Tacticals

All the end game tacticals available sorted by class and discipline.
*updated Sept. 16, 2022

All Classes and Disciplines

Tactical NameClass/SubclassDescription
A Breath of Fresh AirAllEvery third activation of your basic attack restores 10% of your Class Resource. (Onderon Reputation Vendor)
BiorhythmAllDealing 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 WallAllSuccessfully parrying, deflecting, or dodging an attack while under 80% health increases your damage reduction by 1% for 5 seconds. Stacks up to 3 times.
Krall’s AccordAllCycles between buffing Mastery, Accuracy, Power, Defense, Critical, Absorb, Alacrity, and Shield. In that order. (Onslaught Storyline)
Luck Always ChangesAllYour critical chance with Melee, Ranged, Tech, and Force attacks is increased by 1% each second. This effect resets on a successful critical hit. (Objective Meridian Flashpoint)
Overwhelming OffenseAllDealing damage increases all damage done for 2 seconds. Stacks up to 5 times.
Reliquary of TimeAllReduces the cooldown of on use Relics by 5%.
Rolling BoilAllIncreases Mastery by 5% for 5 seconds when a Relic triggers.
The Life WardenAllTaking damage below 20% health will rapidly heal you for a large amount. 10-minute cooldown.

Imperial Classes


Tactical NameSubclassDescription
Chant of RegenerationAllRecklessness increases your Force regeneration greatly for a short time.
Jerra’s PersistenceAllPhantom Stride gains 2 charges.
TraumatizerAllMaul and Low Slash inflict trauma for 15 seconds, reducing all healing the target receives by 20%.
Two CloaksAllForce Cloak has 2 charges.
Ancient Tome of WrathDarknessWither generates Redirected Wrath stacks for every enemy it hits, increasing your shield absorption by 2% per stack for 5 seconds.
Friend of the ForceDarknessForce Shroud also applies to any ally you are guarding.
Shroud of a ShadowDarknessUsing 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.
Ward of the ContinuumDarknessDark Ward gains 5 additional charges, and parrying, deflecting, or resisting an attack while it is active increases defense chance by 1%. This effect stacks up to 3 times and lasts for 20 seconds or until Dark Ward is reactivated.
Blade of the ElementsDeceptionThe critical hit chance of Reaping Strike is increased by 50% per Voltage stack. Critically hitting with Voltaic Slash reduces the cooldown of Reaping Strike by 1.5 seconds.
May Cause InjuryDeceptionGaining a stack of Voltage causes your next Discharge to arc to multiple targets.
The Awakened FlameDeceptionWhen Ball Lightning deals damage, it causes its target to become electrified, dealing energy damage over 6 seconds.
Quick EscalationHatredIncreases 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.
Severance PayHatredDeath Field does 30% more damage to slowed targets and finishes the cooldown of Severing Slash.
Two Time TroubleHatredCreeping Terror has a 100% chance to tick an additional time when you deal damage with Assassinate and a 50% chance to tick an additional time when you deal damage with a melee attack.

Tactical NameSubclassDescription
A Healing HandAllExtrication now heals you and the target and makes your next Resurgence free.
An Explosive ReturnAllReturning to your Phase Walk marker causes a Force explosion around you, dealing damage to any enemies around.
Cleanse the AgonyAllConsuming Darkness lowers the cooldown of Expunge by 3 seconds.
Endless BarrierAllActivating Unnatural Preservation removes Static Barrier’s Deionize effect from you.
All for OneCorruptionRevivification’s pool concludes with a burst of dark Force energy, healing up to 8 allies within it.
One for AllCorruptionRoaming Mend heals up to 5 targets instead of 4.
Storm’s SuccorCorruptionVolt 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.
Elemental ConvectionLightningVolt Rush triggers Lightning Storm when activated. Chain Lightning grants Volt Flux, causing Volt Rush to arc to multiple targets for the next 10 seconds.
Eyrin’s HasteLightningForce 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.
StormwatchLightningLightning Flash applies Stormwatch to its targets. For the next 10 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.
Ticking Force-BombLightningForked Darkness now has a greater chance to activate on Crushing Darkness and Crushing Darkness deals more damage each time it ticks.
Killing FieldMadnessDemolish hits all nearby targets affected by your Deathmark.
Mystic’s Ruthless BladeMadnessDemolish 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.
Tempest of RhoMadnessLightning 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.
The RushdownMadnessWhen 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 NameSubclassDescription
Grit TeethAllThe active cooldown of Saber Ward is reduced by 2 seconds when you are attacked. This effect cannot occur more than once per second.
Rancor’s TailAllActivating Saber Ward finishes the cooldown of Force Push.
Throwing ArmAllSaber Throw lowers the targets accuracy by 70% for 6 seconds.
Hord’s Makashi StrikeImmortalRetaliation consumes Aegis Assault damage reduction and grants Retaliating Defense, increasing damage reduction by 5% for 20 seconds.
Jaw BreakerImmortalUsing Backhand while Invincible is active extends the duration of Invincible by 5 seconds.
Leviathan’s HideImmortalCrushing 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.
Joiner’s PressureRageActivating Force Push on a target affected by Force Crush grants Joiner’s Pressure, increasing your damage dealt by 20% for 10 seconds.
Syn’s Second AmuletRageRetaliation refunds one rage and finishes the cooldown of Furious Strike.
Unknowing Ancient TextRageForce Crush builds a Furious Power ability charge.
A Vicious CycleVengeanceHew triggers a Retaliation that does 30% more damage.
Cut to PiecesVengeanceWhen a bleed tick critically hits, it reduces the cooldown of Vengeful Slam by one second.
Hemophilic SlashVengeanceRavage refreshes the duration of Force Scream, Impale and Shatter’s bleeds on the target and ticks their damage.

