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- "Trained in superior tactics and weaponry, Commandos charge onto the battlefield with massive assault cannons, overwhelming their enemies with brute firepower. Whether taking out a bunker or driving back an Imperial charge with a hail of concussive bolts, the Commando’s high-powered hardware dominates the scene, laying waste to all who fall within its range. All Commandos learn to use powerful assault cannons, and can opt to learn the skills of a Combat Medic, using proven Republic medical training to heal and protect allies; Gunnery, utilizing a variety of assault cannon loadouts to burn, crush and incapacitate enemies; and Tactics, specializing in explosives and weapons that penetrate a target’s armor."
- ―In-game Codex (Game Rules)
Commando is one of two Trooper advanced classes. The Commando mainly focuses on using their powerful weaponry (such as rockets and heavy mini-gun) to devastate the enemy with ease. It is the standard DPS of the Trooper class and the Commando utilizes the heavier guns that are mainly held with two hands. The Commando can also serve as a healer, capable of healing wounded Republic soldiers to keep them up in battle.
- Heavy Blaster Cannon
- Ranged DPS
- Ranged Healing
The two Commando skill trees are Gunnery and Combat Medic. The shared Commando and Vanguard skill tree is Assault Specialist.
Focuses on maximizing the assault cannon's destructive power.
Trains the Commando to provide expert first aid to wounded comrades in the heat of battle.
Teaches explosives and grenades to complement either rifles or heavy cannons.
Abilities through Level
Below is a list of the abilites that a Commando can learn. Please note that the Commando is still a Trooper as well, so remember to see what other abilites they will learn from their Trooper ability list.
|Name||Level Learned||Cast Time||Cooldown||Ammo||Range||Description|
|Armor Proficiency: Power Generator||10||Passive||Passive||None||None||Able to equip a power generator in your off-hand.|
|Charged Bolts||10||1.5s||None||3||30m||Spins up the assault cannon and fires off a quick burst of powerful, charged rounds at the target for X weapon damage. Requires Assault Cannon.|
|Frontline Physician||10||Passive||Passive||None||None||Reduces the cooldown of Revive by 100%|
|Medical Probe||10||2.5s||None||3||30m||Summons a probe that heals for Z.|
|Weapon Proficiency: Assault Cannon||10||Passive||Passive||None||None||Able to equip assault cannon and other heavy ranged weapons.|
|Armor-piercing Cell||12||1.5s||None||None||None||Loads your rifle with an armor-piercing powercell. While active, armor penetration is increased by 35%. Only one cell can be active at a time.|
|Hail of Bolts||12||3s||None||4||30m||Launches waves of blaster fire at up to 5 targets within 5 meters of the target area, dealing X weapon damage over the duration. Standard and weak targets are sometimes knocked back by the hail of bolts. Requires Assault Cannon.|
|Combat Support Cell||14||1.5s||None||None||None||While active, Hammer Shot charges your powercell with each use. Charges increase all damage and healing dealt, up to a maximum of 3% at 30 charges. In addition, targeting an ally with Hammer Shot will heal the target for 100% of your tech bonus healing. Only one cell can be active at a time.|
|Concussion Charge||14||Instant||30s||2||None||Deals 20-21 elemental damage and pushes up to 5 nearby enemies back away from the Trooper. Targets have their movement speed reduced for 4.0 seconds after being knocked back.|
|Advanced Medical Probe||16||1.5s||12s||2||30m||Summons a probe that heals for 52-69.|
|Plasma Grenade||18||1.5s||30s||4||30m||Lobs a plasma grenade that detonates on contact, dealing 63-76 kinetic damage to up to 3 targets within 5 meters and igniting the targets in fiery plasma, dealing 86 additional elemental damage over 6 seconds. Standard and weak targets enter a state of pain from the flames.|
|Concussive Round||22||2s||1m||1||30m||Fires a round at the target that knocks it out for up to 60 seconds. Non-player targets regenerate health rapidly while knocked out. Damage causes this effect to end prematurely.|
|Field Aid||24||Instant||4.5m||2||30m||Cleanses a friendly target of up to 2 negative tech or physical effects.|
|Diversion||30||Instant||45s||None||None||Reduces the threat towards all current enemies.|
|Tech Override||50||Instant||2min||None||None||Your next ability with an activation time will activate instantly. This effect lasts for up to 15 seconds.|
|Electro Net||51||Instant||90s||8||30||Fires an Electro Net that ensnares the target, reducing its movement speed by 50% and dealing [x] energy damage over 9 seconds. While affected, a target that moves takes 20% more damage from Electro Net, and this effect can stack up to 10 times on enemy players and 5 times on any other target. Additionally, the Electro Net hinders the target, preventing the use of high mobility actions and escapes such as charges, vanishes and speed boosts. Lasts 9 Seconds.|