Commando
Trained in advanced assault tactics and weaponry, Commandos charge into battle with massive assault cannons, overwhelming their enemies with brute firepower.
Combat Medic
Just behind the front line, the Combat Medic Commando uses medical know-how and an array of tools to keep their allies in pristine fighting shape. Damage monitoring equipment and advanced kolto delivery systems allow the Combat Medic to maintain the offense's forward momentum.
abl.trooper.skill.combat_medic.preventative_medicine
Preventative Medicine
Bacta Infusion applies Preventative Medicine to the target, healing for an additional <<1>> over 9 seconds. Additionally, Successive Treatment grants the Protected effect to targets it heals, increasing their armor by 10% for 45 seconds.
64
64-70
abl.trooper.skill.combat_medic.successive_treatment
Successive Treatment
Heals a friendly target for <<1>> over the duration, and heals one new friendly target within 20 meters for <<2>> with each tick, healing up to four total targets with the final tick. 28 energy cells are used over the channel duration.
58-70
abl.trooper.skill.combat_medic.emergency_response
Emergency Response
Eliminates the energy cell use by Bacta Infusion. In addition, activating Bacta Infusion grants Emergency Response, which makes your next Advanced Medical Probe activate instantly. Lasts 15 seconds.
28
28-70
abl.trooper.skill.combat_medic.field_triage
Field Triage
Activating Medical Probe grants a charge of field Triage, which reduces the cost of your next Advanced Medical Probe by 5 energy cells. This effect can stack up to 3 charges.
44
44-70
abl.trooper.skill.combat_medic.psych_aid
Psych Aid
Field Aid now removes negative mental effects and heals the target for <<1>>.
48
48-70
abl.trooper.skill.combat_medic.med_boosters
Med Boosters
Reduces the energy cells depleted of Kolto Bomb by 5, and increases the critical heal chance of Trauma Probe by 5%. Additionally, Med Shot regenerates 1 energy cell when it normally heals and 2 energy cells when it critically heals.
52
52-70
abl.trooper.skill.combat_medic.trauma_probe
Trauma Probe
Deploys a Trauma Probe with 6 charges that lasts up to 3 minutes. When the target is damaged, Trauma Probe loses 1 charge and heals the target for <<1>>. This effect cannot occur more than once every 3 seconds. A target may not have more than one Trauma Probe active.
42-70
abl.trooper.skill.combat_medic.combat_support_cell
xr6SDjD
Combat Support Cell
Loads your cannon with a combat support cell. While active, all healing and damage done is increased by 3%. Only one cell can be active at a time.
https://torcommunity.com/database/ability/xr6SDjD/combat+support+cell
true
false
emittermatrix2
-1
false
true
false
true
Self
false
12
12-70
false
0
0
abl.trooper.skill.combat_medic.kolto_residue
Kolto Residue
Kolto Bomb leaves a residue on up to 8 enemies in its area of impact, reducing movement speed by 50% for 3 seconds. In addition, Advanced Medical Probe grants Invigorated to its target, increasing healing received by 3% for 45 seconds.
32
32-70
abl.trooper.skill.combat_medic.kolto_pods
Kolto Pods
Kolto Bomb leaves a pool of kolto that heals allies for <<1>> over 3 seconds.
40
40-70
abl.trooper.skill.combat_medic.kolto_bomb
Kolto Bomb
Lobs a kolto bomb at the target area, exploding on impact. Heals up to 8 allies within 8 meters of the targeted area for <<1>>.
26-70
abl.trooper.skill.combat_medic.advanced_medical_probe
Advanced Medical Probe
Summons a probe that heals for <<1>>.
10-70
tal.trooper.skill.combat_medic.treated_wound_dressings
Treated Wound Dressings
Reduces all damage taken by 5%.
tal.trooper.skill.combat_medic.potent_medicine
Potent Medicine
Medical Probe generates an extra stack of Supercharge when activated and increases the critical healing bonus of all heals by 15%.
tal.trooper.skill.combat_medic.field_medicine
Field Medicine
Increases the healing done by Bacta Infusion and Medical Probe by 10%. In addition, Successive Treatment channels 20% faster.
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.
abl.trooper.skill.gunnery.boltstorm
Boltstorm
Fires a continuous stream of bolts that deals <<1>> 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.
