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Jedi Knight[edit]

Focusing body and mind, the Knight is capable of blasting opponents with a powerful wave of Force energy, knocking them off their feet. More powerful Jedi Knights have even been known to practice this technique against large groups. The Jedi Knight’s lightsaber techniques include powerful, synergistic combinations designed to render any enemy defenseless against a decisive finishing move. While completing this maneuver, the Knight is preparing to take on an additional enemy. Combining physical prowess and Force focus, the Knight can throw his lightsaber in spinning arc to strike enemies at a distance. Practice and mastery of this maneuver enables the Knight to ensure his saber returns to his hand after its lethal circuit.

  • Force Surge unconfirmed
  • Saber Throw unconfirmed
  • Channel Surge unconfirmed
  • Impale unconfirmed
  • Blaster Deflection unconfirmed

Jedi consular[edit]

The dual-bladed Lightsaber preferred by many Consulars requires a skilled approach to dueling. Wielding this weapon, Jedi Consulars will draw upon the Force to sense their opponents’ locations and strike them all down with precision. The Jedi Consular doesn’t just detect disturbances in the Force—sometimes they create them. This powerful ability allows the Consular to project a wall of pure Force energy into their opponents. The Jedi Consular has a preternatural understanding of how the Force connects all things, and they draw on this knowledge to toss enemies of all sizes into the air, before hurling them to the ground.

  • Mind Maze unconfirmed
  • Force Pull unconfirmed
  • Force Slam unconfirmed
  • Benevolence unconfirmed
  • Meditation unconfirmed
  • Clear casting unconfirmed
  • Force Repulse unconfirmed

Smuggler[edit]

Rather than relying on movement-impairing heavy armor, the Smuggler uses nimble footwork and the environment for defensive advantage. Shooting from reflex and instinct, the Smuggler is still a crack shot from any angle. Primarily designed to stun or incapacitate a target for a quick getaway, the tricks of the Smuggler’s trade can also be used to buy a minute for a more carefully aimed, and often quite lethal, head shot. Quick, reckless, and unfailingly lucky, the smuggler can pop out from cover to fire a flurry of blaster bolts at multiple enemies. This maneuver breaks the enemies’ charge and provides cover fire to allow the smugglers’ allies time to set up a coordinated counter-attack.


Flurry of Bolts
Instant
1.5s Cooldown
Range: 30m
A flurry of bolts shot from your blaster.

Take Cover
Instant
Evasion increase against targets in your cone of cover while taking cover.

Burst
Instant
45 Energy
Range: 30m
Fire three powerful blasts at your target.

Flash Grenade
Instant
30 Energy
20.0s Cooldown
Range: 30m
Lob a flash grenade that blinds your target and all nearby targets (within 5m) for 8 seconds. Blindness ends prematurely if an effected target is damaged. Affects a maximum of 6 targets.

Recuperate
15s Channel
60s Cooldown
Catch your breath, recovering your Health and Energy over 15 seconds. This is only usable out of combat.

Trainer[edit]


List of abilities obtainable from class trainer.


Barrage
2.5s Channel
60 Energy
2.5s Cooldown
Range: 30m
Requirements: Level 4 and 100 Credits
Spray a wave of bolts towards the target and those nearby dealing heavy damage over 2.5 seconds. Affects a maximum of 5 targets.

Dirty Kick
Instant
30 Energy
Range: 30m
Requirements: Level 4 and 100 Credits
Deliver a low blow to the target, dealing light damage and stunning it for 5 seconds. Cannot be used while in cover.

Headshot
Instant
30 Energy
Range: 30m
Requirements: Level 6 and 160 Credits
Fires a shot at the target's head that deals heavy damage. Only works against a vulnerable (blinded/stunned) target.

Underworld Medicine
1.5s Cast time
25 Energy
Range: 30m
Requirements: Level 8 and 220 Credits
Heals a friendly target for a moderate amount.