Tactical NameSubclassDescription
Defel Spliced GenesAllThe 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.
Hidden PowerAllForce Camouflage generates 2 rage per second.
Undying CloakAllTaking 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.
Malmourral MaskAnnihilationWhen Annihilate deals damage to an enemy affected by Force Rend, triggers a burst of damage to up to 8 targets around.
No Time for FoolsAnnihilationAnnihilate automatically kills standard and weak enemies with less than 30% health. Killing an enemy this way resets the cooldown of Annihilate.
Spiteful SaberAnnihilationRupture 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.
Thirsty BladeAnnihilationRavage deals 5% more damage for each bleed stacked on the target, up to 25%.
Andeddu’s MalevolenceCarnageUsing Gore causes its target to bleed, dealing internal damage over 12 seconds.
Shard of MortisCarnageDealing damage with Massacre grants a stack of Hyper, up to a max of 3. For each stack, your critical hit chance increases by 25% 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.
The ProsecutionCarnageDevastating Blast is now affected by Furious Power.
Tome of Unyielding BladesCarnageSmash causes your next Massacre to do damage to up to 8 enemies near the primary target.
Cauterized CoronaryFuryFurious Strike causes its target to bleed.
Enrage CrushFuryRaging Burst and Smash detonate Force Crush, dealing Force Crush’s remaining damage to up to 8 enemies in an area around the primary target.
Force BarterFuryFurious Strike refunds one additional rage after it hits, but refunds all its rage if you would have fallen to zero.
PerseveranceFuryUsing Obliterate with Furious Power causes it to critically hit and increases your critical strike chance by 20% for 2 seconds.

Tactical NameSubclassDescription
Flame DetonationAllDealing 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.
Flying FistsAllRocket Punch and Flaming Fist now have a range of 10 meters.
Neural TriggerAllDealing damage to an enemy affected by your Neural Dart stuns them for 2 seconds and ends the taunt.
Explosive WeaponryPyrotechWhile Explosive Fuel is active Flaming Fist, Flame Burst and Immolate do damage to all nearby targets and Searing Wave hits twice.
Flame DissipationPyrotechWhen Superheated Flamethrower reaches or refreshes to 2 stacks, it applies Flame Dissipation to you, lowering the cost of 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.
Superheated FuelPyrotechExplosive Fuel increases all Flame attacks critical chance by 100%.
HotswapShield TechTranslocating 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.
Oil FireShield TechOil Slick makes targets susceptible to Firestorm. For each enemy affected by Oil Slick hit with Firestorm, your damage reduction is increased by 2% and the cooldown of Oil Slick is reduced by 1.5 seconds.
Thermal ScreenShield TechHeat Screen now stacks up to 6 times and Heat Blast only consumes 3 stacks on use. Activating Energy Yield immediately generates 6 Heat Screens and finishes the cooldown of Heat Blast.
Powered DetonatorAdvanced PrototypeThermal 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 defferent effect is applied.
Magnetic Blast: Slows the target by 50% for 10 seconds.
Energy Burst: The cooldown of Rocket Punch is reset.
Rail Shot: Your next Shoulder Cannon missile deals 20% more damage.