58-70
abl.trooper.skill.gunnery.decoy
Decoy
Diversion grants 5 charges of Decoy. Each charge of Decoy intercepts and absorbs an incoming Force or tech attack. Each time you absorb a Force or tech attack in this manner, Decoy loses 1 charge. Lasts up to 10 seconds.
52-70
abl.trooper.skill.gunnery.charged_barrel
Charged Barrel
Grav Round grants 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%. Stacks up to 5 times.
16
16-70
abl.trooper.skill.gunnery.vortex_bolt
Vortex Bolt
Fires a bolt that deals <<1>> weapon damage, and if it successfully hits the target, allows your next Grav Round to activate instantly.
42-70
abl.trooper.skill.gunnery.blowback
Blowback
Being interrupted grants Blowback, which makes your next Boltstorm immune to interruption. This effect cannot occur more than once every 8 seconds.
64
64-70
abl.trooper.skill.gunnery.cell_charger
mj4ByWC
Cell Charger
You passively regenerate 2 energy cells every 1.5 seconds.
https://torcommunity.com/database/ability/mj4ByWC/cell+charger
true
true
powercell1
-1
false
true
false
true
Self
false
24
24-70
false
0
0
abl.trooper.skill.gunnery.grav_round
Grav Round
Fires a round that creates a gravity vortex on the target, dealing <<1>> 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.
10-70
abl.trooper.skill.gunnery.armor_piercing_cell
NxVYf56
Armor-piercing Cell
Loads your rifle with an armor-piercing powercell. While active, armor penetration is increased by 35% and alacrity is increased by 3%. Only one cell can be active at a time.
https://torcommunity.com/database/ability/NxVYf56/armor-piercing+cell
true
false
piercingshot
-1
false
true
false
true
Self
false
12
12-70
false
0
0
abl.trooper.skill.gunnery.curtain_of_fire
Curtain of Fire
Grav Round and Hail of Bolts finish the cooldown on Full Auto and Boltstorm and increases the damage dealt by the next Full Auto or Boltstorm by 10%. This effect cannot occur more than once every 8 seconds.
60
60-70
abl.trooper.skill.gunnery.demolition_round
Demolition Round
Fires a demolition round that explodes on contact, dealing <<1>> kinetic damage. This damage is increased by 25% if the target is affected by your gravity vortex.
26-70
tal.trooper.skill.gunnery.burst_mode
Burst Mode
Armor penetration granted by Supercharged Cell is increased by 5%, and Supercharged Celerity stacks build twice as fast and can build 3 additional stacks.
tal.trooper.skill.gunnery.cell_charger
Cell Charger
1
While Armor Piercing Cell is active, you regenerate 2 energy cells every 1.5 seconds.
powercell1
{ }
{ }
0
0
Assault Specialist
Using the chaos of the battlefield to their advantage is the Assault Specialist Commando's forte. Loaded to the brim with incendiary ordnance and perforating bolts, the Assault Specialist's volleys and explosions add to the pandemonium--causing massive damage to their enemies all the while.
abl.trooper.skill.assault_specialist.mag_bolt
Mag Bolt
Fires a very powerful shot at the target that deals <<1>> weapon damage.
Replaces High Impact Bolt.
58-70
abl.trooper.skill.assault_specialist.scorching_bolts
Scorching Bolts
High Impact Bolt and Mag Bolt ignores 30% of the target's armor, and dealing damage with either ability will always trigger your Plasma Cell. In addition, if High Impact Bolt or Mag Bolt is used against a burning target, you regenerate 5 energy cells.
20-70
abl.trooper.skill.tactics.assault_plastique
Assault Plastique
Throws a moldable plastic explosive that sticks to the target and detonates after several seconds, exploding for <<1>> kinetic damage. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates.
26-70
abl.trooper.skill.assault_specialist.degauss
Degauss
Activating Diversion increases your defense chance by 35% for 6 seconds.
52-70
abl.trooper.skill.assault_specialist.hyper_assault_rounds
Hyper Assault Rounds
Dealing periodic damage to a target with less than 30% max health grants Hyper Assault Rounds, which reduces the cost of your next Explosive Round by 10 and increases the damage it deals by 75%. This effect cannot occur more than once every 15 seconds.
40-70
abl.trooper.skill.assault_specialist.blazing_celerity
Blazing Celerity
Damage dealt by Mag Bolt makes your next Charged Bolts, Serrated Bolt, or Medical Probe activate instantly. This effect cannot occur more than once every 15 seconds.
