RepublicTrooper.com | Everything You Need To Know About The Republic Trooper class in Star Wars: The Old Republic
Republic Trooper on Facebook
Republic Trooper on Google+
Republic Trooper on Twitter
Republic Trooper on YouTube
Republic Trooper on iTunes
Republic Trooper on Reddit
Republic Trooper on R2-DB

 

Trooper Abilities: The Complete List

Trooper Abilities: The Complete List

It takes exacting discipline and the right stuff to become a Trooper. It starts with determination to be better than the rest and finishes when a Trooper becomes the pinnacle of the galactic warrior. Through rigorous training and demanding regimen Troopers hone their abilities to equal that of anyone…Force-wielder or not. Troopers claim amongst their ranks the finest marksman, the most knowledgeable combat medics and the most keen tactical minds to be found anywhere from Coruscant to the Outer Rim. The abilities of the elite Troopers of Havoc Squad are legend.

Trooper Abilities – The Complete List

Level 1

Hammer Shot
Ammo: None
Activation Time: Instant
Range: 30 meters
Effect: Fires a series of hammering shots that deals 37-49 weapon damage to the target.

Explosive Round
Ammo: 3
Activation Time: Instant
Range: 30 meters
Effect: Fires a heavy round that deals 54-56 kinetic damage to the primary target and 7-8 kinetic damage to up to 3 targets within 5 meters. If the primary target is a weak or standard enemy, it is knocked to the ground.
Additional Ranks: 4th, 7th , 10th , 13th , 17th , 26th

Recharge Cells
Ammo: None
Activation Time: Instant
Range: Self
Effect: Recharges 6 cells over 3.0 seconds.

Fortification
Ammo: None
Activation Time: Instant
Range: 30 meters
Effect: Increases the targets endurance by 5% for 60 minutes. If the target is a party member, all other party members are also affected.

Level 2

Stockstrike
Ammo: 2
Activation Time: Instant
Cooldown: 9 seconds
Range: 4 meters
Effect: Strikes the target with the butt of the rifle, dealing 91-96 kinetic damage.
Additional Ranks: 5th, 8th, 11th, 14th, 19th, 28th

Level 3

Full Auto
Ammo: 2
Activation Time: 3 seconds (channeled)
Cooldown: 15 seconds
Range: 30 meters
Effect: Fires a continuous stream of bolts that deals 60 – 70 weapon damage every second. Weak and standard enemies caught in the blaster fire are stunned for the duration.
Additional Ranks: 6th, 9th, 11th, 15th, 21st

Level 4

Plasma Cell
Ammo: None
Activation Time: 1.5 seconds
Range: Self
Effect: Loads your rifle with a plasma powercell, giving all of your rifle attacks a 10% chance to deal 20-21 additional elemental damage every 3 seconds for 6.0 seconds. Only one cell can be active at a time.
Additional Ranks: 7th, 10th, 13th, 16th, 23rd

Level 5

Sticky Grenade
Ammo: 2
Activation Time: Instant
Range: 30 meters
Effect: 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 101-113 kinetic damage when it detonates. Standard and weak targets are knocked back from the blast.
Additional Ranks: 8th, 11th, 14th, 19th, 30th

Level 6

High Impact Bolt
Ammo: 2
Activation Time: Instant
Cooldown: 15 seconds
Range: 30 meters
Effect: Fires a very powerful round at the target, dealing 134 – 152 weapon damage. Only usable against incapacitated targets and targets suffering from periodic damage.
Additional Ranks: 9th, 11th, 15th, 20th, 31st

Level 8

Pulse Cannon
Ammo: 3
Activation Time: 3 seconds (channeled)
Cooldown: 18 seconds
Range: Point blank to 10 meter frontal cone
Effect: Sprays waves of ionizing energy at targets in a 10-meter cone, dealing 0 elemental damage over the duration.
Additional Ranks: 11th, 16th, 21st

Level 9

Tenacity
Ammo: None
Activation Time: Instant
Cooldown: 2 minutes
Range: Self
Effect: Removes all incapacitating and movement-impairing effects.

