Infiltration Jedi Shadow 5.x DPS Class Guide

Change Discipline:

Gearing & Stats

The tables on this page were generated using optimizer scripts created by Bant aka Goblin_Lackey. The stats were calculated to give the maximum theoretical DPS/HPS/DTPS for each discipline, however you may wish to alter the builds depending on your play style or what content you are facing in SWTOR. Each table assumes you have a full set of the specified gear.

Suggested Best-in-Slot Stats

Name GEMINI MK-5
Tier 4: Legendary
(248)
GEMINI MK-3
Tier 4: Artifact
(246)
Iokath MK-5
Tier 3: Legendary
(242)
Iokath MK-2
Tier 3: Artifact
(240)
Eternal Commander MK-15
Tier 2: Legendary
(236)
Eternal Commander MK-13
Tier 2: Artifact
(234)
Mastery 6884661964936536 (1xC)6327 (2xC)6216 (1xA)
Power 396437763694369435063424
Critical 1813 (4xE, 6xA, 2xC)1761 (4xE, 6xA, 2xC)1760 (5xE, 4xA, 2xC)1742 (6xE, 2xA, 1xC)1679 (2xE, 11xA)1643 (1xE, 12xA, 2xC)
Alacrity 1635 (5xE, 5xA)1580 (5xE, 5xA)1532 (4xE, 7xA)1509 (3xE, 9xA)1435 (7xE)1400 (7xE)
Accuracy 759 (1xE, 3xA, Stim)748 (1xE, 3xA, Stim)743 (1xE, 3xA, Stim)743 (1xE, 3xA, Stim)733 (1xE, 3xA, Stim)736 (2xE, 1xA, Stim)
Absorb 000000
Defense 000000
Shield 000000

"E" = Enhancement or Implant or Earpiece
"A" = Advanced _ Augment 45
"C" = Advanced _ _ Color Crystal (+41 ones)

Discipline Statistics

Name GEMINI MK-5
Tier 4: Legendary
(248)
GEMINI MK-3
Tier 4: Artifact
(246)
Iokath MK-5
Tier 3: Legendary
(242)
Iokath MK-2
Tier 3: Artifact
(240)
Eternal Commander MK-15
Tier 2: Legendary
(236)
Eternal Commander MK-13
Tier 2: Artifact
(234)
DPS 10,157 +/- 5829,768 +/- 5519,532 +/- 5319,459 +/- 5259,085 +/- 4968,799 +/- 473
APM5049.949.749.749.449.3

DPS Rankings

Current
Rank
Previous
Rank
Rank
Change
DPS Standard
Error
vs Average DPS
(9,991)
Imperial Class Republic Class
5 5 - 10,336 +/- 284 +3.46% Annihilation Marauder Watchman Sentinel
8 8 - 10,150 +/- 299 +1.6% Carnage Marauder Combat Sentinel
12 8 4 9,828 +/- 351 -1.63% Fury Marauder Concentration Sentinel
10 10 - 10,027 +/- 372 +0.36% Vengeance Juggernaut Vigilance Guardian
11 15 4 9,857 +/- 488 -1.34% Rage Juggernaut Focus Guardian
7 7 - 10,157 +/- 582 +1.67% Deception Assassin Infiltration Shadow
14 13 1 9,640 +/- 346 -3.51% Hatred Assassin Serenity Shadow
18 18 - 9,327 +/- 304 -6.64% Lightning Sorcerer Telekinetics Sage
16 16 - 9,520 +/- 268 -4.71% Madness Sorcerer Balance Sage
9 9 - 10,054 +/- 516 +0.64% Arsenal Mercenary Gunnery Commando
4 4 - 10,432 +/- 414 +4.42% Innovative Ordnance Mercenary Assault Specialist Commando
13 12 1 9,679 +/- 505 -3.12% Advanced Prototype Powertech Tactics Vanguard
15 14 1 9,556 +/- 383 -4.35% Pyrotech Powertech Plasmatech Vanguard
17 17 - 9,448 +/- 461 -5.43% Marksmanship Sniper Sharpshooter Gunslinger
3 3 - 10,441 +/- 270 +4.51% Engineering Sniper Saboteur Gunslinger
2 2 - 10,467 +/- 161 +4.77% Virulence Sniper Dirty Fighting Gunslinger
6 6 - 10,157 +/- 526 +1.67% Concealment Operative Scrapper Scoundrel
1 1 - 10,754 +/- 322 +7.64% Lethality Operative Ruffian Scoundrel