60-70
abl.trooper.skill.assault_specialist.pre_emptive_strike
sEzlGiN
Pre-Emptive Strike
Mag Bolt and Charged Bolts cause targets with a primed Assault Plastique to combust early, dealing an additional <<1>> damage as burn over 6 seconds.
https://torcommunity.com/database/ability/sEzlGiN/pre-emptive+strike
true
true
3
1
2
0
0
0
0
0
0.005
0.005
0
0.05
0
6
6
ablDescriptionTokenTypeDamage
1
-1
6
1
ablDescriptionTokenTypeDuration
1
-1
republic
-1
false
true
false
true
Self
false
68
68-70
false
0
0
abl.trooper.skill.assault_specialist.ionic_accelerator
Ionic Accelerator
Charged Bolts, Full Auto, and Hail of Bolts finish the cooldown on High Impact Bolt and Mag Bolt and make the next High Impact Bolt or Mag Bolt cost no energy cells. This effect cannot occur more than once every 7.5 seconds.
28-70
abl.trooper.skill.plasmatech.incendiary_round
Incendiary Round
Launches an incendiary projectile, setting the target ablaze for <<1>> elemental damage and an additional <<2>> elemental damage over 15 seconds.
10-70
abl.trooper.skill.assault_specialist.serrated_bolt
Serrated Bolt
Fires special serrated bolts at the target that deal <<1>> weapon damage and cause the target to bleed for <<2>> internal damage over 15 seconds.
42-70
abl.trooper.skill.assault_specialist.boosted_bolts
Boosted Bolts
Dealing periodic damage grants Boosted Bolts, increasing the damage dealt by your next Charged Bolts or Hail of Bolts by 1%. This effect can stack up to 10 times and lasts up to 15 seconds.
64-70
abl.trooper.propulsion_round
Propulsion Round
Fire a specially compressed round, propelling you backward 20 meters and granting you immunity to controlling effects while propelled. Cannot be used while immobilized or hindered. Requires Assault Cannon.
61-70
abl.trooper.disabling_shot
Disabling Shot
Interrupts the target's current action and prevents that ability from being used for 4 seconds.
18-70
abl.player.proficiency.weapon.assault_cannon
Weapon Proficiency: Assault Cannon
Able to equip assault cannons and other heavy ranged weapons.
1
1-1
abl.trooper.diversion
Diversion
Reduces the threat towards all current enemies.
30-70
abl.trooper.echoing_deterrence
uIEIOXC
Echoing Deterrence
Engages 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.
https://torcommunity.com/database/ability/uIEIOXC/echoing+deterrence
false
false
6
1
ablDescriptionTokenTypeDuration
1
-1
republic
120
-1
false
true
true
true
16140927574687753185
Self
false
66
66-70
false
0
0
abl.trooper.charged_bolts
Charged Bolts
Spins up the assault cannon and fires off a quick burst of powerful, charged rounds at the target for <<1>> weapon damage. Requires Assault Cannon.
true
1
1-70
abl.trooper.mortar_volley
HFzampL
Mortar Volley
Launches a volley of mortar shells at the target area, dealing <<1>> kinetic damage 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.
https://torcommunity.com/database/ability/HFzampL/mortar+volley
false
false
1
1
2
0
0
0
0
0
0.07333333
0.03333333
0
0.5333333
0
6
6
ablDescriptionTokenTypeDamage
2
-1
deathfromabove
30
3
45
-1
false
true
false
true
16140967539966082884
360
Ground
false
8
8-70
false
0
0
abl.player.proficiency.armor.generator
Armor Proficiency: Power Generator
Able to equip a power generator in your off-hand.
1
1-1
abl.trooper.medical_probe
Medical Probe
Summons a probe that heals for <<1>>.
10-70
abl.trooper.supercharged_cell
Supercharged Cell
Requires and converts 10 stacks of Supercharge to recharge 10 energy cells and empower your passive cell:
Combat Support Cell: Increases healing done by 5% for 8 seconds. While active, Advanced Medical Probe has no cooldown and cost 5 fewer energy cells.
Plasma Cell: Increases periodic damage dealt by 10% for 8 seconds and causes the next successful ranged attack on a target affected by your Incendiary Round's burn to apply Supercharged Burn to the target, which deals <<3>> elemental damage over 4 seconds.
