestones

  • At Level 15 you will get your first exclusive ability only the Gunnery Commando has, it will be called Grav Round.
  • At Level 23 you will get to choose a way to change how Grav 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 Gunnery 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 Gunnery Commando gets, it will be called Demolition Round.
  • At Level 39 you will get to choose a way to change how Demolition Round works from three different options in your Ability Tree.
  • At Level 47 and 60 you will get your last two exclusive abilities only the Gunnery Commando has, Vortex Bolt and Boltstorm.
  • 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