Tier list
Three rankings, in the order the game asks for them: the specialization, the operator you put it on, and the blaster in their hands. The letters are a judgement and they are argued for; every number beside them is read out of the game's own tables, so you can disagree with the order without having to take the evidence on trust.
What the ranking is built on
One constraint governs everything here: an operator earns 24 focus in a whole campaign, and a single specialization line runs to 31. Nothing is ever maxed, so a specialization is judged on what its cheap ranks do, not on what its last one says.
Every specialization is built the same way, which makes them directly comparable. Each has an ultimate priced in Advantage out of a pool that holds ten, a standard action that usually costs one of the three action points a turn, and a passive. So the questions are the same for all eight: how much of the pool does the ultimate take and how often can it fire, does the standard action have a cooldown or can it be repeated, and what does the first rank of the passive give away for free.
The operator list answers a narrower question than it looks like, because all seven start on the same sheet: 28 health, no defense, one action point, eight accuracy, and Tel-Rea on six. There is no strong operator and no weak one at level one. What separates them is the talent, what it does, and what its ranks cost.
Weapons are ranked on what three action points buy, using the firing rules the game states on each proficiency. It is worth saying plainly before the list: inside a proficiency the named blasters are the same weapon. Every rifle in the game is 10 damage with 5% critical chance; the differences are the art, the mods you can bolt on and who hands it to you.
Specializations
The eight any operator can be given. Four more exist and are locked to one operator or to droids; they are under this list rather than in it, because a tier list is only useful for things you get to choose.
The only specialization that makes Advantage rather than spending it. Combat Recon grants a point for every enemy in the area it assesses, and Tactical Timing hands one back on 20% of kills at rank one and 80% at rank five.
That matters because every ultimate in the game is priced in Advantage, out of a pool that holds ten. Scout is what pays for the other seven, and it is the strongest thing to put in a second specialization slot rather than the first, because the squad wants the points more than the Scout does: its own ultimate, Ambush, spends every one of them at once.
- Ultimate
- Ambush, All remaining Advantage, 1 per turn
- Ultimate ranks cost
- 0, 3, 7, 13, 21, 31
- Standard action
- Combat Recon, 1 AP, 1 per turn
- Passive ranks cost
- Tactical Timing: 0, 2, 6, 12, 20
- Free from the start
- The Spotter
- As a second specialization
- Available
The whole kit is built to take more actions. Open Fire is the only ultimate with no cooldown at all, so it is limited by the pool and nothing else, and Quick Draw is a 1 AP attack with no cooldown, which no other specialization has.
Onslaught makes each of those worth more than the last: every attack this Operator has already made this turn adds +1 blaster damage to the next one. A class that attacks three times a turn is the class that benefits from it.
- Ultimate
- Open Fire, 9 Advantage
- Ultimate ranks cost
- 0, 3, 7, 13, 21, 31
- Standard action
- Quick Draw, 1 AP, no cooldown
- Passive ranks cost
- Keen Eye: 0, 2, 6, 12, 20
- Free from the start
- Onslaught
- As a second specialization
- Available
Identify Weakness costs 1 AP, has no cooldown, and makes the target Vulnerable, which turns the next attack that damages it into a guaranteed critical hit. Spent on somebody else's longarm that is the biggest single hit available to a squad.
Scoundrel's Instinct penetrates four points of Defense from the moment the specialization is taken, which is worth nothing against a threat-one droid and up to three damage a shot against the elites that carry armour late.
- Ultimate
- Easy Mark, 7 Advantage, 1 per turn
- Ultimate ranks cost
- 0, 3, 7, 13, 21, 31
- Standard action
- Identify Weakness, 1 AP, no cooldown
- Passive ranks cost
- Never Play Fair: 0, 2, 6, 12, 20
- Free from the start
- Scoundrel's Instinct
- As a second specialization
- Available
The highest single-target ceiling, and the cheapest way to reach it: Zero In is 1 AP with no cooldown, and Sharpshooter Training is +10% chance-to-hit on every blaster attack for nothing.
What holds it out of the top tier is the weapon. A longarm is two of the three action points a turn, so a Sharpshooter fires once and generates one point of Advantage where a pistol generates three.
- Ultimate
- Precision Shot, 6 Advantage, 1 per turn
- Ultimate ranks cost
- 0, 3, 7, 13, 21, 31
- Standard action
- Zero In, 1 AP, no cooldown
- Passive ranks cost
- Pick Them Off: 0, 2, 6, 12, 20
- Free from the start
- Sharpshooter Training
- As a second specialization
- Available
Armsmaster is the best free passive in the game: +2 blaster damage and +2 grenade damage before a single point of focus is spent. Brutal Strike is a 1 AP rush that Dazes, and a Dazed unit cannot attack at all.