Armor-piercing Cell: Increases armor penetration by 10% for 8 seconds. While active, damage dealt by Grav Round, Demolition Round, Boltstorm, and Vortex Bolt grants Supercharged Velocity, which increases alacrity by 1%. This effect cannot occur more than once per second and can stack up to 3 times.
28-70
abl.trooper.concussion_charge
Concussion Charge
Deals <<1>> 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.
13
13-70
abl.trooper.full_auto
Full Auto
Fires a continuous stream of bolts that deals <<1>> weapon damage and depletes 24 energy cells over the duration. Weak and standard enemies caught in the blaster fire are stunned for the duration.
15-70
abl.trooper.plasma_grenade
Plasma Grenade
Lobs a plasma grenade that detonates on contact, dealing <<1>> kinetic damage to up to 8 targets within 8 meters and igniting the targets in fiery plasma, dealing <<2>> additional elemental damage over 6 seconds. Standard and weak targets enter a state of panic from the flames.
14-70
abl.trooper.explosive_round
NCDzWIT
Explosive Round
Fires a heavy round that deals <<1>> kinetic damage to the primary target and <<2>> kinetic damage to up to 7 standard or weak targets within 5 meters of the primary target. If the primary target is a weak or standard enemy, it is knocked to the ground.
https://torcommunity.com/database/ability/NCDzWIT/explosive+round
false
false
1
1
2
0
0
0
0
0
0.151
0.111
0
1.31
0
1
1
ablDescriptionTokenTypeDamage
1
-1
1
1
2
0
0
0
0
0
0.0855
0.0455
0
0.655
0
1
1
ablDescriptionTokenTypeDamage
2
-1
rifleGrenade
30
20
-1
false
true
false
true
270
Attackable
false
2
2-70
false
0
0
abl.trooper.tech_override
Tech Override
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.
46-70
abl.trooper.supercharged_celerity
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.
56-70
abl.trooper.supercharge
Supercharge
Activating Hammer Shot, Med Shot, Charged Bolts, Grav Round, or Medical Probe generates a stack of Supercharge. Each stack increases all damage and healing done by 0.1%. Stacks up to 10 times and lasts 60 seconds.
false
28-70
abl.trooper.med_shot
Med Shot
Fires a quick stream of bolts, causing <<1>> healing.
18-70
abl.trooper.emergency_medical_probe
Emergency Medical Probe
Summons a droid that 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.
50-70
abl.trooper.field_aid
Field Aid
Cleanses a friendly target of up to 2 negative tech or physical effects.
24-70
abl.trooper.hail_of_bolts
Hail of Bolts
Launches waves of blaster fire at up to 8 targets within 5 meters of the target area, dealing <<1>> 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.
12-70
abl.trooper.concussive_round
Concussive Round
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.
22-70
abl.trooper.bacta_infusion
Bacta Infusion
Instantly heals a friendly target for <<1>>.
16-70
abl.trooper.target_lock
Target Lock
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.
25-70
abl.trooper.sticky_grenade
DmzlANK
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 <<1>> kinetic damage to up to 8 enemies when it detonates. Standard and weak targets are knocked back from the blast.
https://torcommunity.com/database/ability/DmzlANK/sticky+grenade
false
false
1
1
2
0
0
0
0
0
0.111
0.071
0
0.91
0
1
1
ablDescriptionTokenTypeDamage
4
-1
forcetrinket2
30
15
15
-1
false
true
false
true
16141158300067434295
270
Attackable
false
5
5-70
false
0
0
abl.trooper.electro_net
Electro Net
Fires an electro net that ensnares the target, reducing its movement speed by 50% and dealing <<1>> 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.
51-70
tal.trooper.skill.special_munitions
Special Munitions
Reduces the pushback suffered while activating Charged Bolts, Grav Round, Concussive Round, Plasma Grenade, and Serrated Bolt by 75%, and increases the effect of your cells:
Combat Support Cell: Increases tech critical chance by 3%.
Plasma Cell: Increases ranged critical chance by 5%.