Tactical NameSubclassDescription
Cool Your JetsAllRocket Out vents 20 heat and immobilizes enemies around you for 2 seconds as you leave.
JettisonAllJet 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.
Power CycleAllWhen you use an ability with an activation time with Power Surge, that ability is not put on cooldown.
Burning BrightArsenalDealing damage with Blazing Bolts increases the damage of your next Priming Shot by 25%. This effect stacks up to 4 times.
Gyroscopic StabilizersArsenalReduces 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.
Primed IgnitionArsenalPriming Shot causes its target to burn. Blazing Bolts, Heatseeker Missiles, and Tracer Missile all tick its damage.
Kolto VaporsBodyguardThe Kolto Pods left by Kolto Missile last a second longer and heal for an additional 5%.
Running Restoration (previously known as Running Rapid Resoration)BodyguardHealing Scan can be activated while moving and heals for an additional 15%.
SC-4 Treatment Scanner (previously known as HP-5 Dart Device)BodyguardProgressive Scan heals for an additional 5% and generates Supercharge stacks while channeled, up to 4 stacks for a completed channel.
Continuous FireInnovative OrdnanceSweeping 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.
Energized ChargesInnovative OrdnanceThe duration of Innovative Ordnance’s Supercharged Gas and Supercharged Burn are doubled, and their effectiveness is improved.
Magnetic ResonanceInnovative OrdnanceExploding Thermal Detonator early with Mag Shot causes your next Power Shot to deal additional Elemental damage.

Tactical NameSubclassDescription
Augmented HolocommAllHolotraverse gains an additional charge.
Combat Medic TrainingAllResuscitation Probe becomes an instant cast and Kolto Infusion can be cast while moving.
Surgical ShivAllHalf of Shiv’s and Veiled Strike’s damage heals you.
Acid LashConcealmentLaceration damage triggers Acid Blade damage and refreshes its duration.
Explosive CellsConcealmentWhen Volatile Substance triggers, it deals damage to all enemies around the primary target and spreads its effects.
Volatile StrikeConcealmentVeiled 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.
Catalyzed ToxinsLethalityToxic Blast finishes all your poison effects on the target and deals their remaining damage immediately. Toxic Blast’s cooldown is extended by 9 seconds.
Synox ShotsLethalityToxic Blast does 75% more damage. Whenever Toxic Blast critically hits, it restores 2 energy.
Viral ElementsLethalityToxic Haze spreads Toxic Blast’s effect and Lethal Strike does additional damage to all nearby targets affected by Toxic Haze.
Critical SurgeryMedicineSurgical Probe always critically heals targets below 50% health.
Diagnostics ProbeMedicineActivating 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.
Regenerative WavesMedicineKolto Waves consumes a Tactical Advantage and heals 20% more per tick.

Tactical NameSubclassDescription
CS-3 Velocity
Holo-Dampener
AllHololocate increases your damage reduction by 15% for 10 seconds when you return.
Kolto BombardmentAllOrbital Strike heals allies in the area whenever it ticks.
Sniper SiegeAllEnemies take 10% more damage while under Suppressive Fire. Does not affect Operation bosses.
MG-2 Polygrade Dispersal CapsEngineeringWhen Explosive Probe’s Cluster Bombs detonate, they deal damage to all enemies around their target.
Ruthless InterrogationEngineeringSeries of Shots refreshes Interrogation Probe and ticks its damage every time it hits. Electrified Railgun deals 75% more damage.
T0-R0 Ionic DischargeEngineeringExplosive Probe now only triggers from EMP Discharge and deals 50% more damage.
Agitating EnergiesMarksmanshipCorrosive Dart deals more damage and dealing damage with Followthrough and Penetrating Blast refreshes its bleed effect on its target and ticks its damage.
B-0 Differential Targeting SystemMarksmanshipActivating Covered Escape or returning to your marker with Hololocate makes your next Ambush activate instantly and deal 30% more damage.
Refraction PointMarksmanshipPenetrating Blast does splash damage to targets around the primary target and causes your next Followthrough to deal splash damage as well.
Airborne AgentsVirulenceCorrosive Grenade spreads Weakening Blast’s effect. Lethal Shot does splash damage to all targets affected by Corrosive Grenade.
Exploited WeaknessVirulenceWeakening Blast deals 50% more damage. Dealing damage with Lethal Shot causes the target to take poison damage over 18 seconds.
Ultraviolet BlastVirulenceWeakening Blast finishes off all your directly applies 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.