The ultimate is the worst on the board. Rocket Strike asks for ten Advantage, the entire pool, and fires once per encounter.
- Ultimate
- Rocket Strike, 10 Advantage, 1 per combat
- Ultimate ranks cost
- 0, 3, 7, 13, 21, 31
- Standard action
- Brutal Strike, 1 AP, 1 per turn
- Passive ranks cost
- Strength: 0, 2, 6, 12, 20
- Free from the start
- Armsmaster
- As a second specialization
- Available
First Responder is a Medpac that does not use a utility slot, and it fully heals whoever the Medic rallies. Combat Stim is 1 AP with no cooldown.
It reads weak next to a damage tree and is worth more than it reads, because an injury is a strategic-layer cost: a bed is a cycle and a credit price, and on Hard and Expert the bacta tank is switched off entirely.
- Ultimate
- Morale Boost, 7 Advantage, 1 per combat
- Ultimate ranks cost
- 0, 3, 7, 13, 21, 31
- Standard action
- Combat Stim, 1 AP, no cooldown
- Passive ranks cost
- Lifesaving Measures: 0, 2, 6, 12, 20
- Free from the start
- First Responder
- As a second specialization
- Available
The cheapest ultimate in the game at four Advantage, and the catch is that it fires once per encounter. Bull Rush pushes, and a push next to a drop kills anything at any health, which is a terrain argument rather than a class one.
Strike The Flanks is +20% critical chance against anything not protected by cover, so the class rewards moving before shooting.
- Ultimate
- Sweeping Salvo, 4 Advantage, 1 per combat
- Ultimate ranks cost
- 0, 3, 7, 13, 21, 31
- Standard action
- Bull Rush, 1 AP, 1 per turn
- Passive ranks cost
- Fleet of Foot: 0, 2, 6, 12, 20
- Free from the start
- Strike The Flanks
- As a second specialization
- Available
The only specialization whose ultimate costs more focus than everybody else's. Bulwark runs 0, 3, 8, 15, 24, 34 where every other ultimate line runs 0, 3, 7, 13, 21, 31, so each rank of it buys less than the same rank anywhere else, against a ceiling of 24.
Intimidating Posture taunts on every blaster hit and cannot be switched off, which is help when the Heavy is the one who should be shot at and a problem when they are not.
- Ultimate
- Bulwark, 4 Advantage, 1 per turn
- Ultimate ranks cost
- 0, 3, 8, 15, 24, 34
- Standard action
- Unstoppable, 1 AP, 1 per turn
- Passive ranks cost
- Conditioning: 0, 2, 6, 12, 20
- Free from the start
- Heavy Armor Training, Intimidating Posture
- As a second specialization
- Available
The four you cannot pick
Ranked against the eight above, two of these would sit at the top. They are not in the list because no choice you make puts them in your squad.
Operators
The seven with a name and a talent. The ladder beside each one is the running focus total the talent reaches at each rank, out of 24.
For My Brothers is the only talent in the game that undoes a death. At rank three, eleven focus, Trick stands back up at the start of the next turn on full health and takes no injury for going down.
With permadeath on that is the highest-value eleven focus available to anybody. Without it, it is still a free full heal and a saved medbay cycle every mission it fires.
- Specialization
- Soldier
- Talent
- For My Brothers
- Talent ranks cost
- 0, 4, 11, 21
- Weapon
- Repeater
Two specialization trees nobody else can reach, taken together: Padawan first and Wayseeker as the second slot, where everyone else picks from the shared list.
She is also the only operator who deflects blaster fire and the only one holding a lightsaber. Not a better version of an operator, a different unit that happens to occupy a squad slot.
- Specialization
- Padawan
- Talent
- Strong with the Force
- Talent ranks cost
- 0, 2, 6, 13, 23
- Weapon
- Lightsaber
Final Shot spends no action points and no Advantage. When an ally's attack leaves an enemy under the threshold, Jae fires and it dies, and because the squad gains a point of Advantage every time an Operator damages an enemy, the free kill pays for part of somebody's ultimate as well.
Rank four doubles it to twice a turn at ten health, but it is 21 of the 24 focus on its own. Rank three at eleven is the stop.