Escape
Instant
90s Cooldown
Requirements: Level 14 and 380 Credits
Removes the Smuggler from any stun, fear, or movement impairing effects.

Cool Head
Instant
120s Cooldown
Requirements: Level 18 and 500 Credits
Keep your cool and regenerate energy over the next 6 seconds.

Smuggler's Luck
Instant
10 Energy
180s Cooldown
Requirements: Level 20 and 560 Credits
The smuggler's critical chance is doubled for 15 seconds.

Surrender (Rank 1)
Instant
180s Cooldown
Requirements: Level 24 and 660 Credits
The Smuggler pretends to surrender, thereby lowering all aggro.

Covered Escape
Instant
10 Energy
120s Cooldown
Requirements: Level 36 and 1000 Credits
Snare close range enemies while diving into cover.

Pacify
Instant
25 Energy
45s Cooldown
Range: 30m
Requirements: Level 40 and 1120 Credits
A surprising shot that does moderate damage and prevents all actions for 4 seconds.

Charm
Instant
25 Energy
Requirements: Level 42 and 1280 Credits
Provides the smuggler and group members increased presence for 30 minutes.

Hustle
Instant
15 Energy
120s Cooldown
Requirements: Level 46 and 1280 Credits
Quicken your party's pace for 15 seconds, increasing movement speed by 50% for all friendly units within 20 meters.

Trooper[edit]

Though the Trooper’s tactical strengths tend to rely on ranged technology and superior firepower, standard training involves lengthy exercises in close-quarters combat. A slam to the face from a cortosis-reinforced rifle stock is a very effective melee maneuver. In addition to the arsenal of attacks available to the Trooper using his rifle, standard Trooper equipment often includes a number of sticky grenades. Nearly impossible to remove, these explosives unerringly dispose of the target and anyone standing nearby. Taking full advantage of the modern rifle’s versatile attachments, the Trooper can launch a high-powered grenade that explodes on impact, incapacitating a single target.

Trainer[edit]


List of abilities obtainable from class trainer.


Full Auto
6s Channel time
6 Ammo
45s Cooldown
Range: 30m
Requirements: Level 4 and 100 Credits
Fires a continuous stream of bolts that deal heavy damage for up to 6 seconds. A weaker foe caught in the blaster fire is stunned for the duration.


Sticky Grenade
Instant
45s Cooldown
Range: 5-30m
Requirements: Level 6 and 160 Credits
Fires sticky grenade that will detonate after several seconds and cause the target to enter a state of panic. The explosion deals a very high damage to the primary target and moderate damage to nearby enemies. All targets are knocked back by the blast.


Stock Strike (rank 2)
Instant
30s Cooldown
Range: 4m
Requirements: Level 8 and 220 Credits
Strikes the target with the butt of the rifle dealing low damage and knocking them down for 5 seconds.


Incendiary Round
Instant
6 Ammo
20s Cooldown
Range: 5-30m
Requirements: Level 8 and 220 Credits
Launches an incendiary projectile, setting the target ablaze for moderate damage for over 5 seconds with a chance to burn near by targets.


Concussion Charge (rank 1)
Instant
90s Cooldown
Requirements: Level 14 and 380 Credits
Pushes nearby enemies back from the Trooper.


Tenacity (rank 1)
Instant
120s Cooldown
Requirements: Level 18 and 500 Credits
Removes Trooper from any stun, fear, or movement impairing effects.

Adrenaline Rush
Instant
120s Cooldown
Requirements: Level 24 and 660 Credits
Gives player a boost to their max hitpoints for 10 seconds. Heals player for as many hitpoints as the ability increases the limit by.

Defensive Tactics (rank 1)
Instant
30s Cooldown
Requirements: Level 28 and 780 Credits
Increases maximum health of all nearby party members while active. Only one tactic may be active at once.

Reserve Mag
Instant
180s Cooldown
Requirements: Level 32 and 880 Credits
Instant reload. Gives the Trooper a full ammo bar.

