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Starter classes | ||||
Playable species | ||||
Role(s) |
Tank | |||
Armor(s) |
Light armor | |||
Weapon(s) | ||||
Alignment(s) |
Good | |||
Faction(s) |
Jedi Order | |||
Affiliation(s)
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Attribute(s) |
Stealth |
- "A Shadow serves the Jedi Order by being a silent observer and, when action is necessary, a subtle hand. Shadows go unseen, employing Force techniques that cloud enemy minds to slip into hostile territory and, when necessary, striking enemies down with deadly efficiency. Shadows embrace the synergy between lightsaber and Force combat. All Jedi Shadows use the Force to conceal themselves and move invisibly behind enemy lines, as well as learn to use double-bladed lightsabers in either an offensive or defensive capacity. Shadows can also opt to learn Infiltration, becoming masters of stealth and ambush who forgo the head-on attack for the vulnerable flank; Kinetic Combat, utilizing a double-bladed lightsaber as either an acrobatic weapon or a bulwark of defense; and Balance, deploying the power of the Force to enhance lightsaber techniques and debilitate foes in combat."
- ―In-game Codex (Game Rules)
The Jedi Shadow is one of the two advanced class of the Jedi Consular; the other is the Jedi Sage.
They are the Jedi counterpart of the Sith assassin.
Primary Focus
- Tank
- Damage
- Light armor
- Double-bladed saber
- Stealth
Abilities through Level
Below is the known list of the abilities that a Jedi Shadow can learn. Please note that a Jedi Shadow is still a Jedi Consular as well, so remember to see what other abilities they will learn from their Jedi Consular ability list.
Name | Level Learned | Cast Time | Cooldown | Force Cost | Range | Description |
Weapon Proficieny: Double Bladed Lightsaber | 10 | Passive | Passive | None | Self | Ability to equip double-bladed lightsabers and saberstaffs. |
Armor Proficiency: Shield Generator | 10 | Passive | Passive | None | Self | Able to equip a personal shield generator in your off-hand. |
Weapon Proficiency: Electrostaff | 10 | Passive | Passive | None | Self | Able to equip electrostaffs and other staff melee weapons tied to the Willpower attribute. |
Force Technique | 10 | Instant | None | 100 | Self | Assumes a Force technique, giving your attacks a 50% chance to deal 7 kinetic damage. this effect cannot occur more than once every 1.5 seconds. Requires a double-bladed lightsaber. Does not break Stealth. |
Shadow's Training | 10 | Passive | Passive | None | Self |
Increases your total Endurance by 5 per rank, and increases the base damage dealt by Project by 25%. |
Stealth | 10 | Instant | None | None | Self | Enter stealth mode, making your movements difficult to detect but slowing movement speed to 85% of normal. Your companion will not react to enemy attacks while in stealth. Most hostile actions will end the effect prematurely. Cannot be used in combat. |
Force Breach | 12 | Instant | 15 sec | 20 | 10m |
Locates and breaches the target's shatterpoint, causing an effect based on your current technique. Only usable while a technique is active. Requires a double-bladed lightsaber. Force Technique: Deals 105 periodic kinetic damage over 18 seconds. Combat Technique: Strikes up to 5 nearby enemies, dealing 26-33 internal damage and decreasing the targets' accuracy by 5% for the next 18 seconds. This ability generates a high amount of threat. Shadow Technique: Deals 66-73 internal damage. |
Combat Technique | 14 | Instant | None | 100 | Self | Assumes a combat technique, giving your attacks a 50% chance to deal 2 internal damage and heal you for 3. This effect cannot occur more than once every 4.5 seconds. Increases your armor rating by 115%, shield chance by 15% and threat generation by 100%. While active, melee bonus damage is reduced by 5%. Requires a double-bladed lightsaber. Does not break Stealth. |
Guard | 14 | Instant | None | None | 0-30m | Guards the target while it remains within 15 meters. While active, the target takes 5% less damage and generates 25% less threat. in addition, 50% of all incoming damage from enemy players is transferred back to you. Requires Combat Technique. |
Mind Control | 16 | Instant | 15 sec | None | 30m | Controls the mind of the target, forcing it to attack you for 6 seconds. player targets deal 30% less damage when attacking anyone other than you. Lasts 6 seconds. |
Mind Maze | 20 | Instant | Instant | 50 | 10m | Confuses the target, leaving it bewildered and unable to act for 60 seconds. Damage will break the effect prematurely. This ability is only usable in stealth mode and cannot be used against a target in combat. Only one target can be incapacitated at any given time. Cannot be used on droids. |
Blackout | 22 | Instant | 1 minute | None | Self | Increases your stealth level by 15 for 8 seconds. Only usable in stealth mode. |
Force Cloak | 22 | Instant | 3 minutes | None | Self | Uses the Force to make you vanish from sight, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable, but all healing done and received is decreased by 100%. |
Deflection | 24 | Instant | 2 minutes | None | Self | Increases your ranged and melee defenses by 50% for 12 seconds. Requires a melee weapon. |
Shadow Strike | 26 | Instant | None | 50 | 4m | Deals 118-133 weapon damage to a single target. Only usable from behind the target. Requires a double-bladed lightsaber. |
Whirling Blow | 26 | Instant | Instant | 40 | Deals 35-40 weapon damage to all nearby targets. | |
Mass Mind Control | 30 | Instant | 45 sec | None | Self | Forces all enemies within 15 meters to attack you for 6 seconds. Player targets deal 30% less damage when attacking anyone other than you. lasts 6 seconds. |
Spinning Strike | 32 | Instant | 6 sec | 25 | 4m | Issues a subduing strike, dealing 153-174 points weapon damage. Only usable on targets at or below 30% max health. |
Resilience | 36 | Instant | 1 minute | None | Self | Removes all hostile removable effects and increases your chance to resist Force and tech attacks by 100% for 3 seconds. Does not break stealth. |
Spinning Kick | 42 | Instant | 30 sec | 20 | 4m | Performs a spin kick that deals 22-29 kinetic damage and knocks the target down for 2 seconds. Only usable in stealth mode. |
Battle Readiness | 50 | Instant | 2 minutes | None | Self | Readies yourself with the Force, increasing the damage and healing dealt by all Techniques by 100% for 15 seconds. |
Phase Walk | 51 | 1.5s | 1.5s | None | 40m | Activating this ability marks your current location for 2 Minutes. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. When returning to the marked location or when the effect ends, Phase Walk goes on cooldown for 45 seconds.If not used Phase Walk will have a 0s cooldown. Does not break stealth. |
Skill Trees
To the left is the Shadow skill tree.
Infiltration
- Primary article: Infiltration
Becoming masters of stealth and ambush who forgo the head-on attack for the vulnerable flank.
Kinetic Combat
- Primary article: Kinetic Combat
Utilizing a double-bladed lightsaber as either an acrobatic weapon or a bulwark of defense.
Tank Tree
Balance
- Primary article: Balance
Deploying the power of the Force to enhance lightsaber techniques and debilitate foes in combat.

The skill tree of the shadow advanced class as of 9th April, 2011