Smuggler Abilities List

The Smuggler's abilities are listed below in three sections; the first set of abilities is available to all Smugglers. At level 10, the Smuggler must choose an Advanced Class, the Gunslinger or Scoundrel. Talents for both AC's can be seen here.

The primary attribute for the Smuggler is Cunning. Cunning increases the damage and critical chances of the Smuggler's Ranged and Tech powers. This remains so for both the Gunslinger and the Scoundrel Advanced Classes, while the Scoundrel's Cunning additionally increases the effectiveness of healing powers.

Resource: Energy

The information listed below is incomplete, and is subject to change at any time. It is gathered from a variety of sources; see links of the front page. The damage numbers listed in the various descriptions should not be relied upon, as they are dependent on level, gear and other factors (different sets of numbers were taken from screenshots of characters of different level, so they often don't match up). Also, some attributes such as costs, cooldowns and durations may be affected by talent choices. If you see something that is missing or incorrect, feel free to correct me.

Smuggler Shared Abilities

Icon Ability Type Cost Cooldown Range Level Description
Armor Proficiencies Passive - - - 1 The Smuggler may equip light or medium-weight armor.
Weapon Proficiencies Passive - - - 1 The Smugler is able to equip blaster pistols, and similar sidearm weapons.
All In Instant 0 20 min - 15 Immediately finishes the cooldown of Cool Head and restores 2% of maximum health every 3 seconds. Requires an active companion. Lasts 1 minute.
Blaster Whip Instant 15 6 sec 4m 2 Strikes the target with your weapon for [X] kinetic damage.
Charged Burst Activation: 1.5 sec 20 0 30m 1 Fires a series of powerful blasts for [X] weapon damage. Can only be used from cover. Fires both blasters if dual wielding.
Cheap Shot Instant 0 0 4m 28 Deals a cheap shot to a vulnerable target, dealing [X] kinetic damage to weak and standard targets, and [Y] kinetic damage to strong targets. Only usable on incapacitated targets.
Cool Head Instant 0 2 min - 14 Keeps a cool head, recovering 50 energy over 3 seconds.
Crouch Instant 0 1 sec - 1 Crouches in place, taking cover if used behind an object that provides cover. Crouching enables the use of cover-only abilities, and so long as you remain down behind a cover object, most ranged attackers strike your cover instead.
Defense Screen Instant 0 45 sec - 32 Projects a defense field around yourself, which absorbs incoming damage for 15 seconds.
Dirty Kick Instant 10 45 sec 4m 4 Stuns the target for 4 seconds and deals [X] kinetic damage.
Distraction Instant 0 12 sec 10m 18 Interrupts the target's current action and prevents that ability from being used for 4 seconds.
Dodge Instant 0 1 min - 24 Increases your chance to dodge melee and ranged attacks by 100% for 3 seconds. Does not break Stealth.
Escape instant 0 2 min - 9 Breaks you free from all incapacitating and movement-impairing effects.
Headshot Instant 0 0 30m 34 Fires a carefully placed shot that deals [X] weapon damage to weak and standard targets, and [Y] weapon damage to strong targets. Only usable on incapacitated targets. Shares a cooldown with Cheap Shot. Fires both blasters if dual wielding.
Holoconference Activated: 0.5 sec 0 0.5 sec - 1 Establish a holoconference with your groupmates. Can only be used when one of your groupmates has initiated a conversation you are eligible to join. Does not work in phases.
Guide Signal Instant 0 0 - - Signals your party to pick you up and transport you to their location. Only works while at least one party member is within proximity of another party member's deployed Transport Beacon.