Offensive Tactics
Instant
30s Cooldown
Requirements: Level 36 and 1000 Credits
Increases critical hit chance of nearby party members while active. Only one tactic ability may be on at one time.

Suppression
Instant
4 Ammo
60s Cooldown
Range: 30m
Requirements: Level 40 and 1120 Credits
Triggers a 3 second global cooldown on your target.

Hold the Line
Instant
60s Cooldown
Requirements: Level 42 and 1160 Credits
Grants temporary immunity from knockbacks, knockdowns or other ballistic events.

Request Reinforcements
2s Cast time
300s Cooldown
Requirements: Level 46 and 1280 Credits
The Trooper summons additional Republic soldiers to his aid. The soldiers fight alongside the Trooper for 1 minute.



Sith warrior[edit]

The Warrior’s command of the Force is ruthlessly geared towards attacks that inflict pain and suffering. Choking a victim is not only an effective way to defeat him, but also an effective way of getting him to see one’s point of view. Against weak and unworthy targets, the Warrior’s Force Choke can kill in an instant. There is perhaps nothing so terrifying as having a dark Sith Warrior hurtling through the air toward you with his lightsaber smashing down. Such a forceful attack immediately puts adversaries on the defensive, and sometimes ends the fight outright. Channeling his fury, the Warrior can release an explosion of dark energy, stunning nearby enemies, allowing a quick follow up to finish them with unstoppable strikes from his lightsaber.

Trainer[edit]


List of abilities obtainable from class trainer.

Impale(Rank 1)
Instant
8 Rage
Range: 4m
Requirements: Level 4 and 100 Credits
Impales target with the main hand lightsaber with very high damage and knocks them back to the ground briefly.

Smash(Rank 1)
Instant
5 Rage
30s Cooldown
Range: 5m
Requirements: Level 6 and 160 Credits
Leap into the air and smash into the ground, immobilizing nearby enemies for 8s and dealing moderate damage to them. This ability also stuns weak and standard enemies for 4s.

Force Choke(Rank 1)
6s Channel time
30s Cooldown
Range: 15m
Requirements: Level 8 and 220 Credits
Chokes a target, leaving them suspended in the air while the warrior channels this ability. Target takes very high damage spread over 6s and the caster generates 1 Rage per second.

Force Charge(Rank 2)
Instant
15s Cooldown
Range: 10-30m
Requirements: Level 10 and 280 Credits
Jumps to a distant target, immobilizing for a few seconds, interrupting their current action and dealing low damage. Generates 3 Rage.

Soresu Form
Instant
Requirements: Level 12 and 320 Credits
While in Soresu Form, the warrior gains 1 Rage when they attack an enemy once every 3s. It also significantly increases his chance to glance incoming attacks, reducing the damage they inflict. It also reduces the rage granted to all of his Assault abilities by 1.

Whirling Assault(Rank 1)
Instant
4.5s Cooldown
Range: 5m
Requirements: Level 14 and 380 Credits
Hits up to 3 enemies within a melee range of 4m, inflicting 50% damage to each. Grants 1 Rage plus 1 additional Rage for each target it hits.

Unleash(Rank 1)
Instant
120s Cooldown
Requirements: Level 18 and 500 Credits
Breaks all movement impairing effects and grants immunity to those affected for 5s.

Bezerk(Rank 1)
Instant
60s Cooldown
Requirements: Level 24 and 660 Credits
Reduces the warrior's health by 10% but grants 3 Action Points immediately, and an additional 4 Action Points over the next 8s.

Saber Throw(Rank 1)
Instant
30s Cooldown
Range: 10-30m
Requirements: Level 26 and 720 Credits
Throws your lightsaber at a distant target, striking for moderate damage and generating 3 Rage.

Surge(Rank 1)
Instant
3 Rage
12s Cooldown
Range: 4m
Requirements: Level 36 and 1000 Credits
Strikes your target for moderate damage with your lightsaber, and knocks up to 8 targets within 8m of the targeted enemy away from the Warrior. Does slight damage to all affected enemies.

