Trooper Abilities List
The Trooper's abilities are listed below in three sections; the first set of abilities is available to all Troopers. At level 10, the Trooper must choose an Advanced Class, the Vanguard or Commando. The Vanguard can spec to tank or DPS, and the Command can spec to DPS or heal. Talents for both AC's can be seen here.
The primary attribute for the Trooper is Aim. Aim increases the damage and critical chances of the Trooper's Ranged and Tech powers. This remains so for both the Commando and the Vanguard Advanced Classes, while the Commando's Aim additionally increases the effectiveness of healing powers.
Resource: Energy Cells
Recently called "Ammunition," the trooper's resource now seems to be called "Energy Cells." I suspect it recharges during combat like a WoW Rogue's Energy, but I'm not certain.
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.
Trooper Shared Abilities
Icon | Ability | Type | Cost | Cooldown | Range | Level | Description |
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Armor Proficiencies | Passive | - | - | - | 1 | The Trooper may equip light, medium, or heavy combat armor. |
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Weapon Proficiencies | Passive | - | - | - | 1 | The Trooper is able to equip blaster rifles, carbines, and repeaters. |
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Adrenaline Rush | Instant | 0 | 3 min | - | 32 | Restores 15% of maximum health over 10 seconds. |
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Blitz | Instant | 0 | 45 sec | 4m | 34 | Bashes the target, dealing [X] kinetic damage to weak and standard targets or [Y] kinetic damage to strong targets. Only usable on incapacitated targets. |
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Cryo Grenade | Instant | 1 | 1 min | 30m | 12 | Hurls a cryo grenade that freezes the target, stunning it for 4 seconds. |
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Explosive Round | Instant | 3 | 0 | 30m | 1 | Fires a heavy round that deals [X] kinetic damage to the primary target and [Y] kinetic damage to up to 3 targets within 5 meters. If the primary target is a weak or standard enemy, it is knocked to the ground. |
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Full Auto | Instant | 2 | 15 sec | 30m | 3 | Fires a continuous stream of bolts that deals [X] weapon damage every second. Weak and standard enemies caught in the blaster fire are stunned for the duration. |
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Fortification | Instant | 0 | 6 sec | - | 1 | Increases the target's Endurance by 5% for 60 minutes. If the target is a party member, all other party members are also affected. |
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Hammer Shot | Instant | 0 | 0 | 30m | 1 | Fires a series of hammering shots that deals [X] weapon damage to the target. |
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High Impact Bolt | Instant | 2 | 15 sec | 30m | 6 | Fires a very powerful round at the target, dealing [X] weapon damage. Only usable against incapacitated targets and targets suffering from periodic damage. |
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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. |
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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. |
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Mortar Volley | Instant | 3 | 1 min | 30m | 10 | Launches a volley of mortar shells at the target area, dealing [X] kinetic damage to up to 5 targets within 8 meters over the duration. Standard and weak targets are knocked down by the blasts. |
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No Retreat | Instant | 0 | 20 min | - | 15 | Finishes the cooldown on Cryo Grenade and restores 2% of maximum health to you and your companion every 3 seconds. Requires an active companion. Usable while in combat. Lasts 1 minute. |
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Plasma Cell | Activation: 1.5 sec | 0 | 0 | - | 4 | Loads your rifle with a plasma powercell, giving all of your rifle attacks a 10% chance to deal [X] additional elemental damage over 6 seconds. Only one cell can be active at a time. |
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Pulse Cannon | Instant | 3 | 18 sec | - | 8 | Sprays waves of ionizing energy at targets in a 10-meter cone, dealing [X] elemental damage over the duration. |
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Quick Travel | Activation: 10 sec |
0 | 30 min | - | 1 | Allows the player to travel to any previously unlocked bindpoint on the current planet. |
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Reactive Shield | Instant | 0 | 2 min | - | 14 | Reduces all damage taken by [?]% for 12 seconds. |
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Recharge and Reload | Channeled | 0 | 0 | - | 1 | Fully recharges your energy cells 2 at a time. Heals you and your companion. [Must be out of combat.] |
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Recharge Cells | Instant | 0 | 2 min | - | 1 | Recharges 6 cells over 3 seconds. |
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Reserve Powercell | Instant | 0 | 2 min | - | 42 | Your next ability's energy cell cost is reduced by 100%. Effect lasts 15 seconds. |
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Revive | Activation: 6 sec | 0 | 15 min | 10m | 1 | Revive an incapacitated friendly player or companion. [Must be out of combat.] |
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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.] |
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Sprint | Instant | 0 | 1.5 sec | - | 14 | Increases your movement speed and that of your companion by 35%. Cannot be used in combat. |
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Stealth Scan | Instant | 0 | 20 sec | 30m | 36 | Fires off probes that scan the area for stealthed opponents. The probes last for 10 seconds. |