Flash Grenade Instant 10 1.5 min 10m 6 Lobs a flash grenade that blinds up to 5 targets within 5 meters for 8 seconds. Damage causes this effect to end prematurely.
Flurry of Bolts Instant 0 0 30m 1 Fires a flurry of bolts from your blaster, dealing [X] weapon damage.
Lucky Shots instant 0 6 sec 30m 1 Increases the target's critical hit chance by 5% for 60 minutes. If the target is a party member, all other party members are also affected.
Quick Shot Instant 17 0 10m 8 Blasts a target for [X] weapon damage. Fires both blasters if dual wielding.
Quick Travel Activation:
10 sec
0 30 min - 1 Allows the player to travel to any previously unlocked bindpoint on the current planet. 
Recuperate Channeled 0 0 - 1 Allows you to catch your breath, recovering your health and energy over 15 seconds. This is only usable out of combat.
Revive Activation: 6 sec 0 15 min 10m 1 Revive an incapacitated friendly player or companion. [Must be out of combat.]
Sabotage Charge Instant 20 30 sec 30m 1 Attaches a sabotage charge to the target that detonates when the target takes damage, dealing [X] kinetic damage. Standard and weak targets are additionally knocked down and set on fire, dealing [Y] additional elemental damage over 3 seconds. Can only be used from cover.
Slice Droid Activation: 1.5 sec 0 0 30m 12 Hacks a droid, incapacitating it for 60 seconds. While sliced, the droid's systems reboot, causing the droid to heal rapidly. Damage causes this effect to end prematurely. Only one droid can be sliced at a time.
Speeder Piloting Passive - - - 25 Ability to ride speeder bikes. [There are two additional skill ranks, at levels 40 and 50, that increase speed by about 10% each.]
Sprint Instant 0 1.5 sec - 14 Increases your movement speed and that of your companion by 35%. Cannot be used in combat.
Summon Companion Activation: 1.5 sec 0 0 - 1 [Summons companion.]
Surrender Instant 0 45 sec - 30 Puts up the front of surrender, instantly lowering your threat by a moderate amount.
Take Cover Instant 0 1 sec - 1 Roll into the selected cover point. Taking cover increases your ranged defense and, so long as you remain down, most ranged attackers strike your cover instead.
Thermal Grenade Instant 20 6 sec 30m 3 Throws a thermal grenade that deals [X] kinetic damage to up to 5 targets in an 8-meter radius. If the primary target is standard or weak, it is knocked down by the blast.
Transport Beacon Instant 0 0 - - Deploys a transport beacon that nearby allies can use to Guide in distant group members.
Vital Shot Instant 20 0 30m 5 Fires a shot that causes the target to bleed, dealing [X] internal damage over 15 seconds.
XS Freighter Flyby Activation: 3 sec 30 1 min 30m 48 Calls in support from your crew, dealing [X] elemental damage over 9 seconds to all enemies within 8 meters of the targeted area. Standard and weak enemies additionally panic from the flames.
Shrap Bomb (Dirty Fighting talent) Instant 20 12 sec 30m 20* Hurls a shrap bomb that explodes with razor-sharp shrapnel on impact, causing up to 3 targets within 5 meters to bleed for [X] internal damage over 21 seconds.
Wounding Shots
(Dirty Fighting talent)
Instant 30 9 sec 1om 30* Fires a wave of bolts at the target each second, dealing [X] weapon damage. For each of your bleed effects present on the target during each wave, the target hemorrhages for an additional [Y] internal damage. Fires both blasters if dual wielding.
Hemorrhaging Blast (Dirty Fighting talent) Instant 10 15 sec 10m 40* Deals [X] weapon damage and causes the target to take 30% additional damage from the Smuggler's next 10 bleed effects. Lasts 15 seconds. Fires both blasters if dual wielding.