Republic Classes


Tactical NameSubclassDescription
Chant of RegenerationAllForce Potency increases your Force regeneration greatly for a short time.
Jerra’s PersistenceAllShadow Stride gains 2 charges.
TraumatizerAllShadow Strike and Low Slash inflict trauma for 15 seconds, reducing all healing the target receives by 20%.
Two CloaksAllForce Cloak has 2 charges.
Ancient Tome of WrathKinetic CombatSlow Time generates Redirected Retribution stacks for every enemy it hits, increasing your Shield Absorption by 2% per stack for 5 seconds.
Friend of the ForceKinetic CombatResilience also applies to any ally you are guarding.
Shroud of a ShadowKinetic CombatUsing 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.
Ward of the ContinuumKinetic CombatKinetic Ward gains 5 additional charges, and parrying, deflecting, or resisting an attack while it is active increases defense chance by 1%. This effect stacks up to 3 times and lasts for 20 seconds or until Kinetic Ward is reactivated.
Blade of the ElementsInfiltrationThe 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.
May Cause InjuryInfiltrationGaining a stack of Clairvoyance causes your next Force Breach to arc to multiple targets.
The Awakened FlameInfiltrationPsychokinetic Blast crushes its target, causing kinetic damage over 6 seconds.
Quick EscalationSerenityIncreases 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.
Severance PaySerenityForce In Balance does 30% more damage to slowed targets and finishes the cooldown of Cleaving Cut.
Two Time TroubleSerenitySever Force has a 100% chance to tick an additional time when you deal damage with Spinning Strike and a 50% chance to tick an additional time when you deal damage with a melee attack.

Tactical NameSubclassDescription
A Healing HandAllRescue now heals you and the target and makes your next Rejuvenate free.
An Explosive ReturnAllReturning to your Phase Walk marker causes a force explosion around you, dealing damage to any enemies around.
Cleanse the AgonyAllVindicate lowers the cooldown of Restoration by 3 seconds.
Endless BarrierAllActivating Force Mend removes Force Armor’s Force-imbalanced effect from you.
Killing FieldBalanceDemolish hits all nearby targets affected by your Force Suppression.
Mystic’s Ruthless BladeBalanceVanquish deals 20% more damage on initial hit. Additionally, under Mental Alacrity, Vanquish resets the cooldown of Force Serenity and causes the next Force Serenity to activate instantly.
Tempest of RhoBalanceDisturbance has a 100% chance and Telekinetic Throw has a 50% chance to cause Sever Force to tick an additional time whenever they deal damage.
The RushdownBalanceWhen 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.
All for OneSeerSalvation’s pool concludes with a burst of light Force energy, healing up to 8 allies within it.
One for AllSeerWandering Mend heals up to 5 targets instead of 4.
Storm’s SuccorSeerTelekinetic 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.
Elemental ConvectionTelekineticsTelekinetic Blitz triggers Tidal Force when activated. Telekinetic Wave grants Telekinetic Flux, causing Telekinetic Blitz to arc to multiple targets for the next 10 seconds.
Eyrin’s HasteTelekineticsForce 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.
StormwatchTelekineticsTelekinetic Gust applies Stormwatch to its targets. For the next 10 seconds, whenever the target takes damage to Weaken Mind, Mind Crush, or Turbulence a force gust is called down upon the target, dealing energy damage.
Ticking Force-BombTelekineticsMental Momentum now has a greater chance to activate on Mind Crush and Mind Crush deals more damage each time it ticks.

Tactical NameSubclassDescription
Grit TeethAllThe active cooldown of Saber Ward is reduced by 2 seconds when you are attacked. This effect cannot occur more than once per second.
Rancor’s TailAllActivating Saber Ward finishes the cooldown of Force Push.
Throwing ArmAllSaber Throw lowers the targets accuracy by 70% for 6 seconds.
Hord’s Makashi StrikeDefenseRiposte consumes Warding Strike damage reduction and grants Riposte Form, increasing damage reduction by 5% for 20 seconds.
Jaw BreakerDefenseUsing Hilt Bash while Warding Call is active extends the duration of Warding Call by 5 seconds.
Leviathan’s HideDefenseGuardian 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.
Joiner’s PressureFocusActivating Force Push on a target affected by Force Exhaustion grants Joiner’s Pressure, increasing your damage dealt by 20% for 10 seconds.
Syn’s Second AmuletFocusRiposte refunds one focus and finishes the cooldown of Concentrated Slice.
Unknowing Ancient TextFocusForce Exhaustion builds a Force Clarity ability charge.
A Vicious CycleVigilanceWhirling Blade triggers a Riposte that does 30% more damage.
Cut to PiecesVigilanceWhen a burn tick critically hits, it reduces the cooldown of Vigilant Thrust by one second.
Hemophilic SlashVigilanceBlade Barrage refreshes the duration of Blade Storm, Overhead Slash, and Plasma Brand’s burns on the target and ticks their damage.