Level 10 – Shared Abilities

Mortar Volley
Ammo: 3
Activation Time: 3 seconds (channeled)
Cooldown: 1 minute
Range: 5-30 meters
Effect: Launches a volley of mortar shells at the target area, dealing 616-736 kinetic damage to up to 5 targets within 8 meters over the duration. Standard and weak targets are knocked down by the blasts.
Additional Ranks: 13th, 18th, 27th

Level 10 – Commando Only

Charged Bolts
Ammo: 3
Activation Time: 1.5 seconds
Range: 30 meters
Effect: Spins up the assault cannon and fires off a quick burst of powerful, charged rounds at the target for 0 weapon damage. Requires Assault Cannon.

Medical Probe
Ammo: 3
Activation Time: 2.5 seconds (channled)
Range: 30 meters
Effect: Summons a probe that heals for 0 – 0.

Level 10 – Vanguard Only

Ion Pulse
Ammo: 2
Activation Time: Instant
Range: 10 meters
Effect: Fires an ion pulse at the target, dealing 104-124 elemental damage.
Additional Ranks: 13th, 17th, 25th

Level 12 – Shared Abilities

Cryo Grenade
Ammo: 1
Activation Time: Instant
Cooldown: 1 minute
Range: 30 meters
Effect: Hurls a cryo grenade that freezes the target, stunning it for 4.0 seconds.

Level 12 – Commando Only

Armor-piercing Cell
Ammo: None
Activation Time: 1.5 seconds
Range: Personal
Effect: Loads your rifle with an armor-piercing powercell. While active, armor penetration is increased by 0 percent. Only one cell can be active at a time.

Hail of Bolts
Ammo: 4
Activation Time: Instant
Range: 30 meters
Effect: Launches waves of blaster fire at up to 5 targets within 5 meters of the target area, dealing 0 weapon damage over the duration. Standard and weak targets are sometimes knocked back by the hail of bolts. Requires Assault Cannon.

Level 14 – Shared Abilities

Reactive Shield
Ammo: None
Activation Time: Instant
Cooldown: 2 minutes
Range: Personal
Effect: Reduces all damage taken by 25% for 12.0 seconds.

Sprint
Ammo: None
Activation Time: Instant/Toggle
Range: Personal
Effect: Increase movement speed by 35% while not in combat.

Level 14 – Commando Only

Combat Support Cell
Ammo: None
Activation Time: 1.5 seconds
Range: Personal
Effect: While active, Hammer Shot charges your powercell with each of use. Charges increase all damage and healing dealt, up to a maximum of 3 percent at 30 charges. In addition, targeting an ally with Hammer Shot will heal the target for 100 percent of the tech bonus healing. Only one cell can be active at a time.

Concussion Charge
Ammo: 2
Activation Time: Instant
Cooldown: 30 seconds
Range: Point blank
Effect: Deals 0 – 0 elemental damage and pushes up to 5 nearby enemies back away from the Trooper. Targets have their movement speed reduced for 4 seconds after being knocked back.

Level 14 – Vanguard Only

Guard
Ammo: None
Activation Time: Instant
Range: 30 meters
Effect: Guards the target while it remains within 15 meters. While active, the target takes 5% less damage and generates 25% less threat. In addition, 50% of all incoming damage from enemy players is transferred back to you. Requires Ion Cell.

Ion Cell
Ammo: None
Activation Time: 1.5 seconds
Range: Personal
Effect: Loads your rifle with an ion powercell, giving ranged attacks a 15% chance to deal 105 additional energy damage. Increases armor by 60%, decreases all damage taken by 5% and increases shield chance by 20%. While Ion Cell is active, threat generated is increased by 50%. Only one cell can be active at a time. Ion Jolts can only occur once every 1.5 seconds.
Additional Ranks: 19th, 29th

Level 15 – Shared Abilities

No Retreat
Ammo: n/a
Activation Time: Instant
Cooldown: 20 minutes
Range: Personal/Companion
Effect: Finishes the cooldown on Cryo Grenade and restores 2% of maximum health to you and your companion every 3 seconds. Requires an active companion. Usable while in combat. Lasts 1 minute.

Level 16 – Commando Only

Advanced Medical Probe
Ammo: 2
Activation Time: 1.5 seconds (channeled)
Range: 30 meters
Effect: Summons a probe that heals for 0 – 0.

Level 16 – Vanguard Only

Neural Jolt
Ammo: None
Activation Time: Instant
Cooldown: 15 seconds
Range: 30 meters
Effect: Shocks the target at long range, taunting it to attack. Player targets deal 30% less damage when attacking anyone other than you. Effect lasts 6.0 seconds.