Gunslinger Abilities

Icon Ability Type Cost Cooldown Range Level Description
Aimed Shot Activation: 2.5 sec 15 15 sec 30m 10 Fires a well-aimed shot that deals [X] weapon damage. Can only be used from cover. Fires both blasters if dual wielding.
Crack Shot Passive - - - 10 Increases the range of Quick Shot, Flash Grenade, Distraction, Hemorrhaging Blast and Wounding Shots to 30 meters, and additionally increases the range of all blaster attacks by 5 meters.
Dual Wield Passive - - - 10 Allows you to wield two one-handed weapons.
Flourish Shot Instant 10 4.5 sec 30m 28 Fires a high-impact shot that deals [X] weapon damage and reduces the target's armor by 20% for 45 seconds. Fires both blasters if dual wielding.
Hold Position Passive - - - 10 While in cover, ranged defense is increased by 20% and you are immune to interrupts and ability activation pushback.
Hunker Down Instant 0 1 min - 20 Hunkers down, becoming immune to all controlling effects. Only usable in cover. Ends prematurely if cover is exited. Lasts 20 seconds.
Illegal Mods Instant 0 2 min - 50 Increases alacrity by 20% for 10 seconds.
Leg Shot Instant 12 15 sec 30m 12 Fires a shot that deals [X] weapon damage and immobilizes the target for 5 seconds. Damage dealt after 2 seconds ends the effect prematurely. Fires both blasters if dual wielding.
Pulse Detonator Instant 0 30 sec - 16 Detonates an emergency charge that knocks all nearby targets back several meters and immobilizes them for 5 seconds. Damage dealt after 2 seconds ends the effect prematurely. Only usable in cover.
Quickdraw Instant 15 12 sec 30m 18 Fires off a round of lightning-quick shots that deals () weapon damage. Only usable on targets at or below 30% max health. Fires both blasters if dual wielding.
Scrambling Field Instant 0 180 sec - 42 Deploys an acquired scrambling field that disrupts the energy signatures of conventional weapons. The field spans 10 meters around you, reducing the damage taken by all allies that remain inside by 20%. Lasts 15 seconds. Can only be used from cover, and exiting cover ends the effect.
Smuggler's Luck Instant 0 1 min - 10 Increases the critical hit chance of your next Charged Burst by 100%.
Speed Shot Instant 20 15 sec 30m 36 Unloads both blasters at a high rate of fire, dealing [X] weapon damage over the duration. Requires dual blasters. Must be in cover to use.
Sweeping Gunfire Instant 35 0 30m 22 Sprays a wave of bolts over the target area, dealing [X] weapon damage over the duration to up to 3 targets within 5 meters. Requires dual blasters.
Shock Charge
(Saboteur talent)
Instant 20 18 sec 30m 20* Hurls an electric shock device that latches on to the target, dealing [X] energy damage over 18 seconds.
Sabotage (Saboteur talent) Instant 0 1 min 30m 30* Detonates an active Shock Charge on the target, immediately dealing [X] kinetic damage to the affected target. Also immediately finishes the cooldown on Cool Head and Defense Screen.
Incendiary Grenade
(Saboteur talent)
Instant 20 18 sec 30m 40* Throws an incendiary device that sets the target area on fire, dealing [X] elemental damage over 18 seconds to up to 3 targets within 5 meters.
Diversion
(Sharpshooter talent)
Instant 0 1 min 35m 20* Throws a smoking canister at the target, reducing its accuracy by 45% for 9 seconds and exposing the target from cover for 6 seconds.
Trickshot (Sharpshooter talent) Instant 10 9 sec 30m 30* Fires a wild follow-up shot at the target that deals [X] weapon damage. Only usable within the 4.5 seconds immediately following a Charged Burst or Aimed Shot. Fires both blasters if dual wielding.
Rapid Fire (Sharpshooter talent) Instant 0 90 sec - 40* Immediately finishes the cooldown on Speed Shot and makes the next Speed Shot trigger no cooldown.

