The history of the Sith Empire is fraught with scheming politics and dark secrets—the lifeblood of the Sith Inquisitor. Treachery hides around every corner in the Empire’s dark corridors, and survival depends on an individual’s natural cunning and the will to manipulate and defeat their enemies and allies alike. The Inquisitor experiments with forbidden powers to not only survive in this cutthroat environment, but to excel and seize authority.

Regardless of potential, few acolytes succeed in facing the rigorous trials to become Sith Inquisitors. Only the most determined acolytes attain such an achievement, but these Sith are often the ones to watch. Due to their manipulative genius, Inquisitors are skilled at exploiting both their enemies and their allies to further their own personal agendas. Channeling this Force energy, Inquisitors are capable of draining the life from their enemies and using it to feed themselves and their allies.

To reach the highest echelons of power, the Inquisitor needs more than Force Lightning and a razor-sharp mind. The most formidable Inquisitors dare to explore unorthodox practices by investigating the enigmas of the past and by unlocking new powers for themselves. The Force is a source of unlimited potential – a wellspring Inquisitors tap and bend to their will. Such intensity allows Sith Inquisitors to become architects of the Empire’s future… or simply the architects of their own destruction.

























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Annihilation is melee range. That means you must be very close to your enemy to attack, which can be harder for new players to get used to. You get a jump ability to help you get into combat quicker and can throw your double lightsabers if you get too far away.
This style is very mobile and you can easily run and jump around while fighting without any issues!
Of the three Marauder disciplines, I found Annihilation to be the easiest to learn.
Marauders start without any Rage, which is their energy pool for attacks. This might make them harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Rage up before you can use some of your other abilities. It’s easy to build Rage, but you can’t button mash. Carnage is especially tight with Rage when playing at a high-end.
Carnage is the most interesting of the three Marauder disciplines, as it can be very easy to play or very complicated to play depending on how deep you want to dive into it. It’s also one of the few classes that you really, really must first earn and obtain two pieces of high-level equipment before you can play it smoothly, which makes it less accessible than the other two Marauder disciplines. However, once you have those two gear pieces, if you can memorize a tight 19-ability rotation, even newer players can do incredibly high damage. I highly recommend looking up a guide while learning this class at a high level.
Marauders start without any Rage, which is their energy pool for attacks. This might make them harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Rage up before you can use some of your other abilities. It’s easy to build Rage, but you can’t button mash.
This discipline is very mobile and you can easily run and jump around while fighting without any issues!
Of the three Marauder disciplines, I found Fury to be the hardest to learn, as their need to gain Rage is the most difficult to manage of the three. Luckily, there’s an 11-ability rotation you can memorize that will walk you through the difficulty of managing your Rage! I highly recommend looking up a guide while learning this class at a high level.
The Annihilation Discipline is based on two DOTs (Damage over time).
Force Rend, use the Force to rend the enemy, causing damage over time.
Rupture, attack the enemy and cause additional bleeding damage over time.
Force Camouflage, a temporary stealth for protection and sneaking past enemies.
Force Charge, jump to an enemy, and you get it at level 1!
Mad Dash, rush forward quickly with your lightsaber (optional).
Dual Saber Throw, throw both your lightsabers at a far away enemy.
Smash, smash the ground with your lightsabers and hit all enemies around you.
Obliterate, short-range jump to an enemy and uses both lightsabers to immobilize and deal damage to the enemy.
Raging Burst, push a strong burst of force at the enemy.



This style is very mobile and you can easily run and jump around while fighting without any issues!
Vigilance is perfect for defeating clusters of enemies, easily taking out groups of 3 or more with its bleeds and ground smash.
Immortal is a tank style, which means it does less damage, but can stay alive more easily.
Most players recommend to level as a damage style, then switch to tank when you are ready for group content.
In group content, tanks are expected to take a unique leadership role, not just do damage, which can be challenging for new players.
Rage is melee range, which means you must be very close to your enemy to attack, which can be harder for new players to get used to, but you have three jump abilities and a dash to help you close the gap between you and your enemy.
Juggernauts start without any Rage, which is their energy pool for attacks. This makes them a bit harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Rage up before you can use some of your other abilities.
Vengeance is all about front-loading your heaviest hitters, then using your filler abilities for a while.
Intercede, leap to a friend.
Endure Pain, heal yourself temporarily to survive.
Force Push, push an enemy backwards or off a ledge.
Saber Throw, throw your lightsaber at a far away enemy.
Intimidating Roar, stun all enemies around you (optional).
Juggernauts have many small and large-scale defensive abilities to keep them alive.
Backhand, smack an enemy with your left hand to gain threat.
Threatening Scream, causes enemies to focus on you.
Obliterate, short jump to an enemy.



