This article is about the Gunslinger advanced playable class in Star Wars The Old Republic. You may be looking for Gunslinger, which discusses the title within the Galactic Republic.
Galactic Republic Icon
Galactic Republic Icon
Starter classes


Playable species



Ranged DPS


Medium armor


Dual Blaster pistols




Galactic Republic



"Master of the trick shot, the first to dive for cover and able to take advantage of every opportunity, the Gunslinger and his dual blasters are the perfect team. There's a right target for ending every disagreement, and the Gunslinger knows enemy vulnerabilities like the inside of his ship. All Gunslingers learn how to fire two blasters at once, specializing in long-range combat and methods to keep enemies at a distance. Gunslingers can also opt to learn the skills of the Saboteur, using grenades and demolitions technology that cause fire damage and ignore enemy armor; the Sharpshooter, shooting from cover and focusing on precise, high-damage attacks; and Dirty Fighting, crippling and bleeding opponents using underhanded tactics."
―In-game Codex (Game Rules)[src]

The Gunslinger is one of two advanced class of the Smuggler; the other is the Scoundrel.

Another specific upgrade is that the Sweeping Gunfire can be used while the player moves the cone of fire, although this requires a certain amount of care.[1]

They are the Galactic Republic counterpart of the Mercenary.

Primary Focus

  • Dual Blaster pistols
  • Quickdraw/Fast Attacks
  • Ranged DPS
  • Cover

Skill Trees


Blue Glass Arrow Main article: Saboteur
Teaches the Gunslinger to use explosive and advanced tech to sustain a much longer assault.


Blue Glass Arrow Main article: Sharpshooter
The Gunslinger focuses on precise, high damage attacks from the safety of cover.

Dirty Fighting

Blue Glass Arrow Main article: Dirty Fighting
These tactics leave no trick off-the-table and often leave an enemy crippled or bleeding.

Abilities through Level

Below is a list of the abilites that a Gunslinger can learn. Please note that the Gunslinger is still a Smuggler as well, so remember to see what other abilites they will learn from their Smuggler ability list.

Name Level Learned Cast Time Cooldown Energy Cost Range Description
Crack Shot 10 Passive Passive None Self Increases the range of Quick Shot, Flash Grenade, Distraction, Hemorrhaging Blast and Wounding Shots to 30 meters, and additionally increases the range of all blaster attacks by 5 meters.
Dual Wield 10 Passive Passive None Self Allows you to wield two one-handed weapons.
Hold Position 10 Passive Passive None Self While in cover, ranged defense is increased by 20% and you are immune to interrupts and ability activation pushback.
Aimed Shot 10 2.5s 15s 15 30m
Fires a well-aimed shot that deals X weapon damage. Can only be used from cover. Fires both blasters if dual wielding.
Smuggler's Luck 10 Instant 1m None Self Increases the critical hit chance of your next Charged Burst by 100%.
Leg Shot 12 Instant 15s 12 30m Fires a shot that deals X weapon damage and immobilizes the target for 5 seconds. Damage dealt after 2 seconds ends the effect prematurely. Fires both blasters if dual wielding.
Pulse Detonator 16 Instant 30s None Self Detonates an emergency charge that knocks all nearby targets back several meters and immobilizes them for 5 seconds. Damage dealt after 2 seconds ends the effect prematurely. Only usable in cover.
Quickdraw 18 Instant 12s 15 30m
Fires off a round of lightning-quick shots that deals X weapon damage. Only usable on targets at or below 30% max health. Fires both blasters if dual wielding.
Hunker Down 20 Instant 1m None Self Hunkers down, becoming immune to all controlling effects. Only usable in cover. Ends prematurely if cover is exited. Lasts 20 seconds.
Sweeping Gunfire 22 4s (Channeled) None 35 30m Sprays a wave of bolts over the target area, dealing X weapon damage over the duration to up to 3 targets within 5 meters. Requires dual blasters.
Flourish Shot 28 Instant 4.5s 10 30m Fires a high-impact shot that deals X weapon damage and reduces the target's armor by 20% for 45 seconds. Additionally inflicts trauma for 9 seconds, reducing all healing the target receives by 20%. Fires both blasters if dual wielding.
Speed Shot 36 3s (Channeled) 15s 20 30m Unloads both blasters at a high rate of fire, dealing X weapon damage over the duration. Requires dual blasters. Must be in cover to use.
Scrambling Field 42 Instant 3m None Self + 10m Deploys an acquired scrambling field that disrupts the energy signatures of conventional weapons. The field spans 10 meters around you, reducing the damage taken by all allies that remain inside by 20%. Lasts 15 seconds. Can only be used from cover, and exiting cover ends the effect.
Illegal Mods 50 Instant 2m None Self
Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds.



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