Tacticals are pieces of gear with specific effects like in your ability tree. These effects range from use as just boosting an existing effect to giving an entirely new one. To get a more powerful tactical effect, you will want to choose discipline specific tacticals.
Tacticals can be bought at Morro the Reaper (Imperial Fleet) and Sabacc Sav (Republic Fleet) in the Supplies area. They are available when you reach level 75. Each tactical costs 3,000 Tech Fragments and 1,000,000 credits.
Other tacticals are available to craft by buying the schematics at S3T-BNS in the Spoils of War room in the Supplies area, costing 2,000 Tech Fragments and 1,000,000 credits each. Still others can be bought at the Reputation vendors on Onderon for 1,500,000 credits after reaching Legend rank.
Simplifying of what kind of tacticals are used where:
| Type of Tactical Item | Best Used When Fighting | Found in This Content |
| Single-Target Sustained | Bosses | Operations & Flashpoints |
| AoE | Trash Mobs | Solo Content, Flashpoints, & Uprisings |
| Spike Damage | Other Players | Warzones, Arenas, & PvP |
Tacticals are best used against certain types of enemies, so it would be a good idea to equip tacticals for what you play the most often. They basically become useless if not used against the right type of enemy.
Bounty Hunter
Imperial Agent
Sith Inquisitor
Sith Warrior

Mercenary
Powertech

| Name | Discipline | Effect | Vendor | |
![]() | Burning Bright | Arsenal | Dealing damage with Blazing Bolts increases the damage of your next Priming Shot, stacking up to 4 times to 100%. | Tactical Vendor |
![]() | Gyroscopic Stabilizers | Arsenal | Reduces the cooldown of Death From Above by 20 seconds. Death From Above deals 25% more damage to targets affected by your Tracer Missile’s Heat Signature. | Tactical Vendor |
![]() | Primed Ignition | Arsenal | Priming Shot causes its target to burn. Blazing Bolts, Heatseeker Missiles, and Tracer Missile all tick its damage. | Tactical Vendor |
![]() | Kolto Vapors | Bodyguard | The Kolto Pods left by Kolto Missile last a second longer and heal for an additional 5%. | Tactical Vendor |
![]() | Running Restoration | Bodyguard | Healing Scan can be activated while moving and heals for an additional 15%. | Tactical Vendor |
![]() | SC-4 Treatment Scanner | Bodyguard | Progressive Scan heals for an additional 5% and generates Supercharge stacks while channeled, up to 4 stacks for a completed channel. | Tactical Vendor |
![]() | Continuous Fire | Innovative Ordnance | Sweeping Blasters and Death From Above refresh and tick your Incendiary Missile burn and Serrated Shot bleed. This effect can only occur once every 2.5 seconds. | Tactical Vendor |
![]() | Energized Charges | Innovative Ordnance | The durations of Innovative Ordnance’s Supercharged Gas and Supercharged Burn are doubled, and their effectiveness is improved. | Tactical Vendor |
![]() | Magnetic Resonance | Innovative Ordnance | Exploding Thermal Detonator early with Mag Shot causes your next Power Shot to deal additional Elemental damage. | Tactical Vendor |
![]() | Cool Your Jets | All | Rocket Out vents 20 heat and immobilizes enemies around you for a few seconds as you leave. | Tactical Vendor |
![]() | Jettison | All | Jet Boost increases your movement speed by 50% for 3 seconds. For each enemy you hit with Jet Boost, the active recharge time for Rocket Out is reduced by 2 seconds. | Tactical Vendor |
![]() | Power Cycle | All | When you use an ability with an activation time with Power Surge, that ability is not put on cooldown. | Tactical Vendor |

| Name | Discipline | Effect | Vendor | |
![]() | Energized Vambrace | Advanced Prototype | Gaining an Energy Lode stack increases Retractable Blade’s bleed and Magnetic Blast’s damage by 5% for 10 seconds. Stacks up to 4 times. | Tactical Vendor |
![]() | Flame Detonation | Advanced Prototype | Dealing damage with Flame Sweep to a target affected by a pre-exploded Thermal Detonator causes it to explode, creating a large explosion that deals damage to all nearby enemies. | Tactical Vendor |
![]() | Powered Detonator | Advanced Prototype | Thermal Detonator remains dormant on the target for 12 seconds, and can be detonated by Magnetic Blast, Energy Burst or Rail Shot. Depending on which is used, a different effect is applied. Magnetic Blast: Slows the target by 50% for 10 seconds. Energy Burst: The cooldown of Rocket Punch is reset your next Rocket Punch costs no heat. Rail Shot: Your next Shoulder Cannon missile deals 20% more damage. | Tactical Vendor |
![]() | Hotswap | Shield Tech | Translocating a guarded target gives them a large amount of damage reduction for 6 seconds, taunts enemies and places a benign presence on you. After 6 seconds, you swap back. | Tactical Vendor |
![]() | Oil Fire | Shield Tech | Firestorm deals 20% more damage to targets affected by your Oil Slick. For each enemy affected by Oil Slick hit with Firestorm, your damage reduction is increased by 3% and the cooldown of Oil Slick is reduced by 1.5 seconds. | Tactical Vendor |
![]() | Thermal Screen | Shield Tech | Heat Screen now stacks up to 6 times and Heat Blast or Payday only consumes 3 stacks on use. Activating Energy Yield immediately generates 6 Heat Screens and finishes the cooldown of Heat Blast or Payday. | Tactical Vendor |
![]() | Explosive Weaponry | Pyrotech | While Explosive Fuel is active Flaming Fist, Flame Burst and Immolate do damage to all nearby targets and Searing Wave hits twice. | Tactical Vendor |
![]() | Flame Dissipation | Pyrotech | When Superheated Flamethrower reaches or refreshes to 2 stacks, it applies Flame Dissipation to you, lowering the cost Searing Wave by 3 heat. Stacks up to 5 times, and is consumed by Searing Wave at 5 stacks. When consumed, Flame Dissipation increases your flame attack damage by 10% for 20 seconds. | Tactical Vendor |
![]() | Superheated Fuel | Pyrotech | Explosive Fuel increases all Flame attacks critical chance and critical hit damage by 25%. | Tactical Vendor |
![]() | Flying Fists | All | Rocket Punch and Flaming Fist now have a range of 10m. | Tactical Vendor |
![]() | Neural Trigger | All | Dealing damage to an enemy affected by your Neural Dart roots them for 2 seconds and ends the taunt. | Crafting – GTN or S3T-BNS Vendor Cybertech Tactical 1 |

