The following list of abilities available to the Trooper class should give you a hint on what exactly is it you’re seeing in all those videos, and what will be available to you if you decide to play this exciting class.
Starting abilities are those that every Trooper has access to at level 1, and trainable abilities must be learned from the trainer at later levels.
Starting Abilities
Name | Description |
Hammer Shot | Fires a series of hammering shots that deal weapon damage to the target. |
Fast Reload | Reload 6 cells into the Trooper’s weapon. |
Stockstrike | Strikes the target with the butt of the rifle, dealing low damage and knocking it down for 5 seconds. |
Recharge & Reload | Fully reload the Trooper’s weapon, one cell at a time. Heals the Trooper and his companions. |
Trainable Abilities
Name | Description |
Full Auto | Fires a continuous stream of bolts that deal heavy damage for up to 6 seconds. A weaker foe caught in the blaster fire is stunned for the duration. |
Sticky Grenade | Fire a sticky grenade that will detonate after several seconds and cause the target to enter a state of panic. The explosion deals very high damage to the primary target and moderate damage to nearby enemies. All targets are knocked back from the blunt. |
Stockstrike (Rank 2) | Strikes the target with the butt of the rifle, dealing low damage and knocking it down for 5 seconds. |
Incendiary Round | Launches an incendiary projectile, setting the target ablaze for moderate damage over 5 seconds, with a chance to burn additional nearby targets. |
Concussion Charge | Pushes nearby enemies back away from the Trooper. |
Tenacity | Removes the Trooper from any stun, fear or movement impairing effects. |
Adrenaline Rush | Gives the player a boost to their max. hitpoints for 10 seconds. Heals the player for as many hitpoints as the ability increases the limit by. |
Defensive Tactics | Increases the maximum health of all nearby party members while active. Only once tactic ability may be active at once. |
Reserve Mag | Instant reload. Gives the trooper a full ammo bar. |
Offensive Tactics | Increases the critical hit chance of all nearby party members while active. Only one tactic ability may be active at once. |
Supression | Triggers a 3 second global cooldown on your target. |
Hold the Line | Grants temporary immunity from all knockdowns, knockbacks, or other ballistic events. |
Request Reinforcements | The Trooper summons additional Republic soldiers to his aid. The soldiers fight alongside the Trooper for 1 minute. |