Rsz commando 854x480
Galactic Republic Icon
Galactic Republic Icon
Starter classes

Republic trooper

Playable species



Ranged DPS
Ranged Healing


Heavy armor


Heavy Blaster Cannon




Galactic Republic



"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)[src]

The Commando is one of the two advanced classes of the Republic trooper; the other is the Vanguard.

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.

Primary Focus

  • Heavy Blaster Cannon
  • Grenades
  • Ranged DPS
  • Ranged Healing

Skill Trees

The two Commando skill trees are Gunnery and Combat Medic. The shared Commando and Vanguard skill tree is Assault Specialist.


Blue Glass Arrow Main article: Gunnery
Focuses on maximizing the assault cannon's destructive power.

Combat Medic

Blue Glass Arrow Main article: Combat Medic
Trains the Commando to provide expert first aid to wounded comrades in the heat of battle.

Assault Specialist

Blue Glass Arrow Main article: Assault Specialist
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.

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