Operative
Sniper

| Name | Discipline | Effect | Vendor | |
![]() | Acid Lash | Concealment | Laceration damage triggers Acid Blade damage and refreshes its duration. | Tactical Vendor |
![]() | Explosive Cells | Concealment | When Volatile Substance triggers, it deals damage to all enemies around the primary target and spreads its effects. | Tactical Vendor |
![]() | Volatile Strike | Concealment | Veiled Strike automatically critically hits targets affected by your unexploded Volatile Substance and triggers it immediately. Dealing damage this way causes your next Backstab to critically hit. | Tactical Vendor |
![]() | Critical Surgery | Medicine | Surgical Probe always critically heals targets below 50% health. | Tactical Vendor |
![]() | Diagnostic Probe | Medicine | Activating Surgical Probe reduces the activation time of the next Kolto Injection by .25 seconds. At 3 stacks, Kolto Injection activates instantly and consumes all stacks. | Tactical Vendor |
![]() | Regenerative Waves | Medicine | Kolto Waves consumes a Tactical Advantage and heals 20% more per tick. | Tactical Vendor |
![]() | Catalyzed Toxins | Lethality | Toxic Blast finishes all your poison effects on the target and deals their remaining damage immediately. Toxic Blast’s cooldown is extended by 9 seconds. | Tactical Vendor |
![]() | Synox Shots | Lethality | Toxic Blast does 75% more damage. Whenever Toxic Blast critically hits, it restores 2 energy. | Tactical Vendor |
![]() | Viral Elements | Lethality | Toxic Haze spreads Toxic Blast’s effect and Lethal Strike does additional damage to all nearby targets affected by Toxic Haze. | Tactical Vendor |
![]() | Augmented Holocomm | All | Holotraverse gains an additional charge. | Tactical Vendor |
![]() | Combat Medic Training | All | Resuscitation Probe becomes an instant cast and Kolto Infusion can be cast while moving. | Crafting – GTN or S3T-BNS Vendor Armstech Tactical 1 |
![]() | Surgical Shiv | All | Half of Shiv’s and Veiled Strike’s damage heals you. | Tactical Vendor |

| Name | Discipline | Effect | Vendor | |
![]() | MG-2 Polygrade Dispersal Caps | Engineering | When Explosive Probe’s Cluster Bombs detonate, they deal damage to all enemies around their target. | Tactical Vendor |
![]() | Ruthless Interrogation | Engineering | Series of Shots refreshes Interrogation Probe and ticks its damage every time it hits. Electrified Railgun deals 75% more damage | Tactical Vendor |
![]() | T0-R0 Ionic Discharge | Engineering | Explosive Probe now only triggers from EMP Discharge and deals 50% more damage. | Tactical Vendor |
![]() | Agitating Energies | Marksmanship | Corrosive Dart deals more damage and dealing damage with Followthrough and Penetrating Blast refreshes its bleed effect on its target and ticks its damage. | Tactical Vendor |
![]() | B-0 Differential Targeting System | Marksmanship | Activating Covered Escape or returning to your marker with Hololocate makes your next Ambush activate instantly and deal 30% more damage. | Tactical Vendor |
![]() | Refraction Point | Marksmanship | Penetrating Blast does splash damage to targets around the primary target and causes your next Followthrough to deal splash damage as well. | Tactical Vendor |
![]() | Airborne Agents | Virulence | Corrosive Grenade spreads Weakening Blast’s effect. Lethal Shot does splash damage to all targets affected by Corrosive Grenade. | Tactical Vendor |
![]() | Exploited Weakness | Virulence | Weakening Blast deals 50% more damage. Dealing damage with Lethal Shot causes the target to take poison damage over 18 seconds. | Tactical Vendor |
![]() | Ultraviolet Blast | Virulence | Weakening Blast finishes off all your directly applied poison effects on the target at once, dealing all their remaining damage. While the target is affected by Weakening Blast, Cull converts your lingering poison effects on the target into the original poison effects. Weakening Blast’s cooldown is increased by 6 seconds. | Tactical Vendor |
![]() | CS-3 Velocity Holo-Dampener | All | Hololocate increases your damage reduction by 15% for 10 seconds when you return. | Tactical Vendor |
![]() | Kolto Bombardment | All | Orbital Strike heals allies in the area whenever it ticks. | Tactical Vendor |
![]() | Sniper Siege | All | Enemies take 10% more damage while under Suppressive Fire. Does not affect Operation bosses. | Tactical Vendor |