Invincible(Rank 1)
Instant
3 Rage
120s Cooldown
Requirements: Level 42 and 1160 Credits
Increases the warrior's resistance to all damage by 80% for 6s.

Force Crush(Rank 1)
3s Channel time
8 Rage
60s Cooldown
Range: 15m
Requirements: Level 46 and 1280 Credits



Sith Inquisitor[edit]

Focusing Force energies to control the flow of air, Sith Inquisitors can incapacitate their foes by lifting them off the ground and encircling them in a small storm of energy. By the time the targets return to the fight, the Inquisitors are more than prepared to finish them off. Charging their own bodies up with massive current, Sith Inquisitors are capable of releasing a wave of Force energy to blast everyone and everything in their vicinity. This explosive voltage not only drains the life of the Inquisitors’ enemies, but often knocks them to the ground as well. Jolts of electrical energy vault from the Sith Inquisitor’s fingertips to weaken and often paralyze opponents. Many of the Inquisitor’s attacks make use of this skill.


Lightning Drain
3s Channel time
15s Cooldown
Range: 15m
Deals very high energy damage to the target and restores Force over the duration of the effect. Lightning Drain also slows the movement speed of the target by 50% , and stuns weak and standard enemies.

Meditation
15s Channel time
60s Cooldown
Pause and meditate to restore your health and Force. Damage causes the effect to end prematurely. Cannot be used during combat.

Saber Strike
Instant
Range: 4m
Deals 100% weapon damage spread across a flurry of quick melee attacks.

Shock
Instant
60 Force
6s Cooldown
Range: 15m
Shocks the target with high energy damage


Trainer[edit]


List of abilities obtainable from class trainer.


Overload(Rank 1)
Instant
120 Force
30s Cooldown
Range: 10m
Requirements: Level 4 and 100 Credits
Deals moderate energy damage and knockback to all enemies within 8m. Standard and weak enemies are additionally knocked down for 3s.

Electrocute
Instant
60 Force
35s Cooldown
Range: 30m
Requirements: Level 6 and 160 Credits
Electrocute the target, dealing low energy damage and stunning it for 5s.

Whirlwind
2s Cast time
30 Force
60s Cooldown
Range: 30m
Requirements: Level 8 and 220 Credits
Traps target in a whirlwind for 15s. Every 3s, the electrical whirlwind zaps up to 6 enemies within 8m of the target for low energy damage. Damage causes this effect to end prematurely.

Dark Heal
1.5s Cast time
60 Force
Range: 30m
Requirements: Level 8 and 220 Credits
Heals a friendly target for a moderate amount of health.

Lightning Drain(Rank 2)
3s Channel time
15s Cooldown
Range: 15m
Requirements: Level 10 and 280 Credits
Deals very high energy damage to the target and restores Force over the duration of the effect. Lightning Drain also slows the movement speed of the target by 50% , and stuns weak and standard enemies.

Backlash
Instant
60 Force
120s Cooldown
Requirements: Level 14 and 380 Credits
Surrounds the caster in a lightning shield, increasing resistance to damage by 25% for 15s. In addition, once per second, the shield shocks melee attackers dealing low energy damage.

Unbreakable Will
Instant
120s Cooldown
Requirements: Level 18 and 500 Credits
Summon the unbreakable will of the Sith, immediately freeing you of all incapacitating and controling effects.

Force Speed
Instant
20s Cooldown
Requirements: Level 24 and 660 Credits
Increases movement speed by 70% for 2s. Does not break stealth.

Cloud Mind
Instant
60 Force
60s Cooldown
Requirements: Level 28 and 780 Credits
Clouds the mind of an enemy, instantly lowering the threat to a moderate amount.

Deflection
Instant
120s Cooldown
Requirements: Level 32 and 460 Credits
Increase the chance of deflecting blaster bolts by 70% for 15s.