Scoundrel Abilities

Icon Ability Type Cost Cooldown Range Level Description
Weapon Proficiencies Passive - - - 10 The Scoundrel gains the ability to equip scatterguns, shotguns and flechette launchers.
Back Blast Instant 10 9 sec 4m 10 Fires the scattergun point-blank into the target's backside, dealing [X] kinetic damage. Must be behind the target to use.
Blaster Volley Instant 20 0 - 16 Exploits Upper Hand to fire a blaster burst that hits up to 5 targets in a 10-meter cone in front of you for [X] weapon damage. Requires and consumes Upper Hand.
Blasters Blazing Passive - - - 10 Increases the damage dealt by Quick Shot by 15%.
Defibrillator Passive - - - 10 Reduces the cooldown of Revive by 100%.
Diagnostic Scan Instant 0 0 30m 12 Heals a friendly target for [X] over 3 seconds.
Disappearing Act Instant 0 3 min - 22 Overloads your stealth generator, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable, but all healing done and received is decreased by 100%.
Heartrigger Patch Activation: 1.5 sec 0 5 min 30m 50 Shocks and revives an incapacitated ally. This ability is usable while in combat. When used, all party members can neither use nor be the target of an in-combat revival for the next 5 minutes.
Kolto Pack Activation: 1.5 sec 20 0 30m 14 Exploits Upper Hand, healing a friendly target for [X]. Requires and consumes Upper Hand.
Lucky Dodge Passive - - - 24 Dodge also removes all hostile removable effects when used.
Pugnacity Instant 0 35 sec - 12 Exploits Upper Hand to recover 3 energy every 3 seconds for 45 seconds. Requires and consumes Upper Hand. Does not break Stealth.
Shoot First Instant 17 0 4m 36 Slips out of stealth to blast the target point-blank with the scattergun, dealing [X] kinetic damage. Must be in stealth and behind a target to use.
Smuggle Instant 0 3 min   42 Cloaks you and party members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat or while already in stealth.
Sneak Instant 0 1 min - 22 Increases your stealth level by 15 for 8 seconds. Only usable in stealth mode.
Stealth Instant 0 0 - 10 Activates your stealth generator, making you and your companion difficult to detect. Movement speed is reduced to 85% of normal while in stealth. Most hostile actions and taking cover will break Stealth. Your companion will not react to enemy attacks while in stealth.
Tendon Blast Instant 10 12 sec 10m 26 Blasts the target's legs with your scattergun, dealing [X] kinetic damage and slowing the target's movement speed by 50% for 12 seconds.
Tranquilizer Instant 20 0 10m 20 Puts the target to sleep for 60 seconds. Damage will break the effect prematurely. Only usable from stealth and only usable on targets not in combat. Only one target can be incapacitated at a time. Does not affect droids.
Triage Instant 10 4.5 sec 30m 24 Purges a friendly target of up to 2 negative tech or physical effects.
Underworld Medicine Activation: 2.5 sec 25 0 30m 10 Heals a friendly target for [X].
Upper Hand Passive - - - 10 Defeating an opponent or activating Blaster Whip or Shoot First grants the Upper Hand, increasing all damage dealt by 2% and enabling the use of exploits for 10 seconds. Up to 2 charges of Upper Hand can exist at once.
Sucker Punch (Scrapper talent) Instant 15 0 4m 20* Exploits Upper Hand to sucker punch the target for [X] kinetic damage. Requires and consumes Upper Hand.
Flying Fists (Scrapper talent) Passive - - - 30* Sucker Punch has a % chance to trigger Flying Fists, dealing [X] additional kinetic damage. This effect cannot occur more than once every 10 seconds. Standard and weak targets are additionally stunned by Flying Fists.
Flechette Round (Scrapper talent) Instant 15 1.5 sec - 40* Loads a flechette round, causing your next Shoot First or Back Blast to deal an additional [X] internal damage over 6 seconds and increase armor penetration by 50% for 15 seconds. This ability does not respect the global cooldown and does not break stealth.
Slow-release Medpac (Sawbones talent) Instant 15 0 30m 20* Injects the target with slow-release medicine that heals for [X] over 18 seconds. Stacks up to 2 times.
Emergency Medpac (Sawbones talent) Instant 0 0 30m 30* Exploits Upper Hand to instantly heal the target for [X]. Requires and consumes Upper Hand.
Kolto Cloud (Sawbones talent) Instant 30 12 sec 30m 40* Heals up to 4 allies within 10 meters for [x] over 15 seconds.