Tactical NameSubclassDescription
Defel Spliced GenesAllThe 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.
Hidden PowerAllForce Camouflage generates 2 focus per second.
Undying CloakAllTaking 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.
Malmourral MaskWatchmanWhen Merciless Slash deals damage to an enemy affected by Force Melt, it triggers a burst of damage to up to 8 targets around.
No Time for FoolsWatchmanMerciless Slash automatically kills standard and weak enemies with less than 30% health. Killing an enemy this way resets the cooldown of Merciless Slash.
Spiteful SaberWatchmanCauterize deals 10% more damage. Slash, Dispatch, and Twin Saber Throw refresh the duration of your Cauterize’s burn effect and tick its damage.
Thirsty BladeWatchmanBlade Barrage deals 5% more damage for each burn stacked on the target, up to 25%.
Andeddu’s MalevolenceCombatLance causes its target to burn, dealing elemental damage over 12 seconds.
Shard of MortisCombatDealing damage with Blade Rush grants a stack of Hyper, up to a max of 3. For each stack, your critical hit chance increases by 25% 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.
The ProsecutionCombatClashing Blast is now affected by Force Clarity.
Tome of Unyielding BladesCombatForce Sweep causes your next Blade Rush to do damage to up to 8 enemies near the primary target.
Cauterized CoronaryConcentrationConcentrated Slice causes its target to burn.
Enrage CrushConcentrationFocused 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.
Force BarterConcentrationConcentrated Slice refunds one additional focus after it hits but refunds all its focus if you have fallen to zero.
PerseverenceConcentrationUsing Zealous Leap with Force Clarity causes it to critically hit and increases your critical strike chance by 20% for 2 seconds.

Tactical NameSubclassDescription
Flame DetonationAllDealing Damage with Explosive Surge to a target affected by a pre-exploded Assault Plastique causes it to explode, creating a large explosion and dealing damage to all nearby enemies.
Flying FistsAllStockstrike and Shockstrike now have a range of 10 meters.
Neural TriggerAllDealing damage to an enemy affected by your Neural Jolt stuns them for 2 seconds and ends the taunt.
Explosive WeaponryPlasmatechWhile Battle Focus is active Shockstrike, Ion Pulse, and Plasma Flare do damage to all nearby targets and Ion Wave hits twice.
Flame DissipationPlasmatechWhen Pulse Generator reaches or refreshes to 2 stacks, it applies Pulse Activation to you, lowering the cost of Ion Wave by 3 energy. Stacks up to 5 times and is consumed by Ion Wave at 5 stacks. When consumed, Pulse Activation increases your elemental damage by 10% for 20 seconds.
Superheated FuelPlasmatechBattle Focus increases all elemental and kinetic attacks critical chance by 100%.
HotswapShield SpecialistTransposing 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.
Oil FireShield SpecialistRiot Gas makes targets susceptible to Ion Storm. For each enemy affected by Riot Gas hit with Ion Storm, your damage reduction is increased by 2% and the cooldown of Riot Gas is reduced by 1.5 seconds.
Thermal ScreenShield SpecialistPower Screen now stacks up to 6 times and Energy Blast only consumes 3 stacks on use. Activating Infused Kolto Packs immediately generates 6 Power Screens and finishes the cooldown of Energy Blast.
Powered DetonatorTacticsAssault 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 defferent effect is applied.
Tactical Surge: Slows the target by 50% for 10 seconds.
Cell Burst: The cooldown of Rocket Punch is reset.
High Impact Bolt: Your next Shoulder Cannon missile deals 20% more damage.