Note: DPS rankings assume best-in-slot 242-rating gear.


Suggested Best-in-Slot Gear & Items


Set Bonuses

Pieces Set Bonus
2Ball Lightning and Leeching Strike or Psychokinetic Blast and Serenity Strike increase damage dealt by 2% for 15 seconds. Cannot occur more than once every 30 of seconds.
4Reduces the cooldown of Recklessness or Force Potency by 15 seconds.
6After activating Voltaic Slash and Thrash or Clairvoyant Strike and Double Strike your next Assassinate and Maul or Spinning Strike and Shadow Strike will critically hit. This effect can only occur once every minute.

Suggested Utility Skills

PvE

Suggested PvE Utility Build

PvP

Suggested PvP Utility Build

Abilities

Infiltration Discipline Abilities

Name Description Type
Lash the target with an acrobatic strike, dealing <<1>> weapon damage. Only usable from stealth or within 15 seconds of performing a critical strike. Requires a double-bladed lightsaber or electrostaff.Instant
Unleash your Breaching Shadows, dealing <<1>> internal damage. This damage scales up with each stack of Breaching Shadows.Instant
Blasts the target with the psychokinetic power of the Force for <<1>> kinetic damage. Standard and weak targets are additionally stunned for 3 seconds. Replaces Project.Instant
Strikes the target twice, dealing <<1>> weapon damage with each hit. Each use of this ability builds Clairvoyance, which gives Project a 50% chance to automatically trigger your Shadow Technique off of its normal rate limit. Stacks up to 2 times. Requires a double-bladed lightsaber or electrostaff. Replaces Double Strike.Instant
Slashes the target low, dealing <<1>> weapon damage and incapacitating the target for 4 seconds. Damage causes this effect to end prematurely. Requires a double-bladed lightsaber or electrostaff.Instant