Sacrifice
Instant
10s Cooldown
Range: 100m
Requirements: Level 36 and 1000 Credits
Sacrifice your companion for instant health to 75% of your total health.

Nightmare
Instant
60 Force
120s Cooldown
Range: 10m
Requirements: Level 46 and 1280 Credits
Send a nightmare down upon all enemies within 8m causing them to cower in fear for 8s. Damage causes this effect to end prematurely.

Bounty Hunter[edit]

Always prepared to change tactics on the fly, the Bounty Hunter’s arsenal includes a powerful twitch-action jetpack, allowing the Bounty Hunter to shoot into the air and unleash a hail of rockets. Bounty Hunters are “early adopters” for the most advanced weapons technologies. They have both the credits and the opportunities to experiment with all manner of gadgets. Though almost always handy with blasters, Bounty Hunters also keep tricks up their sleeve such as a wrist mounted missile launcher. No matter how much planning and strategy is done before an assault, close-quarters combat is often unavoidable. Fortunately, Bounty Hunters are equipped with the gear to burn anyone or anything that decides to get too close.


Trainer[edit]


List of abilities obtainable from class trainer.


Electro Dart(Rank 1)
Instant
45s Cooldown
Range: 25m
Requirements: Level 4 and 100 Credits
Fires an electro dart out of your bracer at the target that causes them to be overloaded with electricity and stunned for 5 seconds.

Rail Shot(Rank 1)
Instant
5s Cooldown
Range: 30m
Requirements: Level 6 and 160 Credits
Fires a shot at the target that deals heavy damage. Only works against vulnerable (stunned, sleeping, burning) target.

Death From Above(Rank 1)
6s Channel time
60s Cooldown
Range: 5-30m
Requirements: Level 8 and 220 Credits
Bounty Hunter flies to a safe distance and lobs missiles. All targets in the area take damage. The first rocket knocks all targets to the ground.

Flame Thrower(Rank 2)
4s Channel time
50 Heat
10s Cooldown
Range: 10m
Requirements: Level 10 and 280 Credits
The player torches everything in a 10m cone in front of him with a flamethrower, inflicting low damage every second for a maximum of 4s. Lesser enemies are stunned.

Power Shot(Rank 1)
Instant
8s Cooldown
Range: 30m
Requirements: Level 14 and 380 Credits
Special blaster attack that does heavy and moderate damage.

Energy Shield(Rank 1)
Instant
90s Cooldown
Requirements: Level 18 and 500 Credits
A shield surrounds the Bounty Hunter absorbing a percentage of incoming blaster fire energy damage. Lasts 30s.

Determination(Rank 1)
Instant
90s Cooldown
Requirements: Level 18 and 500 Credits
Removes all impairing effects.

Chaff Flare(Rank 1)
Instant
30s Cooldown
Range: 30m
Requirements: Level 20 and 560 Credits
Fires several flares at your target area revealing any stealthers. Flares last 10s.

Oil Slick(Rank 1)
Instant
30s Cooldown
Range: 10m
Requirements: Level 24 and 660 Credits
The Bounty Hunter fires oil out of his left bracer and comes out in a cone in front of him. Targets affected are snared, having their elemental resistance lowered.

Electric Shield(Rank 1)
Instant
90s Cooldown
Requirements: Level 28 and 780 Credits
A shield surrounds the Bounty Hunter that returns a small electric charge as damage to attackers. Effect can only occur once every 2s. Lasts 30s.

Rocket Punch(Rank 1)
Instant
20s Cooldown
Range: 5m
Requirements: Level 32 and 880 Credits
Close range attack that knocks down target back and does light damage. Useful when enemies are close and the Bounty Hunter needs to establish range.

Interceptor Shield(Rank 1)
Instant
60s Cooldown
Range: 30m
Requirements: Level 40 and 1120 Credits
Bounty Hunter engages his shield generator to lower his threat on any targets that hit his shield.