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Sticky Grenade | Instant | 2 | 15 sec | 30m | 5 | 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 [X] kinetic damage when it detonates. Standard and weak targets are knocked back from the blast. |
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Stockstrike | Instant | 2 | 9 sec | 4m | 2 | Strikes the target with the butt of the rifle, dealing [X] kinetic damage. |
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Summon Companion | Activation: 1.5 sec | 0 | 0 | - | 1 | [Summons companion.] |
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Tenacity | Instant | 0 | 2 min | - | 9 | Removes all incapacitating and movement-impairing effects. |
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Transport Beacon | Instant | 0 | 0 | - | - | Deploys a transport beacon that nearby allies can use to Guide in distant group members. |
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Assault Plastique (Assault Specialist talent) | Instant | 2 | 15 sec | 30m | 20* | Throws a moldable plastic explosive that sticks to the target and detonates after several seconds. Standard and weak enemies enter a state of panic while the explosive is active. The explosion deals [X] kinetic damage when it detonates. Standard and weak targets are knocked back from the blast. Shares a 15-second cooldown with Sticky Grenade. |
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Incendiary Round (Assault Specialist talent) | Instant | 3 | 0 | 30m | 40* | Launches an incendiary projectile, setting the target ablaze for [X] elemental damage and an additional [Y] elemental damage over 18 seconds. |
Vanguard Abilities
Icon | Ability | Type | Cost | Cooldown | Range | Level | Description |
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Armor Proficiencies | Passive | - | - | - | 10 | The Vanguard gains the ability to equip a personal shield generator in the off-hand. |
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Battle Focus | Instant | 0 | 2 min | - | 50 | Increases ranged and tech critical hit chance by 25% for 15 seconds. |
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Explosive Surge | Instant | 3 | 0 | - | 24 | Emits an explosive surge, dealing [X] elemental damage to up to 5 enemies within 5 meters. |
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Guard | Instant | 0 | 0 | 30m | 14 | Guards the target while it remains within 15 meters. While active, the target takes 5% less damage and generates 25% less threat. In addition, 50% of all incoming damage from enemy players is transferred back to you. Requires Ion Cell. |
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Harpoon | Instant | 0 | 45 sec | 30m | 22 | Fires a harpoon line that pulls the target to your location and generates a high amount of threat. Cannot be used against targets in cover. |
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High Energy Cell | Activation: 1.5 sec | 0 | 0 | - | 20 | Loads your rifle with a high-energy powercell. While active, all internal and elemental damage dealt is increased by 5%. Only one cell can be active at a time. |
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Ion Cell | Activation: 1.5 sec | 0 | 0 | - | 14 | Loads your rifle with an ion powercell, giving ranged attacks a 15% chance to deal [X] additional energy damage. Increases armor by 60%, decreases all damage taken by 5% and increases shield chance by 15%. While Ion Cell is active, threat generated is increased by 50%. Only one cell can be active at a time. Ion Jolts can occur once every 1.5 seconds. |
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Ion Pulse | Instant | 2 | 0 | 10m | 10 | Fires an ion pulse at the target, dealing [X] elemental damage. |
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Neural Jolt | Instant | 0 | 15 sec | 30m | 16 | Shocks the target at long range, taunting it to attack. Player targets deal 30% less damage when attacking anyone other than you. Effect lasts 6 seconds. |
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Neural Surge | Instant | 1 | 45 sec | - | 46 | Stuns up to 5 enemies within 8 meters for 2.5 seconds. |
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Riot Strike | Instant | 8 sec | 18 | Interrupts the target's current action and prevents that ability from being used for the next 4 seconds. | ||
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Sonic Round | Instant | 0 | 45 sec | 30m | 30 | Fires a sonic round that taunts your target and all nearby targets to attack for 6 seconds. Enemy players have their damage reduced for 6 seconds unless they attack you. |
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Storm (Shield Specialist talent) | Instant | 0 | 15 sec | 30m | 20* | Storms up to a distant target, dealing [X] kinetic damage, interrupting the target's current action and immobilizing the target for 3 seconds. Cannot be used against targets in cover. |
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Energy Blast (Shield Specialist talent) | Instant | 0 | 15 sec | 10m | 30* | Fires a shot that deals [X] elemental damage and generates 1 energy cell. |
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Smoke Grenade (Shield Specialist talent) | Instant | 1 min | 40* | Throws a smoke grenade at your feet that releases a large cloud of smoke, causing nearby enemies to have their accuracy with ranged and melee attacks lowered by 20% for 18 seconds. | ||
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Gut (Tactics talent) | Instant | 2 | 0 | 4m | 20* | Guts the target with a knuckle-plate vibroblade, dealing [X] kinetic damage and causing the target to bleed for [Y] internal damage over 15 seconds. |
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Hold the Line (Tactics talent) | Instant | 0 | 30 sec | - | 30* | Grants 8 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 30%. |
