Legendary Implants

Legendary implants can be earned by leveling to level 80 and doing the “Technological Advancement” mission given to you by Lonndar Eadwinn, a blue Twi’lek character who is an Implant Researcher, on fleet. He will give you a list of missions or activities to complete. They include meeting conquest, flashpoints, dailies, pvp, operations and more. Here is a full list of missions you can do to earn the 100 charges you need:

  • Complete a Personal Conquest – 34 charge
  • Complete Flashpoints or Operations via Group Finder – 2 charge
  • Complete Flashpoints on Story Difficulty – 2 charge
  • Complete Flashpoints on Veteran Difficulty – 6 charge
  • Complete Flashpoints on Master Difficulty – 10 charge
  • Killing Operations Bosses on Story Difficulty – 4 charge per boss
  • Killing Operations Bosses on Veteran Difficulty – 7 charge per boss
  • Killing Operations Bosses on Master Difficulty – 8 charge per boss
  • Completing a PvP Match – 10 charge
  • Completing Daily Area Weekly Missions – 10 charge
  • Completing Heroic Weekly Missions – 10 charge

Buying Implants

Once you have to 100 charges and return to Lonndar Eadwinn, it will unlock an new vendor for you. The implants have an item-rating of 326 to start and will go up as you purchase each level of the implant. Right now, implants seem to go up to 330.

Costs to buy implants:

  • 100 Conquest Commendations
  • 6,500 Tech Fragments
  • 20 Daily Resource Matrix
  • 25,000 Credits

Costs to upgrade implants:

  • The current held implant
  • 100 Conquest Commendations
  • 6,500 Tech Fragments
  • 20 Daily Resource Matrix
  • 25,000 Credits

You can only buy implants that go with your current Combat Style. By default, it displays the implants for your discipline.

Note of caution:
Make sure you remove any augments from your previous implant before purchasing the upgrade or you will lose the augment.

All Legendary Implants are restricted to your original Class and Advanced Class used.

Even if the names and/or effects are the same, you likely can’t use or equip a Legendary Implant that doesn’t correspond to your combat styles. All generic Legendary implants are not available to every Combat Style. Basically stated, if it isn’t on the list for your Combat Style, it can’t be used by you.

The color of the implants do not align with what we have all been used to. Red is no longer just for DPS, blue for tank, etc., so don’t just choose based on color. It also looks like none of the implants carry Accuracy on them, either.

Pay attention to the effects given on the implants rather than just the stats. The effects will give you more bang for your buck as far as being more powerful and better blended to work with your specific builds than the stats. To make up for some of the stat deficiencies or differences, you can use augments and earpieces to change them a bit to better suit your needs.

Here is a list of the available implants:

Assassin & Shadow

  • Ballast Point – Deflection grants Ballistic Immunity for 6 seconds, giving you immunity to movement impairing effects, knockdowns, and physics.
  • Dynamic Force – The cooldown of Force Potency/Recklessness is reduced by 15 seconds.
  • Force Resistance – Increases Elemental, Internal, Kinetic, and Energy damage reduction by 3%.
  • Force Training – Melee and Force attacks deal 3% more damage.
  • Shadowcraft – Using Phantom Stride from stealth grants Shadowcraft, increasing your critical chance by 100% for 6 seconds. Force Cloak resets the cooldown of Phantom Stride.

Sorcerer & Sage

  • Dynamic Force – The cooldown of Force Potency/Recklessness is reduced by 15 seconds.
  • Empowered Restorer – Activating Force Barrier puts a barrier on nearby allies, absorbing some damage and granting them an additional 25% Elemental damage reduction while active. Lasts up to 8 seconds. Absorb shield HP is equivalent to twice as much as Force Armor/Static Barrier.
  • Force Training – Melee and Force attacks deal 3% more damage.
  • Force Resistance – Increases Elemental, Internal, Kinetic, and Energy damage reduction by 3%.
  • Gathering Storm – Force Speed makes your next direct Force attack deal 20% more damage and you deal 20% more damage while Polarity Shift is active.
  • Revitalize – While Rejuvenate/Resurgence is active on a target, it has 15% chance to spontaneously heal the target whenever it receives non-Rejuvenate healing from you.
  • Unmatched Haste – The duration of Mental Alacrity/Polarity Shift is increased by 5 seconds and using Force Speed reduces the active cooldown of Mental Alacrity/Polarity Shift by 5 seconds.

Juggernaut & Guardian

  • Champion’s Precision – Combat Focus/Enrage, Burning Focus/Bloodrage, or Threatening Focus/Threatening Rage grants Champion’s Precision, increasing your critical chance by 20% for 8 seconds.
  • Fearless Victor – Whenever you use an attack that spends Focus/Rage, your Melee damage is increased by 10% for 10 seconds.
  • Force Resistance – Increases Elemental, Internal, Kinetic, and Energy damage reduction by 3%.
  • Nimble Master – Activating Saber Ward grants Nimble Master, increasing your movement speed by 100% for the duration of Saber Ward.
  • Retaliator – Riposte/Retaliation has no cooldown.
  • Vicious Thirst – Slash/Vicious Slash, Blade Rush/Massacre, and Cyclone Slash/Sweeping Slash add Vicious Thirst stacks to their targets, stacking up to 5 times. Killing an enemy with Vicious Thirst stacks increases your damage dealt by 3% per stack for 10 seconds.