Thermal Detonation(Rank 1)
Instant
20s Cooldown
Range: 5-25m
Requirements: Level 46 and 1280 Credits
Lob a thermal detonator at your target, sticking to them and exploding for high damage when they die. Target must die within 15s for the explosion to happen.

Imperial Agents[edit]

In the heat of battle, the Imperial Agent can activate a field of energy to protect from oncoming blasterfire. From the relative safety of cover, the Imperial Agent capitalizes on the element of surprise, using a stun dart to paralyze his foe and finishing with a targeted laser attack. Orbital Bombardment allows the Imperial Agent to call in a satellite air strike to rain down lasers and missiles on an unsuspecting group of enemies.


Trainer[edit]


List of abilities obtainable from class trainer.


Sleep Dart(Rank 1)
Instant
15 Energy
20s Cooldown
Range: 30m
Requirements: Level 4 and 100 Credits
Fire a sleep toxin dart out of your bracer at the target putting them to sleep for 10 seconds. Does not break stealth.

Explosive Probe
Instant
20 Energy
30s Cooldown
Range: 5-30m
Requirements: Level 6 and 160 Credits
Deploy an Explosive Probe that travels to a primary target. Arms after 3 seconds. Once armed, the probe automatically explodes soon after the target takes damage. The explosion causes moderate damage in a 5 meter radius to up to 5 targets. The effect expires after 20 seconds. The Explosive Probe can be used while in cover.

Toxic Dart(Rank 1)
Instant
25 Energy
Range: 30m
Requirements: Level 6 and 160 Credits
Fire a toxic dart out of your bracer at the target causing damage over 5 secs. At the end of the effect, the target takes extra damage.

Kolto Injection(Rank 1)
0.5s Cast time
25 Energy
Range: 30m
Requirements: Level 8 and 220 Credits
Fire a kolto dart out of your bracer at the friendly target healing them for moderate amount.

Shiv(Rank 2)
Instant
40 Energy
Range: 4m
Requirements: Level 8 and 220 Credits
Stab the target with an energy blade at moderate damage and light damage over 3 seconds.

[[Adrenaline Probe (Rank 1) br> Instant
120s Cooldown
Requirements: Level 14 and 380 Credits
Summons a droid that injects the Agent with adrenaline boosting energy recovering for 4 seconds.

Escape(Rank 1)
Instant
90s Cooldown
Requirements: Level 18 and 500 Credits
Removes the Agent from any stun, fear or movement impairing effects.

Boost(Rank 1)
Instant
15 Energy
120s Cooldown
Requirements: Level 20 and 560 Credits
Increases movement speed by 50% for 15 seconds. Does not break stealth.

Flash Bang(Rank 1)
Instant
20 Energy
60s Cooldown
Range: 5m
Requirements: Level 24 and 660 Credits
Detonates a Flash Bang at your current position, blinding all enemies with 5 meters for 8 seconds. Blindness ends prematurely if an affected target is damaged. Affects a maximum of 6 targets.

Orbital Bombardment(Rank 1)
2s Cast time
70 Energy
120s Cooldown
Range: 10-30m
Requirements: Level 36 and 1000 Credits
The Agent calls a strike down from orbiting vessels, knocking down and causing massive damage to all enemies within a 10 meter radius of the target.

Sonic Probe(Rank 1)
Instant
30 Energy
45s Cooldown
Range: 30m
Requirements: Level 40 and 1120 Credits
Summons a droid that will silence the target for 6 seconds.

Evasion(Rank 1)
Instant
15 Energy
180s Cooldown
Requirements: Level 42 and 1160 Credits
Increase the Agent's armor rating by 25% for 30 seconds.

Plasma Probe(Rank 1)
Instant
35 Energy
60s Cooldown
Range: 25m
Requirements: Level 46 and 1280 Credits
The Agent uses this probe to do aoe damage to enemies.