Darkness is a tank style, which means it does less damage, but can stay alive more easily.
In group content, tanks are expected to take a unique leadership role, not just do damage, which can be challenging for new players.
Deception is melee range, which means you must be very close to your enemy to attack, which can be harder for new players to get used to, but you have a jump ability to help you close the gap between you and your enemy.
This discipline is very mobile and you can easily run and jump around while fighting without any issues!
Most of your abilities are clickable at the beginning of a fight, while your main ability needs to have other things happen first before it can be used. However it will be come clickable over time even if you just use random attacks first.
Deception is quite easy to learn as you mainly use the sparkling abilities highlighted on your bars as they light up! Keeping your energy or force levels up is fairly easy.
Hatred is a damage-over-time discipline – you’ll have to watch and track the timers of two of the attack debuffs you place on your enemies, make it a slightly harder discipline to play.
Mass Mind Control, causes enemies to focus on you.
Stealth, the only tank with stealth allowing you to sneak past enemies.
Mind Trap, cause an enemy to fall asleep while stealthed, allowing you and your group to sneak past.
Phantom Stride, leap to an enemy.
Force Pull, pull an enemy to you.
Force Speed, fast movement speed.
Overload, a knock-back (optional).
Force Slow, slow enemies down and deal damage.
Hatred is all about keeping your damage-over-time abilities on your enemy as they are about to run out, rather than button mashing them over and over.
Death Field, which is a large area attack that makes Hatred great for multiple enemies.



Corruption is a healer style, which makes it harder to learn than a damage class for most new players.
Most players recommend to level as a damage style, then switch to healer when you are ready for group content.
All three healer styles are not too hard to start healing with, just select a player and heal with a green ability.
Of the three healers, I found the Sorcerer healer to be the easiest to keep track of without any additional tools.
Lightning is long-range, making it easier to hit moving targets compared to melee characters for new players.
Some abilities require that you stand still to use them, like a turret, but you have some options later on that makes this even easier to deal with and making it easy to move around.
Most abilities can simply be used, you don’t need to activate them in any way first.
I consider Lightning very fun and easy for new players!
Madness is a damage-over-time class which means you need to build up your attacks over time, and to be effective you need to learn to spread your damage out across multiple enemies, which can make it slightly harder to learn than attacking one enemy at a time for new players.
Corruption focuses on a mix of single and multi-target heals and shields.
Static Barrier can be placed on all your team-mates one by one to protect them.
Roaming Mend is a smart heal that bounces to the closest person with the lowest health when triggered.
Revivification is a circular area heal that heals everyone in its perimeter.
Unnatural Preservation, an immediate self-heal.
Reanimation, bring allies back to life in combat.
Force Barrier, an invulnerability shield.
Phase Walk, a teleport (optional).
Extrication, allows you to pull a friend to you.
Whirlwind, lift an enemy out of the fight temporarily (optional).
Lightning focuses on long-range force-based attacks including bursts of lightning and Force energy.
As you get better at playing Lightning, you can cast your abilities fast and faster, until they are flying at dizzying speeds.
Force Storm, a large ground-based lightning attack.
Madness focuses on telepathic attacks and stealing life from your enemy to you.



Watchman is melee range. That means you must be very close to your enemy to attack, which can be harder for new players to get used to. You get a jump ability to help you get into combat quicker and can throw your double lightsabers if you get too far away.
Of the three Sentinel disciplines, I found Watchman to be the easiest to learn.
Sentinels start without any Focus, which is their energy pool for attacks. This might make them harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Focus up before you can use some of your other abilities. It’s easy to build Focus, but you can’t button mash. Combat is especially tight with Focus when playing at a high-end.
Combat’s style is melee range. That means you must be very close to your enemy to attack, which can be harder for new players to get used to. You get a jump ability to help you get into combat quicker and can throw your double lightsabers if you get too far away.
This style is very mobile and you can easily run and jump around while fighting without any issues!
Combat is the most interesting of the three Sentinel disciplines, as it can be very easy to play or very complicated to play depending on how deep you want to dive into it. It’s also one of the few classes that you really, really must first earn and obtain two pieces of high-level equipment before you can play it smoothly, which makes it less accessible than the other two Sentinel disciplines. However, once you have those two gear pieces, if you can memorize a tight 19-ability rotation, even newer players can do incredibly high damage. I highly recommend looking up a guide while learning this class at a high level.
Sentinels start without any Focus, which is their energy pool for attacks. This might make them harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Focus up before you can use some of your other abilities. It’s easy to build Focus, but you can’t button mash.
This style is very mobile and you can easily run and jump around while fighting without any issues!
Of the three Sentinel disciplines, I found Concentration to be the hardest to learn, as their need to gain Focus is the most difficult to manage of the three. Luckily, there’s an 11-ability rotation you can memorize that will walk you through the difficulty of managing your Focus! I highly recommend looking up a guide while learning this class at a high level.
The Watchman Discipline is based on two DOTs (Damage over time).
Force Melt, use the Force to melt the enemy, causing damage over time.
Cauterize, attack the enemy and cause additional burning damage over time.
Force Leap, jump to an enemy, and you get it at level 1!
Blade Blitz, rush forward quickly with your lightsaber (optional).
Twin Saber Throw, throw both your lightsabers at a far away enemy.
Clashing Blast, throw a powerful burst of Force.
Zealous Leap, short-range jump to an enemy and uses both lightsabers to immobilize and deal damage to the enemy.
Focused Burst, push a strong burst of force at the enemy.