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Fire Pulse (Tactics talent) |
Instant | 1 | 15 sec | 10m | 40* | Emits a fiery pulse wave, dealing [X] elemental damage to the target. |
Commando Abilities
Icon | Ability | Type | Cost | Cooldown | Range | Level | Description |
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Armor Proficiencies | Passive | - | - | - | 10 | The Commando gains the ability to equip a power generator in the off-hand. |
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Weapon Proficiencies | Passive | - | - | - | 10 | The Commando gains the ability to equip assault cannons and other heavy ranged weapons. |
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Advanced Medical Probe | Activation: 1.5 sec | 2 | 12 sec | 30m | 16 | Summons a probe that heals for [X]. |
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Armor-piercing Cell | Activation: 1.5 sec | 0 | 0 | - | 10 | Loads your rifle with an armor-piercing powercell. While active, armor penetration is increased by 35%. Only one cell can be active at a time. |
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Charged Bolts | Activation: 1.5 sec | 3 | 0 | 30m | 12 | Spins up the assault cannon and fires off a quick burst of powerful, charged rounds at the target for [X] weapon damage. Requires Assault Cannon. |
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Combat Support Cell | Activation: 1.5 sec | 0 | 0 | - | 10 | While active, Hammer Shot charges your powercell with each use. Charges increase all damage and healing dealt, up to a maximum of 3% at 30 charges. In addition, targeting an ally with Hammer Shot will heal the target for 100% of your tech bonus healing. Only one cell can be active at a time. |
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Concussion Charge | Instant | 2 | 30 sec | - | 14 | Deals [X] elemental damage and pushes up to 5 nearby enemies back away from the Trooper. Targets have their movement speed reduced for 4 seconds after being knocked back. |
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Concussive Round | Activation: 2 sec | 1 | 1 min | 30m | 22 | Fires a round at the target that knocks it out for up to 60 seconds. Non-player targets regenerate health rapidly while knocked out. Damage causes this effect to end prematurely. |
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Diversion | Instant | 0 | 45 sec | - | 30 | Reduces the threat towards all current enemies. |
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Field Aid | Instant | 2 | 4.5 sec | 30m | 24 | Cleanses a friendly target of up to [2] negative tech or physical effects. |
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Frontline Physician | Passive | - | - | - | 10 | Reduces the cooldown of Revive by 100%. |
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Hail of Bolts | Instant | 4 | 0 | 30m | 12 | Launches waves of blaster fire at up to 5 targets within 5 meters of the target area, dealing [X] weapon damage over the duration. Standard and weak targets are sometimes knocked back by the hail of bolts. Requires Assault Cannon. |
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Medical Probe | Activation: 2.5 sec | 3 | 0 | 30m | 10 | Summons a probe that heals for [X]. |
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Plasma Grenade | Activation: 1.5 sec | 4 | 30 sec | 30m | 18 | Lobs a plasma grenade that detonates on contact, dealing [X] kinetic damage to up to 3 targets within 5 meters and igniting the targets in fiery plasma, dealing [Y] additional elemental damage over 6 seconds. Standard and weak targets enter a state of panic from the flames. |
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Tech Override | Instant | 0 | 2 min | - | 50 | Your next ability with an activation time will activate instantly. This effect lasts for up to 15 seconds. |
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Kolto Bomb (Combat Medic talent) | Instant | 2 | 6 sec | 30m | 20* | Lobs a kolto bomb at the target area, exploding on impact. Heals up to 3 allies within 8 meters of the targeted area for [X]. |
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Trauma Probe (talent) | Instant | 0 | 0 | 30m | 30* | Deploys a trauma probe with 10 charges that lasts 5 minutes. When the target is damaged, Trauma Probe loses 1 charge and heals the target for [X]. This effect cannot occur more than once every 3 seconds. Only one trauma probe can be deployed at a time. |
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Bacta Infusion (Combat Medic talent) | Instant | 0 | 21 sec | 30m | 40* | Instantly heals a friendly target for [X]. |
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Grav Round (Gunnery talent) | Activation: 1.5 sec | 3 | 0 | 30m | 30* | Fires a round that creates a gravity vortex on the target, dealing [X] kinetic damage, crushing the target's armor and reducing the armor rating by 4% for 15 seconds. Stacks up to 5 times. Gravity vortices leave the target vulnerable to High Impact Bolt. |
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Demolition Round (Gunnery talent) | Instant | 2 | 15 sec | 30m | 20* | Fires a demolition round that explodes on contact, dealing [X] kinetic damage. This damage is increased by 5% per gravity vortex on the target. |
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Supercharge Cells | Instant | 0 | 1.5 sec | - | ? | Converts 30 charges of Combat Support Cell to supercharge your blaster, restoring 2 energy cells and increasing all damage and healing dealt by 10% for 10 seconds. While active, the following abilities gain Supercharge effects: Charged Bolts: Cost reduced by 2. Full Auto: Cost reduced by 1. Advanced Medical Probe: Cooldown reduced by 100%. Kolto Bomb: Places a shield on all targets, reducing damage taken by 10% for 15 seconds. |