Tactical NameSubclassDescription
Cool Your JetsAllPropulsion Round recharges 20 energy cells and immobilizes enemies around you for 2 seconds as you leave.
JettisonAllConcussion Charge increases your movement speed by 50% for 3 seconds. For each enemy hit with Concussion Charge, the active recharge time of Propulsion Round is reduced by 2 seconds.
Power CycleAllWhen you use an ability with an activation time with Tech Override, that ability is not put on cooldown.
Continuous FireAssault SpecialistHail 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.
Energized ChargesAssault SpecialistThe duration of Assault Specialist’s Supercharge Cell and Supercharged Burn are doubled, and their effectiveness is improved.
Magnetic ResonanceAssault SpecialistExploding Assault Plastique early with Mag Bolt causes your next Charged Bolts to deal additional Elemental damage.
Kolto VaporsCombat MedicThe Kolto Pods left by Kolto Bomb last a second longer and heal for an additional 5%.
Running Restoration (previously Running Rapid Restoration)Combat MedicAdvanced Medical Probe can be activated while moving and heals for an additional 15%.
SC-4 Treatment Scanner (previously known as HP-5 Dart Device)Combat MedicSuccessive Treatment heals for an additional 5% and generates Supercharge stacks while channeled, up to 4 stacks for a completed channel.
Burning BrightGunneryDealing damage with Boltstorm increases the damage of your next Vortex Bolt, stacking up to 4 times to 100%.
Gyroscopic StabilizersGunneryReduces the cooldown of Mortar Volley by 20 seconds. Mortar Volley deals 25% more damage to targets affected by your Grav Round’s Gravity Vortex.
Primed IgnitionGunneryVortex Bolt causes its target to burn. Boltstorm, Demolition Round, and Grav Round all tick its damage.

Tactical NameSubclassDescription
Augmented HolocommAllTrick Move gains an additional charge.
Combat Medic TrainingAllHeartrigger Patch becomes an instant cast and Kolto Pack can be cast while moving.
Surgical ShivAllHalf of Blaster Whip’s and Bludgeon’s damage heals you.
Catalyzed ToxinsRuffianSanguinary Shot finishes all your bleed effects on the target and deals their remaining damage immediately. Sanguinary Shot’s cooldown is extended by 9 seconds.
Synox ShotsRuffianSanguinary Shot does 75% more damage. Whenever a Sanguinary Shot critically hits, it restores 2 energy.
Viral ElementsRuffianBushwhack spreads Sanguinary Shot’s effect and Point Blank Shot does additional damage to all nearby targets affected by Bushwhack.
Critical SurgerySawbonesEmergency Medpac always critically heals targets below 50% health.
Diagnostics ProbeSawbonesActivating 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.
Regenerative WavesSawbonesKolto Waves consumes an Upper Hand and heals 20% more per tick.
Acid LashScrapperSucker Punch damage triggers Flechette Round damage and refreshes its duration.
Explosive CellsScrapperWhen Blood Boiler triggers, it deals damage to all enemies around the primary target and spreads its effects.
Volatile StrikeScrapperBludgeon 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 NameSubclassDescription
CS-3 Velocity Holo-DampenerAllHideout increases your damage reduction by 15% for 10 seconds when you return.
Kolto BombardmentAllBombing Run heals allies in the area whenever it ticks.
Sniper SiegeAllEnemies take 10% more damage while under Sweeping Gunfire. Does not affect Operation bosses.
Airborne AgentsDirty FightingShrap Bomb spreads Hemorrhaging Blast’s effect. Dirty Blast does splash damage to all targets affected by Shrap Bomb.
Exploited WeaknessDirty FightingHemorrhaging Blast deals 50% more damage. Dealing damage with Dirty Blast causes the target to take bleed damage over 18 seconds.
Ultraviolet BlastDirty FightingHemorrhaging 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.
MG-2 Polygrade Dispersal CapsSaboteurWhen Explosive Charge’s Contingency Charges detonate, they deal damage to all enemies around their target.
Ruthless InterrogationSaboteurSpeed Shot refreshes Shock Charge and ticks its damage every time it hits. Blazing Speed does 75% more damage.
T0-R0 Ionic DischargeSaboteurExplosive Charge now only triggers from Sabotage and deals 50% more damage.
Agitating EnergiesSharpshooterVital Shot deals more damage and dealing damage with Trickshot and Penetrating Rounds refreshes its bleed effect on its target and ticks its damage.
B-0 Differential Targeting SystemSharpshooterActivating Hightail It or returning to your marker with Hideout makes your next Aimed Shot activate instantly and deal 20% more damage.
Refraction PointSharpshooterPenetrating Rounds does splash damage to targets around the primary target and causes your next Trickshot to deal splash damage as well.