Contents:
- Smuggler Abilities
- Gameplay
- Field Recon
- Weapons & Armor
- Combat Tactics
- Specializations
- Companions
- Species
- Starships
- Screenshots
Finally, after so many games, the ability to play as Han Solo, or at least a Han Solo type of character, is available. Smugglers are known for being incredibly sneaky and cunning. They can adapt to a situation faster than most other classes, but that’s because they have to. They make enemies faster than any other class. While they rely on sneaking the most, if they are caught doing something illicit, their handing blaster definitely can get their opinion heard and help them to escape.
For a smuggler, it isn’t about heavy armor or any of that; instead, it’s about comfort and speed. If a smuggler can run away from the situation, it is probably better so he can recover. However, he does rely on a strong blaster that can pack a punch. When doing combat as a smuggler, the ultimate goal is to be sneaky and trick the enemy into make a mistake so that the kill can be made. If nothing else, knee him in the balls.
Smuggler Abilities
Starting Abilities
Name | Description |
Flurry of Bolts | A flurry of bolts shot from your blaster. |
Take Cover | Evasion increase against targets in your cone of cover while taking cover. The smuggler can take cover whenever there are obstacles in range, using the ‘F’ key to find cover points. When the smuggler has targeted an enemy, this extra key press is not needed. |
Burst | Fire three powerful blasts at your target. |
Flash Grenade | Lob a flash grenade that blinds your target and all nearby targets (within 5m) for 8 seconds. Blindness ends prematurely if an affected target is damaged. Affects a maximum of 6 targets. |
Recuperate | Catch your breath, recovering your Health and Energy over 15 seconds. This is only usable out of combat. |
Blaster Whip | Strikes the target with your weapon for low(?) kinetic damage |
Quick Shot | Strikes the target for low damage |
Lucky Shots | Increases the party’s critical hit chance by a small percentage for a certain time |
Smuggler Trainable Abilities
Name | Level | Description |
Barrage | 4 | Spray a wave of bolts towards the target and those nearby dealing heavy damage over 2.5 seconds. Affects a maximum of 5 targets. |
Dirty Kick | 4 | Deliver a low blow to the target, dealing light damage and stunning it for 5 seconds. Cannot be used while in cover. |
Headshot | 6 | Fires a shot at the target’s head that deals heavy damage. Only works against a vulnerable (blinded/stunned) target. |
Underworld Medicine | 8 | Heals a friendly target for a moderate amount. |
Escape | 14 | Removes the Smuggler from any stun, fear, or movement impairing effects |
Cool Head | 18 | Keep your cool and regenerate energy over the next 6 seconds. |
Smuggler’s Luck | 20 | The smuggler’s critical chance is doubled for 15 seconds. |
Surrender | 24 | The Smuggler pretends to surrender, thereby lowering all aggro. |
Charm | 32 | Prvoides an increase in presence to the smuggler and group members for 30 minutes |
Covered Escape | 36 | Snare close range enemies while diving into cover. |
Pacify | 40 | A surprising shot that does moderate damage and prevents all actions for 4 seconds. |
Hustle | 46 | Quicken your party’s pace for 15 seconds, increasing movement speed by 50% for all friendly units within 20 meters. |
Smuggler Gameplay Video
Field Recon
As smart and stealthy as Smugglers might be, surveillance recording from various spaceports and secured warehouses has captured them in the act. These images highlight their ability to adapt to almost any situation. They’re careful and cunning when sneaking into enemy territory, but when caught in the open, whether bluffing or gambling, they appear comfortable staging a courageous stand.
Weapons & Armor
They don’t wear fancy armor or carry high-powered blaster rifles, but Smugglers are outfitted for action nonetheless. Wearing comfortable, flexible clothing with some custom modifications, Smugglers are able to stay light on their feet and quick on the draw. Usually carrying a fast-firing blaster or two, Smugglers have everything they need to shoot their way out of trouble. Though style is rarely their intent, it seems to come naturally to Smugglers, and their dashing duds generally complement their roguish charm.