Jedi Shadow Advanced Class Abilities

Name Description Type
Critical hits with Force attacks increase your melee critical chance by 5% for 10 seconds.Passive
Forces all enemies within 15 meters to attack you for 6 seconds if Combat Technique is active. If Combat Technique is not active, threat towards all current enemies is immediately reduced. Player targets deal 30% less damage for 6 seconds when attacking anyone other than you.Instant
Locates and breaches the target's shatterpoint, causing an effect based on your current technique. Only usable while a technique is active. Requires a double-bladed lightsaber or electrostaff. Combat Technique: Strikes up to 8 nearby enemies, dealing <<1>> internal damage and generating a high amount of threat. Puts Force Breach on cooldown for 10 seconds. Force Technique: Deals <<2>> energy damage over 18 seconds. Shadow Technique: Releases your Breaching Shadow to deal <<4>> internal damage. This damage scales up with each stack of Breaching Shadow.Instant
Deals <<1>> weapon damage to a single target. Only usable from behind the target. Requires a double-bladed lightsaber or electrostaff.Instant
While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you.Instant
Ready yourself with the Force, immediately restoring 15% of your max health, increasing the damage of all Techniques by 50%, increasing the chance to trigger their effects by 25%, and healing you for <<2>> when their effects are triggered. Lasts 15 seconds. The triggered healing cannot occur more than once per second.Instant
Controls the mind of the target, forcing it to attack you for 6 seconds. Player targets deal 30% less damage for 6 seconds when attacking anyone other than you.Instant
Use the Force to weave through the shadows, appearing at your enemy target and increasing your movement speed by 75% for 3 seconds. Does not break stealth. Cannot be used against targets in cover. Requires a double-bladed lightsaber or electrostaff.Instant
Increases your total Endurance by 3%. In addition, Saber Strike restores 1 Force each time it damages an enemy.Passive
Uses the Force to make you vanish from sight, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable.Instant
Performs a spin kick that deals <<1>> kinetic damage and stuns the target for 2 seconds. Standard and weak enemies are additionally knocked down. Requires a double-bladed lightsaber or electrostaff. Only usable in stealth mode.Instant
Issues a subduing strike, dealing <<1>> weapon damage. Only usable on targets at or below 30% max health.Instant
Utilize a Force technique, giving your melee attacks a 50% chance to deal <<1>> energy damage.Passive
Strikes the target twice. Each hit deals <<1>> weapon damage.Instant
Deals <<1>> weapon damage to up to 8 targets within 5 meters. Requires a double-bladed lightsaber or electrostaff.Instant
Increases your ranged and melee defenses by 50% for 12 seconds. Requires a melee weapon.Instant
Purges all hostile removable effects and increases your chance to resist Force and tech attacks by 200% for 3 seconds. Does not break Stealth.Instant
Confuses the target, leaving it bewildered and unable to act for 60 seconds. Damage will break the effect prematurely. This ability is only usable in stealth mode and cannot be used against a target in combat. Only one target can be incapacitated at any given time. Cannot be used on droids.Instant
Enters stealth mode, increasing your stealth level by 15 and making your movements difficult to detect, but slowing movement speed to 85% of normal. Your companion will not react to enemy attacks while in stealth. Most hostile actions prematurely end the effect. Cannot be used in combat.Instant

Jedi Consular Class Abilities

Name Description Type
Deals <<1>> kinetic damage and stuns the target for 4 seconds.Instant
Interrupts the target's current action and prevents that ability from being used for 4 seconds.Instant
Grants 2 charges of Force Potency, which increases the Force critical chance of your direct attacks and heals by 60%. Each time a direct Force ability critically hits or each time a channeled Force ability is activated, 1 charge is consumed. Lasts 20 seconds.Instant
Increases your movement speed by 150% for 2 seconds. Does not break Stealth.Instant
Demonstrates your force of will, purging all incapacitating and movement-impairing effects.Instant
Increases the target's Mastery by 5% and internal and elemental damage reduction by 10% for 60 minutes. If the target is a group member, all other group members are also affected.Instant
Deals <<1>> kinetic damage and slows the target's movement speed by 50% for 6 seconds.Instant
Throws debris at the target, dealing <<1>> kinetic damage. Standard and weak targets are additionally stunned for 0.5 seconds.Instant
Deals <<1>> kinetic damage and knocks back up to 8 enemies within a 15-meter cone in front of you. Standard and weak enemies are additionally knocked down for 3 seconds.Instant
Deals <<1>> weapon damage spread across a flurry of 3 melee attacks.Instant
Lifts the target helplessly into the air, preventing all action for up to 8 seconds. Non-player, non-standard and non-weak targets heal rapidly while lifted out of harm's way. Damage will break the effect prematurely.Casted
Seize the moment, restoring 2% of your maximum health every 3 seconds. Requires an active companion. Lasts 60 seconds.Instant

Rotation

Rotation



Filler:

Minor Rotation:
Major Rotation:

Comments:

References:

Advanced Tactics

Advanced Tactics

No advanced tactics have been written yet for this guide. If you would like to write this section, please email us at admin@torcommunity.com. Thanks!

About the Author
Hayward
Author: Hayward
Hayward founded TORCommunity in 2008 the day after SWTOR was announced. Engineer by day, software dev by night, he does his best to keep the site up to date.