Assassin
Sorcerer

| Name | Discipline | Effect | Vendor | |
![]() | Blade of the Elements | Deception | The critical hit chance of Reaping Strike is increased by 50% per Voltage stack. Critically hitting with Voltaic Slash reduces the cooldown of of Reaping Strike by 1.5 seconds. | Tactical Vendor |
![]() | May Cause Injury | Deception | Gaining a stack of Voltage causes your next Discharge to arc to multiple targets. | Tactical Vendor |
![]() | The Awakened Flame | Deception | When Ball Lightning deals damage, it causes its target to become electrified, dealing energy damage over 6 seconds. | Tactical Vendor |
![]() | Ancient Tome of Exar Kun | Darkness | Wither generates Redirected Wrath stacks for every enemy it hits, increasing your shield absorption and damage reduction by 2% per stack for 5 seconds. In addition, Maul deals 10% more damage to targets affected by Wither’s slow effect. | Tactical Vendor |
![]() | Friend of the Force | Darkness | Force Shroud also applies to any ally you are guarding. | Tactical Vendor |
![]() | Shroud of a Shadow | Darkness | Using Force Shroud while Dark Ward is active consumes it, but extends the duration of Force Shroud by a quarter of a second for each Dark Ward stack consumed. | Tactical Vendor |
![]() | Ward of the Continuum | Darkness | Dark Ward now has 10 charges and Dark Bulwark can no longer restore charges. Consuming a charge of Dark Ward increases defense chance by 1%. This effect stacks up to 10 times and lasts for 20 seconds or until Dark Ward is reactivated. | Tactical Vendor |
![]() | Quick Escalation | Hatred | Increases the critical chance of Leeching Strike by 25%. Critically hitting with Leeching Strike resets its cooldown and grants Hungering Blade, increasing the critical chance of Leeching Strike by an additional 25% for the next 6 seconds. Hungering Blade stacks up to 3 times and is removed after Leeching Strike deals damage at 3 stacks. | Tactical Vendor |
![]() | Severance Pay | Hatred | Death Field does 30% more damage to slowed targets and finishes the cooldown of Severing Slash. | Tactical Vendor |
![]() | Two Time Trouble | Hatred | Creeping Terror has a 100% chance to tick an additional time when you deal damage with Assassinate and a 60% chance to tick an additional time when you deal damage with a non-basic melee attack. Does not trigger additional healing. | Tactical Vendor |
![]() | Chant of Regeneration | All | Recklessness increases your Force regeneration greatly for a short time. | Tactical Vendor |
![]() | Jerra’s Persistence | All | Phantom Stride gains 2 charges. | Crafting – GTN or S3T-BNS Vendor Armstech Tactical 2 |
![]() | Traumatizer | All | Maul and Low Slash inflict trauma for 15 seconds, reducing all healing the target receives by 20%. | Tactical Vendor |
![]() | Two Cloaks | All | Force Cloak has 2 charges. | Tactical Vendor |

| Name | Discipline | Effect | Vendor | |
![]() | Elemental Convection | Lightning | Volt Rush triggers Lightning Storm when activated. Chain Lightning grants Volt Flux, causing Volt Rush to arc to multiple targets for the next 10 seconds. | Tactical Vendor |
![]() | Eyrin’s Haste | Lightning | Force Speed grants an additional Convection stack. 3 Convection stacks allow Thundering Blast to be activated instantly, consuming all stacks. Lightning Bolt deals 10% more damage and Thundering Blast deals 20% more damage while Convection is active. | Tactical Vendor |
![]() | Stormwatch | Lightning | Lightning Flash applies Stormwatch to its targets. For the next 15 seconds, whenever the target takes damage from Affliction, Crushing Darkness or Thundering Blast a lightning bolt is called down upon the target, dealing energy damage. | Tactical Vendor |
![]() | Ticking Force-Bomb | Lightning | Forked Darkness now has a greater chance to activate on Crushing Darkness and Crushing Darkness deals more damage each time it ticks. | Tactical Vendor |
![]() | All for One | Corruption | Revivification’s pool concludes with a burst of dark Force energy, healing up to 8 allies within it. | Tactical Vendor |
![]() | One for All | Corruption | Roaming Mend heals up to 5 targets instead of 4. | Tactical Vendor |
![]() | Storm’s Succor | Corruption | Volt Rush heals an ally within 20 meters of the damaged enemy. This healing scales up with each charge of Energized, and Energized charges also reduce the Force Volt Rush consumes by 30% per charge. | Tactical Vendor |
![]() | Killing Field | Madness | Demolish hits all nearby targets affected by your Deathmark. | Tactical Vendor |
![]() | Mystic’s Ruthless Blade | Madness | Demolish deals 20% more damage on initial hit. Additionally, under Polarity Shift, Demolish resets the cooldown of Force Leech, and causes the next Force Leech to activate instantly. | Tactical Vendor |
![]() | Tempest of Rho | Madness | Lightning Strike and Overloaded Strike has a 100% chance and Force Lightning has a 50% chance to cause Creeping Terror to tick an additional time whenever they deal damage. Does not trigger additional healing. | Tactical Vendor |
![]() | The Rushdown | Madness | When Force Lightning generates 4 stacks of Wrath, you gain Wrath Rush, allowing your next 3 Volt Rushes to deal 25% more damage and cost 50% less Force. Volt Rush consumes all stacks of Wrath. | Tactical Vendor |
![]() | A Healing Hand | All | Extrication now heals you and the target and makes your next Resurgence free. | Tactical Vendor |
![]() | An Explosive Return | All | Returning to your Phase Walk marker causes a Force explosion around you, dealing damage to any enemies around. | Tactical Vendor |
![]() | Cleanse the Agony | All | Consuming Darkness lowers the cooldown of Expunge by 3 seconds. | Crafting – GTN or S3T-BNS Vendor Artifice Tactical 2 |
![]() | Endless Barrier | All | Activating Unnatural Preservation removes Static Barrier’s Deionize effect from you. | Tactical Vendor |

Juggernaut
Marauder

| Name | Discipline | Effect | Vendor | |
![]() | Joiner’s Pressure | Rage | Activating Force Push on a target affected by Force Crush grants Joiner’s Pressure, increasing your damage dealt by 20% for 10 seconds. | Tactical Vendor |
![]() | Syn’s Second Amulet | Rage | Retaliation refunds one rage and finishes the cooldown of Furious Strike. | Tactical Vendor |
![]() | Unknowing Ancient Text | Rage | Force Crush builds a Furious Power ability charge. | Tactical Vendor |
![]() | Hord’s Makashi Strike | Immortal | Retaliation consumes Aegis Assault damage reduction and grants Retaliating Defense, increasing damage reduction by 7% for 20 seconds. | Tactical Vendor |
![]() | Jaw Breaker | Immortal | Using Backhand while Invincible is active extends the duration of Invincible by 5 seconds. | Tactical Vendor |
![]() | Leviathan’s Hide | Immortal | Crushing Blow generates stacks of Crushing Defense for every enemy it hits, granting 2.5% increased damage reduction per stack for 10 seconds. Stacks up to 8 times. | Tactical Vendor |
![]() | A Vicious Cycle | Vengeance | Hew triggers a Retaliation that does 30% more damage. | Tactical Vendor |
![]() | Cut to Pieces | Vengeance | When a bleed tick critically hits, it reduces the cooldown of Vengeful Slam by one and a half seconds. Can occur once every two seconds. | Tactical Vendor |
![]() | Hemophilic Slash | Vengeance | Ravage refreshes the duration of Force Scream, Impale and Shatter’s bleeds on the target and ticks their damage. | Tactical Vendor |
![]() | Grit Teeth | All | The active cooldown of Saber Ward is reduced by 2 seconds when you are attacked. This effect cannot occur more than once per second. | Crafting – GTN or S3T-BNS Vendor Biochem Tactical 1 |
![]() | Rancor’s Tail | All | Activating Saber Ward finishes the cooldown of Force Push. | Tactical Vendor |
![]() | Throwing Arm | All | Saber Throw lowers the targets accuracy by 70% for 6 seconds. | Tactical Vendor |