Armor-piercing Cell: Reduces the energy cells depleted by High Impact Bolt by 10.
abl.trooper.combat_support_cell
p1KJ3F4
Combat Support Cell
Loads your cannon with a combat support cell. While active, all healing and damage done is increased by 3%. Only one cell can be active at a time.
https://torcommunity.com/database/ability/p1KJ3F4/combat+support+cell
false
false
emittermatrix2
1.5
-1
false
true
false
true
1537002426130526783
Self
false
20
20-65
false
0
0
abl.trooper.armor_piercing_cell
GgqF8Y3
Armor-piercing Cell
Loads your rifle with an armor-piercing powercell. While active, armor penetration is increased by 35% and alacrity is increased by 3%. Only one cell can be active at a time.
https://torcommunity.com/database/ability/GgqF8Y3/armor-piercing+cell
false
false
piercingshot
1.5
-1
false
true
false
true
1537002426130526783
Self
false
20
20-65
false
0
0
abl.trooper.skill.utility.concussive_force
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.
1-70
abl.trooper.skill.utility.reflexive_shield
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 absorbs a low amount of damage and lasts 6 seconds. This effect cannot occur more than once every 10 seconds.
1-70
13
abl.trooper.skill.utility.reflexive_battery
Reflexive Battery
Increases the damage dealt by Concussion Charge by 30% and heals you and up to 7 other allies within range for <<2>>. In addition, taking damage reduces the active cooldown of Concussion Charge by 1 second. This effect cannot occur more than once every 1.5 seconds.
1-70
15
abl.trooper.skill.utility.electro_shield
Electro Shield
When activated, your Reactive Shield charges with electricity, zapping attackers for <<1>> elemental damage when they deal direct damage to you. This effect cannot occur more than once each second.
1-70
8
abl.trooper.skill.utility.cell_capacitor
Cell Capacitor
Recharge Cells now immediately recharges 15 additional cells and grants 10% alacrity for 6 seconds.
1-70
4
abl.trooper.skill.utility.charged_barrier
Charged Barrier
Charged Bolts, Grav Round, and Medical Probe build a Charged Barrier that reduces damage taken by 1% for 15 seconds. Stacks up to 5 times.
1-70
2
10
abl.trooper.skill.utility.suit_foe
Suit FOE
When you activate Field Aid on yourself, a Foreign Object Excisor reduces all periodic damage taken by 30% for 12 seconds.
1-70
9
abl.trooper.skill.utility.parallactic_combat_stims
Parallactic Combat Stims
You recharge 20 energy cells when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when incapacitated, your next Tech ability deals 10% damage or healing. This effect lasts for 15 seconds.
1-70
3
abl.trooper.skill.utility.sticky_mods
Sticky Mods
Charged Bolts and Grav Round reduce the movement speed of targets they damage by 40% for 9 seconds. In addition, the slowing effect applied by Kolto Residue lasts an additional 3 seconds.
9
1-70
6
abl.trooper.skill.utility.smoke_screen
NIoc913
Smoke Screen
Taking melee or Tech damage within 4 seconds of previously using Propulsion Round, refreshes its cooldown. This effect cannot occur more than once every 40 seconds.
https://torcommunity.com/database/ability/NIoc913/smoke+screen
true
true
merc_comm_uti_smoke_screen
-1
false
true
false
true
Self
false
1
1-70
false
4
21
abl.trooper.skill.utility.supercharged_defense
Supercharged Defense
Activating Supercharged Cell increases your defense chance by 15% and grants immunity to interrupts for 8 seconds. In addition, your Endurance is increased by 3% and all healing received is increased by 3%.
1-70
4
23
tal.trooper.skill.utility.efficient_conversions
Efficient Conversions
Removes the energy cell cost of Concussion Charge, Concussive Round, Field Aid, and Cryo Grenade.
11
tal.trooper.skill.utility.forced_march
Forced March
Allows Full Auto, Boltstorm, and Successive Treatment to be activated while moving.
4
19
tal.trooper.skill.utility.combat_shield
Combat Shield
Reactive Shield now further decreases ability activation pushback by 30%, increases all healing received by 20% and makes you immune to interrupts.
3
17
tal.trooper.skill.utility.overclock
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.
14
tal.trooper.skill.utility.adrenal_surge
Adrenal Surge
1
Adrenaline Rush heals you twice as fast and heals you up to 70% of your maximum health. Additionally, the duration of Adrenaline Rush is increased by 2 seconds.
empire
{ }
{ }
3
16
tal.trooper.skill.utility.tenacious_defense
Tenacious Defense
Reduces the cooldown of Concussion Charge by 5 seconds, Propulsion Round by 3 seconds and Tenacity by 30 seconds.
