Not all heroes carry Lightsabers. Some just have the will to fight.
For decades, the armed forces of the Galactic Republic defended their civilization against the seemingly unstoppable Sith Empire. Despite countless setbacks, the men and women of the Republic military never backed down until the Senate ordered them to do so. These brave souls remain ready and willing to lay their lives on the line today.

These Troopers are the embodiment of the Republic military’s highest aspirations – the most advanced fighting force in the galaxy. They are equipped to face any foe in any environment, but it’s not their gear that makes them tough—it’s their guts. The Troopers’ greatest weapons are their indomitable spirit, their unwavering sense of duty and their undying loyalty to each other and to the ideals that the Republic represents. In this age, the stakes have never been higher.

The Republic must win or face extinction. The fate of the galaxy rests upon ordinary men becoming extraordinary heroes. This is the path of the Republic Trooper.

























How to Craft
Choose a Crew Skill
Armormech
Armstech
Artifice
Biochem
Cybertech
Synthweaving

Gathering Guide
Rare Materials Guide
White Materials Guide
Jawa Junk
Augments
Medpacs, Stims and Adrenals
Synthweaving Crafting Tree




Crafted Decorations
Crafted Mounts
Crafted Dyes
Crafted Crystals
Galactic Seasons
PvP Seasons
Bounty Event
Double XP Event
Feast of Prosperity
Gree Event
Life Day
Nightlife Event
Pirate Incursion Event
Rakghoul Event
Spring Abundance Festival
Swoop Event

Jedi Knight
Jedi Consular
Trooper
Smuggler
Sith Warrior
Sith Inquisitor
Bounty Hunter
Imperial Agent
Bounty Hunter
Imperial Agent
Jedi Consular
Jedi Knight
Sith Inquisitor
Sith Warrior
Smuggler
Trooper
Legacy Gear





Combat Medic is a healer discipline, which makes it harder to learn than a damage class for most new players
Most players recommend to level as a damage discipline, then switch to healer when you are ready for group content
Combat Medic has an easy to use free heal and all the abilities are clickable right away
But it can be harder to learn to keep your energy up compared to other healing disciplines
Gunnery is long-range, making it easier to hit moving targets compared to melee disciplines for new players
Your main ability requires you stand still while you use it, like a turret, but you can choose to make it activate instantly
Most abilities can simply be used, you don’t need to activate them in any way first
Gunnery is pretty simple to pick up the basics of with a guide
Assault Specialist is long-range, making it easier to hit moving targets compared to melee disciplines for new players.
Combat Medics are the most flexible type of healer, great for healing groups or single characters.
Med Shot, green beam of love heal, very visible and fun
Kolto Bomb, giant green healing splat on the ground
Echoing Deterrence, reflective super shield with a heal (optional)
Propulsion Round, jump backwards quickly
Concussion Charge, push enemies back
Concussive Round, knock an enemy out of the fight
Hold the Line, fast movement speed and immunity to knockbacks (optional)
Cryo Grenade, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Boltstorm, flashy blaster fire that changes color based on your weapon’s color crystal
Assault Specialist 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, and getting free abilities by throwing a bomb then shooting it to blow it up.



Shield Specialist 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
Shield Specialist is the simplest to learn of the three tanking styles
Vanguard tanking is my favorite Combat Style and main character!
Plasmatech is very mobile and very easy to jump and move around with while playing.
It is a short-range class, but you can use many of your abilities even if you are farther away, making it easy to hit enemies even if you are not very coordinated when it comes to making your way to your enemy.
All of your abilities can just be used right away, you don’t need to activate them first in any way.
Plasmatech is a DOT or damage-over-time class, which means you set things on fire – then let them burn over time. So to do big damage you need to learn to not simply set your enemy on fire over and over.
Tactics is very mobile and very easy to jump and move around with while playing.
All but one of your abilities can just be used right away, you don’t need to activate them first in any way.
Tactics for me was not too hard to learn – it has a few more steps and things to watch for compared to Plasmatech, but wasn’t too bad!
Shoulder Cannon, fast mini missiles with an optional heal
Taunts, causes enemies to focus on you
Impact Charge, leap to an enemy
Harpoon, pull an enemy to you
Riot Gas, defensive gas cannister
Plasmatech definitely felt like one of the easiest classes to learn how to play the basics of for me so far with a guide! It’s pretty simple and rotates through key abilities. Even just pressing random buttons worked pretty good, though it didn’t do a ton of damage.,
Gut, guts the target with a vibroblade, dealing additional damage over time