| Name | Discipline | Effect | Vendor | |
![]() | Malmourral Mask | Annihilation | When Annihilate deals damage to an enemy affected by Force Rend, triggers a burst of damage to up to 8 targets around. | Tactical Vendor |
![]() | No Time for Fools | Annihilation | Annihilate automatically kills standard and weak enemies with less than 30% health. Killing an enemy this way resets the cooldown of Annihilate. | Tactical Vendor |
![]() | Spiteful Saber | Annihilation | Rupture deals 10% more damage. Vicious Slash, Vicious Throw, and Dual Saber Throw refresh the duration of your Rupture’s bleed effect and tick its damage. | Tactical Vendor |
![]() | Thirsty Blade | Annihilation | Ravage deals 5% more damage for each bleed stacked on the target, up to 25%. | Tactical Vendor |
![]() | Andeddu’s Malevolence | Carnage | Using Gore causes its target to bleed, dealing internal damage over 12 seconds. | Tactical Vendor |
![]() | Shard of Mortis | Carnage | Dealing damage with Massacre grants a stack of Hyper, up to a max of 3. For each stack, your critical hit chance increases by 15% and the rage cost of your next Massacre increases by 1. Hyper lasts 6 seconds and ends after dealing damage with an ability that isn’t Massacre, generating 1 rage per stack removed. | Tactical Vendor |
![]() | The Prosecution | Carnage | Devastating Blast is now affected by Furious Power. | Tactical Vendor |
![]() | Tome of Unyielding Blades | Carnage | Smash causes your next Massacre to do damage to up to 8 enemies near the primary target. | Tactical Vendor |
![]() | Cauterized Coronary | Fury | Furious Strike causes its target to bleed. | Tactical Vendor |
![]() | Enrage Crush | Fury | Raging Burst and Smash detonate Force Crush, dealing Force Crush’s remaining damage to up to 8 enemies in an area around the primary target. | Tactical Vendor |
![]() | Force Barter | Fury | Furious Strike refunds one additional rage after it hits, but refunds all its rage if you would have fallen to zero. | Tactical Vendor |
![]() | Perseverance | Fury | Using Obliterate with Furious Power causes it to critically hit and increases your critical strike chance by 20% for 2 seconds. | Tactical Vendor |
![]() | Defel Spliced Genes | All | The cooldown of Force Camouflage is reduced by 5 seconds. While Force Camouflage is active, you gain a charge of Hidden Savagery every 0.5 seconds. Each charge of Hidden Savagery increases the damage dealt by your next melee attack by 4%. Stacks up to 12 charges and lasts for up to 6 seconds after exiting Force Camouflage. | Tactical Vendor |
![]() | Hidden Power | All | Force Camouflage generates 2 rage per second. | Tactical Vendor |
![]() | Undying Cloak | All | Taking damage while Cloak of Pain is active reduces the cooldown of Undying Rage by 5 seconds per hit. Cannot occur more than once every 2 seconds. | Crafting – GTN or S3T-BNS Vendor Cybertech Tactical 1 |
Jedi Consular
Jedi Knight
Smuggler
Trooper

Sage
Shadow

| Name | Discipline | Effect | Vendor | |
![]() | Elemental Convection | Telekinetics | Telekinetic Blitz triggers Tidal Force when activated. Telekinetic Wave grants Telekinetic Deluge, causing Telekinetic Blitz to arc to multiple targets for the next 10 seconds. | Tactical Vendor |
![]() | Eyrin’s Haste | Telekinetics | Force Speed grants an additional Clamoring Force stack. 3 Clamoring Force stacks allow Turbulence to be activated instantly, consuming all stacks. Telekinetic Burst deals 10% more damage and Turbulence deals 20% more damage while Clamoring Force is active. | Tactical Vendor |
![]() | Stormwatch | Telekinetics | Telekinetic Gust applies Stormwatch to its targets. For the next 15 seconds, whenever the target takes damage from Weaken Mind, Mind Crush or Turbulence a force gust is called down upon the target, dealing kinetic damage. | Tactical Vendor |
![]() | Ticking Force-Bomb | Telekinetics | Mental Momentum now has a greater chance to activate on Mind Crush and Mind Crush deals more damage each time it ticks. | Tactical Vendor |
![]() | All for One | Seer | Salvation’s pool concludes with a burst of light Force energy, healing up to 8 allies within it. | Tactical Vendor |
![]() | One for All | Seer | Wandering Mend heals up to 5 targets instead of 4. | Tactical Vendor |
![]() | Storm’s Succor | Seer | Telekinetic Blitz heals an ally within 20 meters of the damaged enemy. This healing scales up with each charge of Empowered, and Empowered charges also reduce the Force Telekinetic Blitz consumes by 30% per charge. | Tactical Vendor |
![]() | Killing Field | Balance | Vanquish hits all nearby targets affected by your Force Suppression. | Tactical Vendor |
![]() | Mystic’s Ruthless Blade | Balance | Vanquish deals 20% more damage on initial hit. Additionally, under Mental Alactiry, Vanquish resets the cooldown of Force Serenity, and causes the next Force Serenity to activate instantly. | Tactical Vendor |
![]() | Tempest of Rho | Balance | Disturbance and Destructive Wave has a 100% chance and Telekinetic Throw has a 50% chance to cause Sever Force to tick an additional time whenever they deal damage. Does not trigger additional healing. | Tactical Vendor |
![]() | The Rushdown | Balance | When Telekinetic Throw generates 4 stacks of Presence of Mind, you gain Presence Blitz, allowing your next 3 Telekinetic Blitz to deal 25% more damage and cost 50% less Force. Telekinetic Blitz consumes all stacks of Presence of Mind. | Tactical Vendor |
![]() | A Healing Hand | All | Rescue now heals you and the target and makes your next Rejuvenate free. | Tactical Vendor |
![]() | An Explosive Return | All | Returning to your Phase Walk marker causes a Force explosion around you, dealing damage to any enemies around. | Tactical Vendor |
![]() | Cleanse the Agony | All | Vindicate lowers the cooldown of Restoration by 3 seconds. | Crafting – GTN or S3T-BNS Vendor Artifice Tactical 2 |
![]() | Endless Barrier | All | Activating Force Mend removes Force Armor’s Force-imbalanced effect from you. | Tactical Vendor |

