Disciplines
Ruffian (DPS)
Sawbones (Heals)
Scrapper (DPS)
Republic
Fighting Style: Stealth, Single Blaster, Scattergun
Tactical Role(s): Close-Quarters Damage, Medicine/Healing
Empire Mirror: Operative
Description: In addition to his trusty blaster, the Scoundrel packs a stealth belt, a scattergun and a med pack--everything he needs to get in, knock the enemy for a loop and get out alive.
Disciplines
Sawbones (Heals)
The Scoundrel patches his allies up using whatever medical supplies he can scrape together.
Scrapper (DPS)
Focuses on using stealth and the scatter gun to sneak in, take out the enemy, and get out.
Ruffian (DPS)
These tactics leave no trick off-the-table and often leave an enemy crippled or bleeding.
Abilities
Class Abilities
Name | Description | Type |
Fires a flurry of bolts from your blaster, dealing <<1>> weapon damage. | Instant | |
Keeps a cool head, recovering 50 energy over 3 seconds. | Instant | |
Interrupts the target's current action and prevents that ability from being used for 4 seconds. | Instant | |
Increases the target's critical hit chance by 5% for 60 minutes. If the target is a group member, all other group members are also affected. | Instant | |
Deals <<1>> kinetic damage to the primary target and <<2>> kinetic damage to up to 7 standard or weak enemies within 5 meters of the primary target. If the primary target is a standard or weak enemy, it is knocked to the ground. | Instant | |
Puts up the front of surrender, instantly lowering your threat by a moderate amount. | Instant | |
Lobs a flash grenade that blinds the target for 8 seconds. Damage causes this effect to end prematurely. | Instant | |
Projects a defense field around yourself, which absorbs a moderate amount of incoming damage for 10 seconds. Does not break stealth. | Instant | |
Purges incapacitating and movement-impairing effects. | Instant | |
Fires a shot that causes the target to bleed, dealing <<1>> internal damage over 18 seconds. | Instant | |
Increases your chance to dodge melee and ranged attacks by 200% for 3 seconds. Does not break Stealth. | Instant | |
Seize the moment, restoring 2% of your maximum health every 3 seconds. Requires an active companion. Lasts 60 seconds. | Instant |
Advanced Class Abilities
Name | Description | Type |
Cleanses a friendly target of up to 2 negative tech or physical effects. | Instant | |
Shocks and revives an incapacitated ally. This ability is usable while in combat. When used, all group members can neither use nor be the target of an in-combat revival for the next 5 minutes. | Casted | |
Strikes the target with your weapon for <<1>> kinetic damage. | Instant | |
Blasts a target for <<1>> weapon damage. | Instant | |
Psych yourself up, immediately gaining Upper Hand and boosting alacrity by 10% for 15 seconds. Does not break stealth. | Instant | |
Exploits Upper Hand to Stack the Deck for you and your Operation group members within 40 meters, increasing critical chance by 10% for 10 seconds. Does not break stealth. | Instant | |
Roll forward 12 meters. Activating Scamper a second time within 10 seconds allows you to roll again, but puts the ability on cooldown for 10 seconds. While rolling, your chance to dodge melee and ranged attacks is increased by 30%. Does not break stealth. Cannot be used while immobilized or hindered. | Instant | |
Fires the scattergun point-blank into the target's backside, dealing <<1>> kinetic damage. Only usable while behind the target. If used from stealth, Back Blast deals <<2>> kinetic damage and grants an Upper Hand. | Instant | |
Exploits your Upper Hand to heal the target immediately for <<1>> followed by <<2>> over 9 seconds. Requires and consumes Upper Hand. | Casted | |
Activates your stealth generator, increasing your stealth level by 15 and making you and your companion difficult to detect. Movement speed is reduced to 85% of normal while in stealth. Most hostile actions and taking cover will break Stealth. Your companion will not react to enemy attacks while in stealth. | Instant | |
Puts the target to sleep for 60 seconds. Damage will break the effect prematurely. Only usable from stealth and only usable on targets not in combat. Only one target can be incapacitated at a time. Does not affect droids. | Instant | |
Overloads your stealth generator, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable. | Instant | |
Cloaks all group members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat. Only usable while in stealth mode. | Instant | |
Defeating an opponent or activating Blaster Whip gives you the Upper Hand, enabling the use of exploits for 24 seconds. Up to 2 charges of Upper Hand can exist at once. | Passive | |
Stuns the target for 4 seconds and deals <<2>> kinetic damage. | Instant | |
Blasts the target's legs with your scattergun, dealing <<1>> kinetic damage and slowing the target's movement speed by 50% for 12 seconds. | Instant | |
Fires a blaster burst that hits up to 8 targets in a 10-meter cone in front of you for <<1>> weapon damage. | Instant | |
Heals a friendly target for <<1>> over 3 seconds. | Channeled | |
Injects the target with slow-release medicine that heals for <<1[%d/%d/%d]>> over 18 seconds. Stacks up to 2 times. | Instant | |
Override your stealth generator to quickly move to a friendly or enemy target and increase your movement speed by 75% for 3 seconds. Does not break stealth. Cannot be used against enemy targets in cover. | Instant | |
Exploits Upper Hand to call in droids that fill the vicinity with spinning blades, dealing <<1>> internal bleed damage to up to 8 enemy targets within 8 meters over 6 seconds. The blades stun standard and weak enemies for 6.1 seconds. Requires and consumes Upper Hand. | Instant |