{ Cooldown Time, -5, AddToCurrent, True, abl.trooper.concussion_charge; Cooldown Time, -30, AddToCurrent, True, abl.trooper.tenacity; Cooldown Time, -3, AddToCurrent, True, abl.trooper.propulsion_round; }
tal.trooper.skill.utility.supercharged_reserves
Supercharged Reserves
Reduces the cooldowns of Field Aid and Disabling Shot by 3 seconds each. In addition, you build up to 10 stacks of Supercharge over the course of using Recharge and Reload. This effect cannot occur more than once every 30 seconds.
2
12
tal.trooper.skill.utility.advance_the_line
Advance the Line
Increases the duration of Hold the Line by 4 seconds.
7
tal.trooper.skill.utility.chain_gunnery
Chain Gunnery
Increases the damage dealt by Hail of Bolts by 25%.
5
tal.trooper.skill.utility.shock_absorbers
Shock Absorbers
Reduces damage taken from area effects by 30%. Additionally, while stunned, you take 30% less damage from all sources.
18
tal.trooper.skill.utility.one_man_army
One Man Army
1
Hindering a target with Electro Nets grants One Man Army, increasing your alacrity by 15% for 9 seconds. Additionally, converting 10 stacks of Supercharge reduces the cooldown of Adrenaline Rush by 5 seconds.
empire
{ }
{ }
4
20
tal.trooper.skill.utility.trauma_stabilizers
Trauma Stabilizers
1
While Reactive Shield is active, you generate a stack of Trauma Stabilizers each time you receive direct damage. Stacks up to 15 times. When Reactive Shield expires, each stack of Trauma Stabilizers instantly heals you for 5% of your maximum health.
empire
{ }
{ }
4
22
tal.trooper.skill.utility.suppressing_hostiles
Suppressing Hostiles
1
Stealth Scan grants Suppressing Hostiles, increasing the damage or healing dealt by your next non-channeled direct damage or healing ability by 20%. For each target revealed from stealth, you generate an additional charge of Suppressing Hostiles. Suppressing Hostiles stacks up to 5 times and lasts for 10 seconds.
empire
{ }
{ }
4
24
abl.trooper.skill.utility.kolto_wave
MY0OPx0
Kolto Wave
Concussion Charge heals you and up to 7 other allies within range for <<2>>.
https://torcommunity.com/database/ability/MY0OPx0/kolto+wave
true
true
50
50
ablDescriptionTokenTypeRank
-1
-1
2
0
0
0
0
0
0.032
0.012
0.44
1
1
ablDescriptionTokenTypeHealing
2
-1
meleetankunlock
-1
false
true
false
true
Self
false
1
1-65
false
3
22
tal.trooper.skill.utility.nightvision_scope
Nightvision Scope
1
Increases stealth detection level by 2, melee and ranged defense by 2%, and reduces the cooldown of Stealth Scan by 5 seconds.
blastershortscope
{ Increased Stealth Detection Level, 2, AddToCurrent, True, ; Melee Defense, 0.02, AddToCurrent, True, ; Ranged Defense, 0.02, AddToCurrent, True, ; }
{ Cooldown Time, -5, AddToCurrent, True, abl.trooper.stealth_scan; }
2
11
tal.trooper.skill.utility.heavy_trooper
Heavy Trooper
1
Increases Endurance by 3% and all healing received by 3%.
trooper
{ Endurance, 0.03, PercentOfCurrent, True, ; Healing Received Modifier (Percentage), 0.03, AddToCurrent, True, ; }
{ }
1
3
tal.trooper.skill.utility.smoke_screen
Smoke Screen
1
Propulsion Round generates a Smoke Screen when used, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushback for the next 4 seconds.
merc_comm_uti_smoke_screen
{ }
{ }
3
24
tal.trooper.skill.utility.med_zone
Med Zone
1
Increases all healing received by 20% while Reactive Shield is active.
medshield
{ }
{ }
2
13
abl.trooper.hold_the_line
Hold the Line
Grants 6 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 30%.
26-70
abl.trooper.recharge_cells
Recharge Cells
Recharges 50 energy cells over 3 seconds.
1-70
abl.trooper.recharge_and_reload
Recharge and Reload
Regenerates health and recharges your energy cells while channeling. Not usable in combat.
1-70
abl.trooper.reactive_shield
Reactive Shield
Increases damage reduction by 25% for 12 seconds.