| Name | Discipline | Effect | Vendor | |
![]() | Blade of the Elements | Infiltration | The critical hit chance of Vaulting Slash is increased by 50% per Clairvoyance stack. Critically hitting with Clairvoyant Strike reduces the cooldown of Vaulting Slash by 1.5 seconds. | Tactical Vendor |
![]() | May Cause Injury | Infiltration | Gaining a stack of Clairvoyance causes your next Force Breach to arc to multiple targets. | Tactical Vendor |
![]() | The Awakened Flame | Infiltration | Psychokinetic Blast crushes its target, causing kinetic damage over 6 seconds. | Tactical Vendor |
![]() | Ancient Tome of Exar Kun | Kinetic Combat | Slow Time generates Redirected Retribution stacks for every enemy it hits, increasing your shield absorption and damage reduction by 2% per stack for 5 seconds. In addition, Shadow Strike deals 10% more damage to targets affected by Slow Time’s slow effect. | Tactical Vendor |
![]() | Friend of the Force | Kinetic Combat | Resilience also applies to any ally you are guarding. | Tactical Vendor |
![]() | Shroud of a Shadow | Kinetic Combat | Using Resilience while Kinetic Ward is active consumes it, but extends the duration of Resilience by a quarter of a second for each Kinetic Ward stack consumed. | Tactical Vendor |
![]() | Ward of the Continuum | Kinetic Combat | Kinetic Ward now has 10 charges and Kinetic Bulwark can no longer restore charges. Consuming a charge of Kinetic Ward increases defense chance by 1%. This effect stacks up to 10 times and lasts for 20 seconds or until Kinetic Ward is reactivated. | Tactical Vendor |
![]() | Quick Escalation | Serenity | Increases the critical chance of Serenity Strike by 25%. Critically hitting with Serenity Strike resets its cooldown and grants Balancing Blade, increasing the critical chance of Serenity Strike by an additional 25% for the next 6 seconds. Balancing Blade stacks up to 3 times and is removed after Serenity Strike deals damage at 3 stacks. | Tactical Vendor |
![]() | Severance Pay | Serenity | Force in Balance does 30% more damage to slowed targets and finishes the cooldown of Cleaving Cut. | Tactical Vendor |
![]() | Two Time Trouble | Serenity | Sever Force has a 100% chance to tick an additional time when you deal damage with Spinning Strike and a 60% chance to tick an additional time when you deal damage with a non-basic melee attack. Does not trigger additional healing. | Tactical Vendor |
![]() | Chant of Regeneration | All | Force Potency increases your Force regeneration greatly for a short time. | Tactical Vendor |
![]() | Jerra’s Persistence | All | Shadow Stride gains 2 charges. | Crafting – GTN or S3T-BNS Vendor Armstech Tactical 2 |
![]() | Traumatizer | All | Shadow Strike and Low Slash inflict trauma for 15 seconds, reducing all healing the target receives by 20%. | Tactical Vendor |
![]() | Two Cloaks | All | Force Cloak has 2 charges. | Tactical Vendor |

Guardian
Sentinel

| Name | Discipline | Effect | Vendor | |
![]() | Joiner’s Pressure | Focus | Activating Force Push on a target affected by Force Exhaustion grants Joiner’s Pressure, increasing your damage dealt by 20% for 10 seconds. | Tactical Vendor |
![]() | Syn’s Second Amulet | Focus | Riposte refunds one focus and finishes the cooldown of Concentrated Slice. | Tactical Vendor |
![]() | Unknowing Ancient Text | Focus | Force Exhaustion builds a Force Clarity ability charge. | Tactical Vendor |
![]() | Hord’s Makashi Strike | Defense | Riposte consumes Warding Strike damage reduction and grants Riposte Form, increasing damage reduction by 7% for 20 seconds. | Tactical Vendor |
![]() | Jaw Breaker | Defense | Using Hilt Bash while Warding Call is active extends the duration of Warding Call by 5 seconds. | Tactical Vendor |
![]() | Leviathan’s Hide | Defense | Guardian Slash generates stacks of Crushing Defense for every enemy it hits, granting 2.5% increased damage reduction per stack for 10 seconds. Stacks up to 8 times. | Tactical Vendor |
![]() | A Vicious Cycle | Vigilance | Whirling Blade triggers a Riposte that does 30% more damage. | Tactical Vendor |
![]() | Cut to Pieces | Vigilance | When a burn tick critically hits, it reduces the cooldown of Vigilant Thrust by 1 second. | Tactical Vendor |
![]() | Hemophilic Slash | Vigilance | Blade Barrage refreshes the duration of Blade Storm, Overhead Slash and Plasma Brand’s burns on the target and ticks their damage. | Tactical Vendor |
![]() | Grit Teeth | All | The active cooldown of Saber Ward is reduced by 2 seconds when you are attacked. This effect cannot occur more than once per second. | Crafting – GTN or S3T-BNS Vendor Biochem Tactical 2 |
![]() | Rancor’s Tail | All | Activating Saber Ward finishes the cooldown of Force Push. | Tactical Vendor |
![]() | Throwing Arm | All | Saber Throw lowers the targets accuracy by 70% for 6 seconds. | Tactical Vendor |