Progression Trailer
Be sure to watch undoubtedly the best progression trailer out of all classes: this one has action, drama, comedy and a whole lot more. It shows off a number of abilities as well as your companion Bowdaar.
Combat Tactics
The Smuggler’s approach to fighting is guileful and improvisational. Preferring to tip the odds in their favor from the start, Smugglers often rely on the element of surprise, using stealth and trickery to catch opponents off guard. Despite the sly tactics, they are more than capable of holding their own in a fair fight. Fast on the draw and a crack shot with a blaster, Smugglers tend to shoot first and be the last ones standing.
Specializations (advanced classes)
Scoundrel
The Scoundrel doesn’t have time for politeness or a fair fight. In addition to his trusty blaster the Scoundrel packs a stealth belt, a scattergun and a med pack–everything he needs to get in, knock the enemy for a loop and get out alive. Being invisible works best, but even when Sith fly through the air waving Lightsabers all they get to do is look surprised as the Scoundrel’s scattergun sends them back the way they came. The Scoundrel always shoots first.
- Blaster ‘Shot Gun’
- Stealth / Medicine
- Burst ranged damage or Healing
Scoundrel Skill Trees
- Sawbones – The Scoundrel patches his allies up using whatever medical supplies he can scrap together.
- Scrapper – Focuses on stealth and using the scatter gun to sneak in, take out the enemy and sneak out.
- Dirty Fighting – These tactics leave no trick off-the-table and often leave an enemy crippled or bleeding. Shared skill tree.
Gunslinger
Master of the trick shot, the first to dive for cover and willing to take advantage of every opportunity, the Gunslinger and his dual blasters are the perfect team. The Gunslinger can shoot out a man’s legs to keep him from charging, blind him so he can’t get to his weapons or inflict serious injuries for maximum distraction. There’s a right target for ending every disagreement and the Gunslinger knows them like the inside of his ship.
- Dual Pistols
- Quickdraw / Fast Attacks
- Ranged DPS
Gunslinger Skill Trees
- Saboteur – Teaches the Gunslinger to use explosive and advanced tech to sustain a longer assault.
- Sharpshooter – The Gunslinger focuses on precise, high damage attacks from the safety of cover.
- Dirty Fighting – These tactics leave no trick off-the-table and often leave an enemy crippled of bleeding. Shared skill tree.
Companions
Bowdaar
- Species: Wookie
- Planet: Nar Shaddaa
- Melee Tank with heavy armor
- Weapons: Vibroswords, various blades
- Crew Skills: +10 Cybertech Efficiency, +10 Scavenging Efficiency
Corso Riggs
- Species: male human
- Planet: Ord Mantell
- Ranged Tank
- Heavy Armor
- Uses Blaster Pistols and Blaster Rifles
- Has a Taunt ability
- Crew Skills: +5 Underworld Trading Efficiency, +5 Armstech Critical
Akavi Spaar
- Species: female Mandalorian
- Planet: Balmorra
- Ranged DPS
- Heavy Armor
- Has a Flamethrower move
Guss Tuno
- Species: male Mon Calamari
- Planet: Hoth
- Healer
- Medium Armor
- Uses blasters
Risha
- Planet: Alderaan
- Ranged Dps
- Medium Armor
- Uses Rifle, Sniper Rifle
- Barrage mode (AoE mode)
- Grenade Kit
Species
Only the following five species can pick the Smuggler class:
- Human
- Zabrak
- Mirialan
- Twi’lek
- Cyborg
Starships
XS Stock Light
The classic Freighter has advanced by leaps and bounds since the Dynamic class Freighters from the days of the Jedi Civil War. The freighter is larger and more versatile than its predecessors, and the XS Stock Light model also features a variety of significant upgrades that make it one of the fastest and most nimble ships in the galaxy.