Marauder & Sentinel

  • Berserker’s Call – Reduces the cooldown of Valorous Call/Frenzy by 15 seconds. Additionally, activating Zen/Berserk increases all damage dealt by 5% for 10 seconds.
  • Dispatcher – Activating Twin Saber Throw/Dual Saber Throw grants Dispatcher’s Challenge, making your next Dispatch/Vicious Throw or Slash/Vicious Slash critically hit. Critically hitting with a weapon attack generates 1 Focus/Rage. This effect cannot occur more than once every 3 seconds.
  • Fearless Victor – Whenever you use an attack that spends Focus/Rage, your Melee damage is increased by 10% for 10 seconds.
  • Force Resistance – Increases Elemental, Internal, Kinetic, and Energy damage reduction by 3%.
  • Vicious Thirst – Slash/Vicious Slash, Blade Rush/Massacre, and Cyclone Slash/Sweeping Slash add Vicious Thirst stacks to their targets, stacking up to 5 times. Killing an enemy with Vicious Thirst stacks increases your damage dealt by 3% per stack for 10 seconds.

Mercenary & Commando

  • Advanced Scanning – Reduces the cooldown of Advanced Medical Probe/Healing Scan by 15 seconds and the cooldown of Bacta Infusion/Emergency Scan by 3 seconds.
  • Concentrated Fire – Activating Supercharged Cell/Gas makes your next High Impact Bolt/Rail Shot, Mag Bolt/Shot, or Bacta Infusion/Emergency Scan critically hit or heal.
  • Random Charge – Damaging an enemy or healing an ally has a 10% chance to generate a stack of Supercharge. Cannot occur more than once every 5 seconds.
  • Squad Leader – Whenever you take damage with Reactive Shield/Energy Shield, a weaker shield is applied to nearby allies for 3 seconds.
  • Target Eliminator Package – Demolition Round/Heatseeker Missiles and Serrated Bolt/Serrated Shot increase damage dealt by 2% for 15 seconds. Cannot occur more than once every 30 seconds.

Powertech & Vanguard

  • Mandalorian Armaments – When Shoulder Cannon is put on cooldown, it applies Autocannon to you for 60 seconds, firing a rocket at your current target whenever you deal direct damage. This additional rocket can fire once every 10 seconds.
  • Shock Trooper – The Energy Cell/Heat cost of Shockstrike/Flaming Fist and Stockstrike/Rocket Punch is reduced by 4. Shockstrike/Flaming Fist, Tactical Surge/Magnetic Blast, and Energy Blast/Heat Blast increase damage dealt by 10% for 15 seconds. Cannot occur more than once every 30 seconds.
  • Specialist – Battle Focus/Explosive Fuel increases damage done by 20% while Ion Cell/Gas Cylinder is being utilized and increases damage reduction by 10% while Ion Cell/Gas Cylinder is not being utilized.
  • Squad Leader – Whenever you take damage with Reactive Shield/Energy Shield, a weaker shield is applied to nearby allies for 3 seconds.
  • Supercommando – Activating Balmorran Advanced Weaponry/Power Yield, Durasteel Armor/Thermal Yield, or Infused Kolto Packs/Energy Yield grants a shield that absorbs 1.62 million damage. Lasts up to 3 seconds.
  • Veteran Ranger – Each Shoulder Cannon rocket has a 50% chance to trigger an additional rocket.

Operative & Scoundrel

  • Aggresive Treatment – Bushwhack/Toxic Haze heals any allies standing inside it.
  • Field Medic – Activating a healing ability has a 15% chance to grant Field Medic’s Critical Bonus, which causes your next Underworld Medicine/Kolto Injection to automatically critically hit. Cannot occur more than once every 30 seconds.
  • Locked and Loaded – Ranged and tech damage and healing are increased by 5%.
  • Mini Shield – Activating Shield Probe creates an absorb shield around each ally within 5m, absorbing a tiny amount of damage, lasting up to 10 seconds.
  • Tactician – Gaining Upper Hand/Tactical Advantage increases your crit chance by 10% for 10 seconds.
  • Tactician’s Focus – Dealing critical damage with Bludgeon/Veiled Strike or Point Blank Shot/Lethal Strike grants Tactician’s Focus, making your next Sucker Punch/Laceration or Brutal Shots/Corrosive Assault automatically critically hit. Cannot occur more than once every 30 seconds.
  • Trapper – Bushwhack/Toxic Haze refunds an Upper Hand/Tactical Advantage and no longer costs Energy.

Sniper & Gunslinger

  • Active Reload – Killing an enemy within 3 seconds of damaging them with Quickdraw/Takedown resets the cooldown of Quickdraw/Takedown and gives you a 5% damage buff. Stacks up to 3 times and lasts 10 seconds.
  • Energy Regulators – You gain 1 Energy per second while in cover.
  • Improved Targeting – Reduces the cooldown of Smuggler’s Luck/Laze Target, Blood Sights/Viral Targeting, and Target hack/Targeting Systems by 15 seconds.
  • Locked and Loaded – Ranged and tech damage and healing are increased by 5%.
  • Mini Shield – Activating Shield Probe creates an absorb shield around each ally within 5m, absorbing a tiny amount of damage, lasting up to 10 seconds.