This style is very mobile and you can easily run and jump around while fighting without any issues!
Guardians start without any Focus, which is their energy pool for attacks. This makes them a bit harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Focus up before you can use some of your other abilities.
I recently started playing Vigilance and with the help of a guide I found it fun and easy to play once I understood how it worked! Vigilance is a great combination of memorization plus a bit of improvisation. I didn’t find it too hard to learn, but you’ll need to use about 10 abilities to get it to flow well.
Vigilance is perfect for defeating clusters of enemies, easily taking out groups of 3 or more with its burns and ground smash.
Defense is a tank style, which means it does less damage, but can stay alive more easily.
In group content, tanks are expected to take a unique leadership role, not just do damage, which can be challenging for new players.
Defense is the most melee-focused tank which can be difficult for new players, but it is not the hardest tank to learn.
Focus is melee range. That means you must be very close to your enemy to attack, which can be harder for new players to get used to, but you have three jump abilities and a dash to help you close the gap between you and your enemy.
This style is very mobile and you can easily run and jump around while fighting without any issues!
Vigilance is all about front-loading your heaviest hitters, then using your filler abilities for a while.
It’s also is about maintaining your Focus, and learning how to keep it up. Once you’ve learned your Focus-earning abilities it’s a lot of fun and very fast!
Guardian Leap, leap to a friend.
Force Push, push an enemy backwards or off a ledge.
Saber Throw, throw your lightsaber at a far away enemy.
Awe, blind all enemies around you (optional).
Guardians have many small and large-scale defensive abilities to keep them alive.
Hilt Smash, bash an enemy with your lightsaber to gain threat.
Challenging Call, causes enemies to focus on you.



Kinetic Combat is a tank style, which means it does less damage, but can stay alive more easily.
Most players recommend to level as a damage style, then switch to tank when you are ready for group content.
In group content, tanks are expected to take a unique leadership role, not just do damage, which can be challenging for new players.
Kinetic Combat is the most complex of the three tanking styles.
Infiltration is melee range. That means you must be very close to your enemy to attack, which can be harder for new players to get used to, but you have a jump ability to help you close the gap between you and your enemy.
This style is very mobile and you can easily run and jump around while fighting without any issues!
Infiltration is quite easy to learn as you mainly use the sparkling abilities highlighted on your bars as they light up! Keeping your energy or force levels up is fairly easy.
Serenity is a damage-over-time discipline – you’ll have to watch and track the timers of two of the attack debuffs you place on your enemies, making it a slightly harder discipline to play.
This style is very mobile and you can easily run and jump around while fighting without any issues! Two of your abilities have a longer range if you get a little lost too.
If you are able to watch your debuff timers, this discipline is decently easy to learn with a guide.
Shadow Stride, leap to an enemy.
Force Wave, a knock-back (optional).
Serenity is one of few disciplines that has the ability to “steal” life from the enemy, healing you as you hit them.
Force in Balance, which is a large area attack that makes Serenity great for multiple enemies.



Seer is a healer style, which makes it harder to learn than a damage class for most new players.
Most players recommend to level as a damage style, then switch to healer when you are ready for group content.
All three healer styles are not too hard to start healing with, just select a player and heal with a green ability.
Of the three healers, I found the Sage healer to be the easiest to keep track of without any additional tools.
Telekinetics is long-range, making it easier to hit moving targets compared to melee characters for new players.
Some abilities require that you stand still to use them, like a turret, but you have some options later on that makes this even easier to deal with and making it easy to move around.
Most abilities can simply be used, you don’t need to activate them in any way first.
I consider Telekinetics very fun and easy for new players!
Balance is a damage-over-time class which means you need to build up your attacks over time, and to be effective you need to learn to spread your damage out across multiple enemies, which can make it slightly harder to learn than attacking one enemy at a time for new players.
Seer focuses on a mix of single and multi-target heals and shields.
Force Armor can be placed on all your team-mates one by one to protect them.
Wandering Mend is a smart heal that bounces to the closest person with the lowest health when triggered.
Salvation is a circular area heal that heals everyone in its perimeter.
Revival, bring allies back to life in combat.
Force Barrier, an invulnerability shield.
Phase Walk, a teleport (optional)
Force Lift, lift an enemy out of the fight temporarily (optional).
Telekinetics focuses on long-range force-based attacks including gusts of wind and Force energy, and throwing stones and rocks.
As you get better at playing Telekinetics, you can cast your abilities fast and faster, until they are flying at dizzying speeds.
Force Quake, a large ground-based earthquake attack.
Balance focuses on telepathic attacks and redistributing life from your enemy to you.
Balance is great against multiple enemies due to its damage spreading.


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And finally thank you to Zahk who helped type up all the 1,000+ abilities in the game for each class so we could make the summaries and the basic class guides for each discipline, and helped with testing and formatting for this page!
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