Republic
Fighting Style: Massive Assault Cannon
Tactical Role(s): Ranged Damage, Medicine/Healing
Empire Mirror: Mercenary
Description: Trained in advanced assault tactics and weaponry, Commandos charge into battle with massive assault cannons, overwhelming their enemies with brute firepower.
Disciplines
Gunnery (DPS)
Focuses on maximizing the assault cannon's destructive power.
Combat Medic (Heals)
Trains the Commando to provide expert first aid to wounded comrades in the heat of battle.
Assault Specialist (DPS)
Teaches explosives and grenades to complement either rifles or heavy cannons.
Abilities
Class Abilities
Name | Description | Type |
Grants 6 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 30%. | Instant | |
Recharges 50 energy cells over 3 seconds. | Instant | |
Increases damage reduction by 25% for 12 seconds. | Instant | |
Ranged weapon attacks have a 25% chance to deal <<1>> additional elemental damage over 6 seconds. This effect cannot occur more than once per second. | Passive | |
Fires a series of hammering shots that deals <<1>> weapon damage to the target. | Instant | |
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. | Instant | |
Hurls a cryo grenade that freezes the target, dealing <<2>> energy damage and stunning it for 4 seconds. | Instant | |
Purges incapacitating and movement-impairing effects. | Instant | |
Fires a very powerful round at the target, dealing <<1>> weapon damage. Only usable against incapacitated targets and targets suffering from periodic damage. | Instant | |
Increases the target's Endurance by 5% for 60 minutes. If the target is a group member, all other group members are also affected. | Instant | |
Seize the moment, restoring 2% of your maximum health every 3 seconds. Requires an active companion. Lasts 60 seconds. | Instant | |
Fires off probes that scan the area for stealthed opponents. The probes last for 10 seconds. | Instant | |
Your next ability depletes no energy cells. Effect lasts 15 seconds. | Instant |
Advanced Class Abilities
Name | Description | Type |
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. | Instant | |
Interrupts the target's current action and prevents that ability from being used for 4 seconds. | Instant | |
Reduces the threat towards all current enemies. | Instant | |
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. | Instant | |
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. | Casted | |
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. | Channeled | |
Summons a probe that heals for <<1>>. | Casted | |
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. | Instant | |
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. | Instant | |
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. | Channeled | |
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. | Casted | |
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. | Instant | |
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. | Instant | |
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. | Instant | |
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. | Passive | |
Fires a quick stream of bolts, causing <<1>> healing. | Instant | |
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. | Casted | |
Cleanses a friendly target of up to 2 negative tech or physical effects. | Instant | |
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. | Channeled | |
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. | Casted | |
Instantly heals a friendly target for <<1>>. | Instant | |
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. | Passive | |
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. | Instant | |
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. | Instant |