- Specialization
- Assault
- Talent
- Final Shot
- Talent ranks cost
- 0, 4, 11, 21
- Weapon
- Blaster Rifle
Fearless Leader is the only talent that buffs the whole squad rather than its owner: assist damage and defense for every Operator on the field, as long as Hawks is present.
He is present. Every story and hero mission in the game requires him, so focus spent here is the only talent investment that can never be left at the Den.
- Specialization
- Assault
- Talent
- Fearless Leader
- Talent ranks cost
- 0, 3, 7, 13, 21, 31
- Weapon
- Blaster Rifle
The cheapest talent ladder in the game, and it is not close. Combat Gas reaches rank three for seven focus where Final Shot, For My Brothers and Combat Jump all charge eleven, so Luco keeps four more of his 24 in the class lines than the operators he is measured against.
What it buys is five stacks of Sharpened Senses at +5% chance-to-hit and +1 ranged damage each, spent one per shot rather than one per turn.
- Specialization
- Sharpshooter
- Talent
- Combat Gas
- Talent ranks cost
- 0, 2, 7, 16
- Weapon
- Longarm Blaster
The Warrior tree ignores Defense on both of its lines, which is worth nothing against a threat-one droid and most against the armoured elites that turn up late.
The cost is his turn. ElectroWeb Dart is priced in Advantage rather than action points, so Cly draws from the same pool that pays for everybody else's ultimate.
- Specialization
- Warrior
- Talent
- Combat Jump
- Talent ranks cost
- 0, 4, 11, 21
- Weapon
- Blaster Pistol
Uppercut is a six-rank line rather than a four-rank talent, so it can absorb as much focus as a specialization would, and what it does at the end of it is push.
A push next to a drop is a kill at any health, and on a map without one it is a rush and some melee damage on a Scoundrel who would rather have spent the point on Identify Weakness.
- Specialization
- Scoundrel
- Talent
- Uppercut
- Talent ranks cost
- 0, 3, 7, 13, 21, 31
- Weapon
- Blaster Rifle
Blasters
By proficiency, because that is the level at which the numbers differ. The turn assumed is a clean three action points with no movement.
The most damage a turn of any blaster, and no range band where it is the wrong choice. The rule is the game's own: the first shot each turn is 1 AP and every shot after it costs 2, so three action points are two shots and twenty damage.
- Base damage
- 10
- Critical chance
- 5%
- Critical damage
- 6
- Three action points buy
- Two shots, 1 AP then 2 AP
- Advantage generated
- 2 a turn
- Same numbers on
- DC-15A, EE-3, Relby-V10, VT-51, Westar-M5
Two damage a turn behind the rifle and a point of Advantage ahead of it. Advantage is generated per enemy damaged, and it is what every ultimate is priced in, so the pistol is the squad's battery as much as its sidearm.
- Base damage
- 6
- Critical chance
- 5%
- Critical damage
- 4
- Three action points buy
- Three shots, 1 AP each
- Advantage generated
- 3 a turn
- Same numbers on
- AZ-7, DC-17, Hawks Custom, RG-4D
The highest base damage in the game in both of its firing modes, and the asset says why you might still pass: it accepts no weapon modifications and no weapon upgrades at all, so everything the Armory and the Den can add to another blaster is off the table.
- Base damage
- 20
- Critical chance
- 5%
- Critical damage
- 20
- Rapid Fire bonus
- 10
- Three action points buy
- One longarm shot for 2 AP
- Advantage generated
- 1 a turn
The biggest single hit and by far the best critical damage, and it costs two thirds of the turn to fire once. It earns its place through Overwatch, which takes every remaining action point and which the Sharpshooter tree pays to improve.
- Base damage
- 12
- Critical chance
- 5%
- Critical damage
- 12
- Three action points buy
- One shot for 2 AP
- Advantage generated
- 1 a turn
- Same numbers on
- 773 Firepuncher, E-5S, IQA-11, Valken-38X
Firing one consumes the whole turn, and what it adds for the extra points is Rapid Fire, which is worth the weapon's own Sureshot Damage. That is a real bonus and it still lands under a rifle's two shots, for a third of the Advantage.
- Base damage
- 8
- Critical chance
- 5%
- Critical damage
- 4
- Rapid Fire bonus
- 7
- Three action points buy
- One attack, every remaining AP
- Advantage generated
- 1 a turn
- Same numbers on
- DC-15LE, M-32, T-21, TMG-4
Where to take this next
The builds these rankings argue for are on best builds and squads, each one loadable in the build planner. The rules the numbers come from are on the combat guide, and every specialization has its full tree on its own page.