| Name | Discipline | Effect | Vendor | |
![]() | Malmourral Mask | Watchman | When Merciless Slash deals damage to an enemy affected by Force Melt, triggers a burst of damage to up to 8 targets around. | Tactical Vendor |
![]() | No Time for Fools | Watchman | Merciless Slash automatically kills standard and weak enemies with less than 30% health. Killing an enemy this way resets the cooldown of Merciless Slash. | Tactical Vendor |
![]() | Spiteful Saber | Watchman | Cauterize deals 10% more damage. Slash, Dispatch, and Twin Saber Throw refresh the duration of your Cauterize’s burn effect and tick its damage. | Tactical Vendor |
![]() | Thirsty Blade | Watchman | Blade Barrage deals 5% more damage for each burn stacked on the target, up to 25%. | Tactical Vendor |
![]() | Andeddu’s Malevolence | Combat | Lance causes its target to burn, dealing elemental damage over 12 seconds. | Tactical Vendor |
![]() | Shard of Mortis | Combat | Dealing damage with Blade Rush grants a stack of Hyper, up to a max of 3. For each stack, your critical hit chance increases by 15% and the focus cost of your next Blade Rush increases by 1. Hyper lasts 6 seconds and ends after dealing damage with an ability that isn’t Blade Rush, generating 1 focus per stack removed. | Tactical Vendor |
![]() | The Prosecution | Combat | Clashing Blast is now affected by Force Clarity. | Tactical Vendor |
![]() | Tome of Unyielding Blades | Combat | Force Sweep causes your next Blade Rush to do damage to up to 8 enemies near the primary target. | Tactical Vendor |
![]() | Cauterized Coronary | Concentration | Concentrated Slice causes its target to burn. | Tactical Vendor |
![]() | Enrage Crush | Concentration | Focused Burst and Force Sweep detonate Force Exhaustion, dealing Force Exhaustion’s remaining damage to up to 8 enemies in an area around the primary target. | Tactical Vendor |
![]() | Force Barter | Concentration | Concentrated Slice refunds one additional rage after it hits, but refunds all its rage if you would have fallen to zero. | Tactical Vendor |
![]() | Perseverance | Concentration | Using Zealous Leap with Force Clarity causes it to critically hit and increases your critical strike chance by 20% for 2 seconds. | Tactical Vendor |
![]() | Defel Spliced Genes | All | The cooldown of Force Camouflage is reduced by 5 seconds. While Force Camouflage is active, you gain a charge of Hidden Advance every 0.5 seconds. Each charge of Hidden Advance increases the damage dealt by your next melee attack by 4%. Stacks up to 12 charges and lasts for up to 6 seconds after exiting Force Camouflage. | Tactical Vendor |
![]() | Hidden Power | All | Force Camouflage generates 2 focus per second. | Tactical Vendor |
![]() | Undying Cloak | All | Taking damage while Rebuke is active reduces the cooldown of Guarded by the Force by 5 seconds per hit. Cannot occur more than once every 2 seconds. | Crafting – GTN or S3T-BNS Vendor Cybertech Tactical 1 |

Gunslinger
Scoundrel

| Name | Discipline | Effect | Vendor | |
![]() | MG-2 Polygrade Dispersal Caps | Saboteur | When Explosive Charge’s Contingency Charges detonate, they deal damage to all enemies around their target. | Tactical Vendor |
![]() | Ruthless Interrogation | Saboteur | Speed Shot refreshes Shock Charge and ticks its damage every time it hits. Blazing Speed deals 75% more damage. | Tactical Vendor |
![]() | T0-R0 Ionic Discharge | Saboteur | Explosive Charge now only triggers from Sabotage and deals 50% more damage. | Tactical Vendor |
![]() | Agitating Energies | Sharpshooter | Vital Shot deals more damage and dealing damage with Trickshot and Penetrating Rounds refreshes its bleed effect on its target and ticks its damage. | Tactical Vendor |
![]() | B-0 Differential Targeting System | Sharpshooter | Activating Hightail It or returning to your marker with Hideout makes your next Aimed Shot activate instantly and deal 30% more damage. | Tactical Vendor |
![]() | Refraction Point | Sharpshooter | Penetrating Rounds does splash damage to targets around the primary target and causes your next Trickshot to deal splash damage as well. | Tactical Vendor |
![]() | Airborne Agents | Dirty Fighting | Shrap Bomb spreads Hemorrhaging Blast’s effect. Dirty Blast does splash damage to all targets affected by Shrap Bomb. | Tactical Vendor |
![]() | Exploited Weakness | Dirty Fighting | Hemorrhaging Blast deals 50% more damage. Dealing damage with Dirty Blast causes the target to take bleed damage over 18 seconds. | Tactical Vendor |
![]() | Ultraviolet Blast | Dirty Fighting | Hemorrhaging Blast finishes off all your directly applied bleed effects on the target at once, dealing all their remaining damage. While the target is affected by Hemorrhaging Blast, Wounding Shots converts your lingering bleed effects on the target into the original bleed effects. Hemorrhaging Blast’s cooldown is increased by 6 seconds. | Tactical Vendor |
![]() | CS-3 Velocity Holo-Dampener | All | Hideout increases your damage reduction by 15% for 10 seconds when you return. | Tactical Vendor |
![]() | Kolto Bombardment | All | Bombing Run heals allies in the area whenever it ticks. | Tactical Vendor |
![]() | Sniper Siege | All | Enemies take 10% more damage while under Sweeping Gunfire. Does not affect Operation bosses. | Tactical Vendor |