Level 18 – Commando Only

Plasma Grenade
Ammo: 4
Activation Time: 1.5 seconds
Cooldown: 30 seconds
Range: 30 meters
Effect: Lobs a plasma grenade that detonates on contact, dealing 0 – 0 kinetic damage to up to 3 targets within 5 meters and igniting the targets in fiery plasma, dealing 0 additional elemental damage over 6 seconds. Standard and weak targets enter a state of panic from the flames.

Level 18 – Vanguard Only

Riot Strike
Ammo: 1
Activation Time: Instant
Cooldown: 8 seconds
Range: 4 meters
Effect: Interrupts the target’s current action and prevents that ability from being used for the next 4 seconds.

Level 20 – Vanguard Only

High Energy Cell
Ammo: None
Activation Time: 1.5 seconds
Range: Personal
Effect: Loads your rifle with a high-energy powercell. While active, all internal and elemental damage dealt is increased by 5%. Only one cell can be active at a time.

Level 22 – Commando Only

Concussive Round
Ammo: 1
Activation Time: 2 seconds
Cooldown: 60 seconds
Range: 30 meters
Effect: Fires a round at the target that knocks it out for up to 60 seconds. Non-player targets regenerate health rapidly while knocked out. Damage causes this effect to end prematurely.

Level 22 – Vanguard Only

Harpoon
Ammo: None
Activation Time: Instant
Cooldown: 45 seconds
Range: 10-30 meters
Effect: Fires a harpoon line that pulls the target to your location and generates a high amount of threat. Cannot be used on targets in cover.

Level 24 – Commando Only

Field Aid
Ammo: 2
Activation Time: Instant
Cooldown: 4.5 seconds
Range: 30 meters
Effect: Cleanses a friendly target of up to 0 negative tech or physical effects.

Level 24 – Vanguard Only

Explosive Surge
Ammo: 3
Activation Time: Instant
Range: Personal to 5 meters
Effect: Emits an explosive surge, dealing 141 – 179 elemental damage to up to 5 enemies within 5 meters.

Level 25 – Shared Abilities

Speeder Piloting
Ammo: None
Activation: n/a
Range: Personal
Effect: Able to ride speeder bikes.

Level 30 – Commando Only

Diversion
Ammo: n/a
Activation Time: Instant
Cooldown: 45 seconds
Range: Personal
Effect: Reduces the threat towards all current targets.

Level 30 – Vanguard Only

Sonic Round
Ammo: n/a
Activation Time: Instant
Range: 30 meters
Effect: Fires a sonic round that taunts your target and all nearby targets to attack for 6.0 seconds. Enemy players have their damage reduced for 6 seconds unless they attack you.

Level 32 – Shared Abilities

Adrenaline Rush
Ammo: None
Activation Time: Instant
Cooldown: 3 minutes
Range: Personal
Effect: Restores 15 percent of maximum health over 10 seconds.

Level 34 – Shared Abilities

Blitz
Ammo: None
Activation Time: Instant
Range: 4 meters
Effect: Bashes the target dealing 0 to 0 kinetic damage to weak and standard targets or 0 to 0 kinetic damage to strong targets. Only usable on incapacitated targets.

Level 36 – Shared Abilities

Stealth Scan
Ammo: None
Activation Time: Instant
Cooldown: 20 seconds
Range: 30 meters
Effect: Fires off probes that scan the area for stealthed opponents. The probes last for 10 seconds.

Level 42 – Shared Abilities

Reserve Powercell
Ammo: None
Activation Time: Instant
Cooldown: 2 minutes
Range: Personal
Effect: Your next ability’s energy cell cost is reduced by 100 percent. Effect lasts 15 seconds.

Level 46 – Vanguard Only

Neural Surge
Ammo: 1
Activation Time: Instant
Cooldown 45 seconds
Range: Point blank out to 8 meters
Effect: Stuns up to 5 enemies within 8 meters for 2.5 seconds.

Level 50 – Commando Only

Tech Override
Ammo: None
Activation Time: Instant
Cooldown: 2 minutes
Range: Personal
Effect: Your next ability with an activation time will activate instantly. This effect lasts for up to 15 seconds.

Level 50 – Vanguard Only

Battle Focus
Ammo: None
Activation Time: Instant
Cooldown: 2 minutes
Range: Personal
Effect: Increases ranged and tech critical hit chance by 25 percent for 15 seconds.