14-70
abl.trooper.plasma_cell
Plasma Cell
Loads your rifle with a plasma powercell, giving all of your rifle attacks a 25% chance to deal <<1>> additional elemental damage over 6 seconds. This effect cannot occur more than once per second. Only one cell can be active at a time.
true
4-70
1.5
1537002426130526783
abl.trooper.hammer_shot
Hammer Shot
Fires a series of hammering shots that deals <<1>> weapon damage to the target.
1-70
abl.trooper.adrenaline_rush
Adrenaline Rush
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.
32-70
abl.trooper.cryo_grenade
Cryo Grenade
Hurls a cryo grenade that freezes the target, dealing <<2>> energy damage and stunning it for 4 seconds.
12-70
abl.trooper.tenacity
Tenacity
Purges incapacitating and movement-impairing effects.
9-70
abl.trooper.high_impact_round
High Impact Bolt
Fires a very powerful round at the target, dealing <<1>> weapon damage. Only usable against incapacitated targets and targets suffering from periodic damage.
6-70
abl.trooper.fortification
Fortification
Increases the target's Endurance by 5% for 60 minutes. If the target is a group member, all other group members are also affected.
1-70
abl.legacy.heroic_moment.heroic_moment
Heroic Moment
Seize the moment, restoring 2% of your maximum health every 3 seconds. Requires an active companion. Lasts 60 seconds.
15-70
abl.trooper.stealth_scan
Stealth Scan
Fires off probes that scan the area for stealthed opponents. The probes last for 10 seconds.
36-70
abl.trooper.reserve_powercell
Reserve Powercell
Your next ability depletes no energy cells. Effect lasts 15 seconds.
42-70
abl.trooper.pulse_cannon
ClgfkzS
Pulse Cannon
Sprays waves of ionizing energy at targets in a 10-meter cone, dealing <<1>> elemental damage to up to 8 targets and depleting 28 energy cells over the duration.
https://torcommunity.com/database/ability/ClgfkzS/pulse+cannon
false
false
3
1
2
0
0
0
0
0
0.0555
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0
0.555
0
4
4
ablDescriptionTokenTypeDamage
3
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highenergyclip
3
18
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false
true
false
true
16140943931417950770
360
Self
false
3
3-65
false
abl.trooper.mortar_volley
HFzampL
Mortar Volley
Launches a volley of mortar shells at the target area, dealing <<1>> kinetic damage 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.
https://torcommunity.com/database/ability/HFzampL/mortar+volley
false
false
1
1
2
0
0
0
0
0
0.07333333
0.03333333
0
0.5333333
0
6
6
ablDescriptionTokenTypeDamage
2
-1
deathfromabove
30
3
45
-1
false
true
false
true
16140967539966082884
360
Ground
false
8
8-65
false
abl.trooper.explosive_round
NCDzWIT
Explosive Round
Fires a heavy round that deals <<1>> kinetic damage to the primary target and <<2>> kinetic damage to up to 7 standard or weak targets within 5 meters of the primary target. If the primary target is a weak or standard enemy, it is knocked to the ground.
https://torcommunity.com/database/ability/NCDzWIT/explosive+round
false
false
1
1
2
0
0
0
0
0
0.151
0.111
0
1.31
0
1
1
ablDescriptionTokenTypeDamage
1
-1
1
1
2
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1
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ablDescriptionTokenTypeDamage
2
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rifleGrenade
10
20
-1
false
true
false
true
270
Attackable
true
1
1-65
false
abl.trooper.stockstrike
lNOW3g7
Stockstrike
Strikes the target with the butt of the rifle, dealing <<1>> kinetic damage.
https://torcommunity.com/database/ability/lNOW3g7/stockstrike
false
false
1
1
2
0
0
0
0
0
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0.158
0
1.77
0
1
1
ablDescriptionTokenTypeDamage
1
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ablDescriptionTokenTypeDuration
2
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stockStrike
4
15
9
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false
true
false
true
16141123883341215421
270
Attackable
false
2
2-65
false
abl.trooper.sticky_grenade
DmzlANK
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 <<1>> kinetic damage to up to 8 enemies when it detonates. Standard and weak targets are knocked back from the blast.
https://torcommunity.com/database/ability/DmzlANK/sticky+grenade
false
false
1
1
2
0
0
0
0
0
0.111
0.071
0
0.91
0
1
1
ablDescriptionTokenTypeDamage
4
-1
forcetrinket2
30
15
15
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false
true
false
true
16141158300067434295
270
Attackable
false
5
5-65
false