| Name | Discipline | Effect | Vendor | |
![]() | Acid Lash | Scrapper | Sucker Punch damage triggers Flechette Round damage and refreshes its duration. | Tactical Vendor |
![]() | Explosive Cells | Scrapper | When Blood Boiler triggers, it deals damage to all enemies around the primary target and spreads its effects. | Tactical Vendor |
![]() | Volatile Strike | Scrapper | Bludgeon automatically critically hits targets affected by your unexploded Blood Boiler and triggers it immediately. Dealing damage this way causes your next Back Blast to critically hit. | Tactical Vendor |
![]() | Critical Surgery | Sawbones | Emergency Medpac always critically heals targets below 50% health. | Tactical Vendor |
![]() | Diagnostic Probe | Sawbones | Activating Emergency Medpac reduces the activation time of the next Underworld Medicine by .25 seconds. At 3 stacks, Underworld Medicine activates instantly and consumes all stacks. | Tactical Vendor |
![]() | Regenerative Waves | Sawbones | Kolto Waves consumes an Upper Hand and heals 20% more per tick. | Tactical Vendor |
![]() | Catalyzed Toxins | Ruffian | Sanguinary Shot finishes all your bleed effects on the target and deals their remaining damage immediately. Sanguinary Shot’s cooldown is extended by 9 seconds. | Tactical Vendor |
![]() | Synox Shots | Ruffian | Sanguinary Shot does 75% more damage. Whenever Sanguinary Shot critically hits, it restores 2 energy. | Tactical Vendor |
![]() | Viral Elements | Ruffian | Bushwhack spreads Sanguinary Shot’s effect and Point Blank Shot does additional damage to all nearby targets affected by Bushwhack. | Tactical Vendor |
![]() | Augmented Holocomm | All | Trick Move gains an additional charge. | Tactical Vendor |
![]() | Combat Medic Training | All | Heartrigger Patch becomes an instant cast and Kolto Pack can be cast while moving. | Crafting – GTN or S3T-BNS Vendor Armstech Tactical 1 |
![]() | Surgical Shiv | All | Half of Blaster Whip’s and Bludgeon’s damage heals you. | Tactical Vendor |

Commando
Vanguard

| Name | Discipline | Effect | Vendor | |
![]() | Burning Bright | Gunnery | Dealing damage with Boltstorm increases the damage of your next Vortex Bolt, stacking up to 4 times to 100%. | Tactical Vendor |
![]() | Gyroscopic Stabilizers | Gunnery | Reduces the cooldown of Mortar Volley by 20 seconds. Mortar Volley deals 25% more damage to targets affected by your Grav Round’s Gravity Vortex. | Tactical Vendor |
![]() | Primed Ignition | Gunnery | Vortex Bolt causes its target to burn. Boltstorm, Demolition Round, and Grav Round all tick its damage. | Tactical Vendor |
![]() | Kolto Vapors | Combat Medic | The Kolto Pods left by Kolto Bomb last a second longer and heal for an additional 5%. | Tactical Vendor |
![]() | Running Restoration | Combat Medic | Advanced Medical Probe can be activated while moving and heals for an additional 15%. | Tactical Vendor |
![]() | SC-4 Treatment Scanner | Combat Medic | Successive Treatment heals for an additional 5% and generates Supercharge stacks while channeled, up to 4 stacks for a completed channel. | Tactical Vendor |
![]() | Continuous Fire | Assault Specialist | Hail of Bolts and Mortar Volley refresh and tick your Incendiary Round burn and Serrated Bolt bleed. This effect can only occur once every 2.5 seconds. | Tactical Vendor |
![]() | Energized Charges | Assault Specialist | The durations of Assault Specialist’s Supercharged Cell and Supercharged Burn are doubled, and their effectiveness is improved. | Tactical Vendor |
![]() | Magnetic Resonance | Assault Specialist | Exploding Assault Plastique early with Mag Bolt causes your next Charged Bolts to deal additional Elemental damage. | Tactical Vendor |
![]() | Cool Your Jets | All | Propulsion Round recharges 20 energy cells and immobilizes enemies around you for 2 seconds as you leave. | Tactical Vendor |
![]() | Jettison | All | Concussion Charge increases your movement speed by 50% for 3 seconds. For each enemy you hit with Concussion Charge, the active recharge time for Propulsion Round is reduced by 2 seconds. | Tactical Vendor |
![]() | Power Cycle | All | When you use an ability with an activation time with Tech Override, that ability is not put on cooldown. | Tactical Vendor |