Sawbones 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 discipline, 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
However Scoundrel Heals has a second resource to manage called Upper Hand, which makes it slightly trickier to start with
Scrapper is punching range, which means you must be very close to your enemy to attack, but you have a jump ability and roll 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!
Most abilities can simply be used, you only need to learn to activate a few of them
Scrapper is pretty easy to learn the basics of compared to other disciplines.
Ruffian is a damage-over-time discipline which means you need to build up your attacks over time, layering them together, which makes it slightly harder to learn than burst discipline which do damage right away
This style is very mobile and you can easily run and jump around while fighting without any issues!
Most abilities can simply be used, you only need to learn to activate a few of them
Scrapper takes slightly longer to learn than other disciplines, but is easier to get really good at compared to many other disciplines
Sawbones focuses heavily on healing-over-time. Sawbones excel at group healing.
Kolto Waves, large group heal
Slow-release Medpack, heals your target over time and can be used on any number of targets
Kolto Cloud, heals your target and additional targets nearby
Stealth, to sneak past enemies, the only healer with stealth available
Smuggle, group stealth (optional)
Dirty Kick, short stun (optional)
Scamper, roll forwards quickly
Trick Move, jump to an enemy (optional)
Flash Grenade, group stun/distraction (optional)
Surrender, drop all your money and lose enemies’ attention
The Scrapper style focuses on punching enemies in the face, big or small. It’s a fast and fluid discipline.



Sharpshooter has you take cover and not move. Cover makes Sharpshooter a very difficult class for newer gamers to learn, as many fights require moving around – but you can ignore the cover mechanic while learning Sharpshooter if you want.
Sharpshooter is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
Sharpshooter is the simplest of the three Gunslinger disciplines – using a very basic move set, you can get away with using only 4 abilities if you aren’t worried about doing max damage.
I was originally intimidated by the number of abilities Sharpshooter had, but found it very easy and intuitive to play once I read a guide and it felt there was less to memorize than many other disciplines.
Saboteur is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
Dirty Fighting is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
Sharpshooter focuses on long range pistol attacks, taking advantage of a free attack available after every main attack, and taking advantage of their large number of buffs.
Hunker Down, become immoveable
Hightail It, roll and go into cover
Scrambling Shield, large group shield (optional)
Bombing Run, your ship attacks for you (optional)
Saboteur is all about shooting things, throwing grenades, and setting things on fire!
Dirty Fighting focuses on making sure you have Vital Shot and Shrap Bomb debuffs on your current target before using Wounding Shots, a channeled ability that is your weakest attack on its own, but generating the biggest hits you can do if supported by your Damage over Time abilities at the right time.



Arsenal is pretty simple to pick up the basics of with a guide
Bodyguards are the most flexible type of healer, great for healing groups or single characters.



Pyrotech definitely felt like one of the easiest classes to learn how to play the basics of for me so far with a guide! It’s pretty simple and rotates through key abilities. Even just pressing random buttons worked pretty good, though it didn’t do a ton of damage.



Concealment is stabbing range, which means you must be very close to your enemy to attack, but you have a jump ability and roll 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!
Most abilities can simply be used, you only need to learn to activate a few of them
Concealment is pretty easy to learn the basics of compared to other disciplines.
The Concealment style focuses on knifing enemies, big or small. It’s a fast and fluid discipline.



Cover Pulse, knock everyone away form you while in cover


Yes


No










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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