Classes

Empire

Mercenary

Fighting Style: Dual Pistols, Improved Rockets

Tactical Role(s): Ranged Damage, Medicine/Healing

If the best defense is a good offense, the Mercenary’s got the most intimidating defense in the galaxy. Heavily-modded blasters and deadly heatseeking missiles make the Mercenary a mobile heavy weapons platform. There’s no problem extra firepower can’t solve, and no one who knows what he’s doing gets between a Mercenary and his target.

  • Arsenal

    Uses advanced rocketry and specializes in taking down their targets quickly.

    • Light Em Up

      Light Em Up

      Passive

      Tracer Missile has a 100% chance to add 2 heat signature stacks to a target instead of 1.
    • Heatseeker Missiles

      Heatseeker Missiles

      Instant

      Cooldown: 15 secs
      Range: 30m
      Fires several missiles that home in on the target and do 1131-1141 damage. This damage is increased by 3% per heat signature on the target.
    • Tracer Missile

      Tracer Missile

      Activation: 5 sec
      Range: 30m
      Launches a missile at the target that deals 1135 – 1182 kinetic damage and applies a heat signature, reducing the target’s armor rating by 4% for 15 seconds. Stacks up to 5 times. Heat signatures leave the target vulnerable to Rail Shot.
    • Barrage

      Barrage

      Activation: 5 sec
      Range: 30m
      Power Shot and Tracer Missile has a 10% chance to finish the cooldown on Unload and increase the damage dealt by the next Unload by 25%. This effect cannot occur more than once every 6 seconds.
  • Bodyguard

    Gives the Bounty Hunter skills and technology to heal and restore his allies.

    • Kolto Shell

      Kolto Shell

      Instant

      Range: 30m
      A shell of kolto energy surrounds the target. When the target takes damage they are healed for 151. 10 charges lasts 5 min. Heal can only happen every 3 seconds.
    • Reactive Armor

      Reactive Armor

      Passive

      Proactive medicine now provides 10% armor while active.
    • Power Shield

      Power Shield

      Passive

      Energy Shield now further decreases ability activation pushback by 30% and makes you immune to interrupts.
    • Kolto Missile

      Kolto Missile

      Cooldown: 6 sec
      Range: 30m
      Heals up to 3 allies within 8 meters of the targeted area for 403 – 505.
  • Firebug (shared)

    Upgrades the Bounty Hunter's weapons to deal more damage to his enemies.

    • Incendiary Missile

      Incendiary Missile

      Instant

      Cooldown: 12 secs
      Range: 30m
      Fires a missile at an enemy doing 547-559 elemental damage and applying a burn that deals 106-107 damage every 3 seconds for 15 seconds.
    • Prototype Particle Accelerator

      Prototype Particle Accelerator

      Passive

      Your incendiary missile damage has a 30% chance to finish the cooldown on Rail Shot and to remove its heat cost. This effect can only happen every 10 seconds.
    • Superheated Rail

      Superheated Rail

      Passive

      Rail Shot ignores 15% of the target’s armor. In addition, if Rail Shot hits a burning target, it has a 50% chance to vent 8 heat and refresh the duration of your Combustible Gas Cylinder’s burn effect if present.
    • Bursting Flame

      Bursting Flame

      Passive

      Flame Burst has a 33% chance to trigger your Combustible Gas Cylinder if active.
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