| Name | Discipline | Effect | Vendor | |
![]() | Energized Vambrace | Tactics | Gaining an Energy Lode stack increases Gut’s bleed and Tactical Surge’s damage by 5%. Stacks up to 4 times and lasts 10 seconds. | Tactical Vendor |
![]() | Flame Detonation | Tactics | Dealing damage with Explosive Surge to a target affected by a pre-exploded Assault Plastique causes it to explode, creating a large explosion that deals damage to all nearby enemies. | Tactical Vendor |
![]() | Powered Detonator | Tactics | Assault Plastique remains dormant on the target for 12 seconds, and can be detonated by Tactical Surge, Cell Burst or High Impact Bolt. Depending on which is used, a different effect is applied. Tactical Surge: Slows the target by 50% for 10 seconds. Cell Burst: The cooldown of Stockstrike is reset your next Stockstrike depletes no energy cells. High Impact Bolt: Your next Shoulder Cannon missile deals 20% more damage. | Tactical Vendor |
![]() | Hotswap | Shield Specialist | Transposing a guarded target gives them a large amount of damage reduction for 6 seconds, taunts enemies and places a benign presence on you. After 6 seconds, you swap back. | Tactical Vendor |
![]() | Oil Fire | Shield Specialist | Ion Storm deals 20% more damage to targets affected by your Riot Gas. For each enemy affected by Riot Gas hit with Ion Storm, your damage reduction is increased by 3% and the cooldown of Riot Gas is reduced by 1.5 seconds. | Tactical Vendor |
![]() | Thermal Screen | Shield Specialist | Power Screen now stacks up to 6 times and Energy Blast or Disruptor Rifle only consumes 3 stacks on use. Activating Infused Kolto Packs immediately generates 6 Power Screens and finishes the cooldown of Energy Blast or Disruptor Rifle. | Tactical Vendor |
![]() | Explosive Weaponry | Plasmatech | While Battle Focus is active Shockstrike, Ion Pulse and Plasma Flare do damage to all nearby targets and Ion Wave hits twice. | Tactical Vendor |
![]() | Flame Dissipation | Plasmatech | When Pulse Generator reaches or refreshes to 2 stacks, it applies Pulse Activation to you, lowering the cost Ion Wave by 3 heat. Stacks up to 5 times, and is consumed by Ion Wave at 5 stacks. When consumed, Pulse Activation increases your elemental and kinetic attack damage by 10% for 20 seconds. | Tactical Vendor |
![]() | Superheated Fuel | Plasmatech | Battle Focus increases all elemental and kinetic attacks critical chance and critical hit damage by 25%. | Tactical Vendor |
![]() | Flying Fists | All | Stockstrike and Shockstrike now have a range of 10m. | Tactical Vendor |
![]() | Neural Trigger | All | Dealing damage to an enemy affected by your Neural Dart roots them for 2 seconds and ends the taunt. | Crafting – GTN or S3T-BNS Vendor Cybertech Tactical 1 |
| Name | Effect | Vendor | |
![]() | A Breath of Fresh Air | Every third Activation of your basic attack restores 10% of your Class Resource. | Onderon Reputation Vendor |
![]() | Bek’s Dismount Flourish | Make sure to always end your ride with a BANG. | Blatant Bek Reputation Vendor |
![]() | Bek’s Pre-Boom Precautions | Grants the user a small shield when mounting. | Blatant Bek Reputation Vendor |
![]() | Biorhythm | Dealing damage increases all healing done, Healing increases all damage done. Stacks up to 5 times. Only one effect can be active at a time. | Onderon Reputation Vendor |
![]() | Durasteel Wall | Successfully parrying, deflecting or dodging an attack while under 80% health increases your damage reduction by 1% for 5 seconds. Stacks up to 3 times. | Tactical Vendor |
![]() | Enhanced Seasonings for New Cooks | Increases rewards earned from the Feast of Prosperity Cooking Challenge. | Feast of Prosperity Vendor |
![]() | Improved Axel Grease | Increases rewards earned from the Feast of Prosperity Cantina Dash. | Feast of Prosperity Vendor |
![]() | Krall’s Accord | Cycles between enhancing Mastery, Accuracy, Power, Defense, Critical, Absorb, Alacrity and Shield. In that order. | Onslaught Expansion |
![]() | Luck Always Changes | Your critical chance with Melee, Ranged, Tech and Force attacks and healing is increased by 1% each second. This effect resets on a successful critical hit. | Objective Meridian Flashpoint |
![]() | Overwhelming Defense | Dealing damage increases all damage done for 2 seconds. Stacks up to 5 times. | Tactical Vendor |
![]() | Razor’s Forward Momentum | Releases stored momentum upon dismounting. | Horizon’s Razor Reputation Vendor |
![]() | Razor’s Kickstart | Increases immediate mount acceleration. This cannot occur more than once every 10 seconds. | Horizon’s Razor Reputation Vendor |
![]() | Reliquary of Time | Reduces cooldown of on use relics by 5% | Tactical Vendor |
![]() | Rolling Boil | Increases Mastery by 5% for 5 seconds when a relic triggers. | Tactical Vendor |
![]() | Screamer’s Finishing Pose | Keep the audience entertained by sticking the landing. Ends your ride with a pose and some smoke cover. | Pit Screamers Reputation Vendor |
![]() | Screamer’s Introductory Flair | You’re not just mounting. You’re mounting with style. | Pit Screamers Reputation Vendor |
![]() | The Life Warden | Taking damage below 20% health will rapidly heal you for a large amount. 10 Minute Cooldown | Tactical Vendor |
| Republic Discipline | Imperial Discipline | Tactical Recommendation |
| Commando – Assault Specialist | Mercenary – Innovative Ordnance | Energized Charges (Single Target) |
| Commando – Combat Medic | Mercenary – Bodyguard | SC-4 Treatment Scanner |
| Commando – Gunnery | Mercenary – Arsenal | Primed Ignition (Single Target) |
| Guardian – Defense | Juggernaut – Immortal | Grit Teeth |
| Guardian – Focus | Juggernaut – Rage | Cauterized Coronary |
| Guardian – Vigilance | Juggernaut – Vengeance | Hemophilic Slash |
| Gunslinger – Dirty Fighting | Sniper – Virulence | Exploited Weakenss (Single Target) Airborne Agents (AOE) |
| Gunslinger – Saboteur | Sniper – Engineering | Ruthless Interrogation |
| Gunslinger – Sharpshooter | Sniper – Marksmanship | Agitating Energies |
| Sage – Balance | Sorcerer – Madness | Tempest of Rho |
| Sage – Seer | Sorcerer – Corruption | One for All |
| Sage – Telekinetics | Sorcerer – Lightning | Stormwatch |
| Scoundrel – Ruffian | Operative – Lethality | Synox Shots (Single Target) Viral Elements (AOE) |
| Scoundrel – Sawbones | Operative – Medicine | Critical Surgery |
| Scoundrel – Scrapper | Operative – Concealment | Acid Lash (Single Target) Explosive Cells (AOE) |
| Sentinel – Combat | Marauder – Carnage | Shard of Mortis |
| Sentinel – Concentration | Marauder – Fury | Cauterized Coronary |
| Sentinel – Watchman | Marauder – Annihilation | Spiteful Saber |
| Shadow – Infiltration | Assassin – Deception | The Awakened Flame |
| Shadow – Kinetic Combat | Assassin – Darkness | Ward of the Continuum, Overwhelming Defense |
| Shadow – Serenity | Assassin – Hatred | Two Time Trouble |
| Vanguard – Plasmatech | Powertech – Pyrotech | Flame Dissipation, Superheated Fuel |
| Vanguard – Shield Specialist | Powertech – Shield Tech | Overwhelming Defense, Superheated Fuel |
| Vanguard – Tactics | Powertech – Advanced Prototype | Overwhelming Defense |

























































































































