Burst Volley Instant Cooldown:45 secs 0/1Immediately finishes the cooldown on Speed Shot and increases alacrity by 10% and energy regeneration by 50% for 10 seconds.Left click to add a point | |||
DeadeyePassive0/3Increases the critical damage dealt by Speed Shot, Quickdraw and Trickshot by 10%.Left click to add a point | Holed UpPassive0/2Reduces all area effect damage taken by 30% while Hunker Down is active.Left click to add a point | ||
Recoil ControlPassive0/2Reduces the energy cost of Trickshot by 2 and reduces its cooldown by 1.5 seconds.Left click to add a point | Trickshot Energy:10 Instant Cooldown:9 secs 0/1Fires a wild follow-up shot at the target that (x) - (y) weapon damage. Only usable within the 5 seconds immediately following a Charged Burst or Aimed Shot. Fires both blasters if dual wielding.Range: 30 mLeft click to add a point | Lay LowPassive0/2Reduces the cooldown of Hunker Down and XS Freighter Flyby by 7.5 seconds.Left click to add a point | |
Slick ShooterPassive0/2Increases the critical hit chance of Charged Burst, Speed Shots and Trickshot by 2%.Left click to add a point | SpacerPassive0/1Pulse Detonator knocks target back an additional 2 meters. Additional reduces the activation time of XS Freighter Flyby by 1 second.Left click to add a point | Rapid FirePassive0/3Reduces the cooldown of Aimed Shot and Speed Shot by 1 second.Left click to add a point | FoxholePassive0/1Increases the energy regeneration rate by 1 per second while in cover.Left click to add a point |
Snap ShotPassive0/2Entering cover has a 50% chance to make the next Charged Burst activate instantly. This effect cannot occur more than once every 6 seconds.Left click to add a point | Diversion Instant Cooldown:1 min 0/1Throw a smoking canister at the targets, reducing its accuracy by 45% for 9.0 seconds and exposing the target from cover for 6.0 seconds. Cannot be used on Operation Bosses.Left click to add a point | Quick AimPassive0/2Charged Burst and Speed Shot's critical hits have a 50% chance to reduce the activation time of the next Aimed Shot by 1 second.Left click to add a point | |
Percussive ShotPassive0/1When Aimed Shot strikes a target within 10 meters, the target is knocked back several meters.Left click to add a point | Ballistic DampersPassive0/2Entering cover grants 3 charges of Ballistic Dampers. Each charge absorbs 15% of the damage dealt by incoming attacks. This effect cannot occur more than once every 1.5 seconds. Ballistic Dampers can only be gained once every 6 seconds.Left click to add a point | Sharp AimPassive0/2Aimed Shots ignores 10% of the target's armor.Left click to add a point | Trip ShotPassive0/2Reduces the cooldown of Leg Shot by 1.5 seconds.Left click to add a point |
Cover ScreenPassive0/2When exiting cover, you have a 50% chance to gain Cover Screen, increasing ranged defense by 20% for 6 seconds.Left click to add a point | Steady ShotsPassive0/2Increases the damage dealt by Charged Burst, Speed Shot and Wounding Shots by 3%.Left click to add a point | SharpshooterPassive0/3Increases ranged and tech accuracy by 1%.Left click to add a point | |
0Sharpshooter (Damage) |
Incendiary Grenade Enegry:20 Instant Cooldown:18 secs 0/1Throws an incendiary device that sets the target area on fire, dealing (x) elemental damage over 18 seconds to up to 3 targets within 5 meters and slows all affected targets by 50% for 3 seconds. Damage is delivered faster within the first few seconds. If the initial hit strikes a target affected by your Shock Charge, that target is stunned for 2 seconds.Left click to add a point | |||
Riot ScreenPassive0/2Reduces all damage taken while in cover by 3% and reduces the cooldown of Scrambling Field by 15 seconds.Left click to add a point | Blazing SpeedPassive0/3Speed Shot has a 33.3% chance when dealing damage to burn the target, dealing (x) elemental damage over 4.0 seconds. Stacks up to 4 times.Left click to add a point | ||
Seize the MomentPassive0/2After activating Sabotage, the next Sabotage Charge or Incendiary Grenade activated costs 50% less energy.Left click to add a point | Sabotage 10 Instant Cooldown:1 mins 0/1Detonates an active Shock Charge on the target, immediately dealing x - y kinetic damage to the affected target. Also immediately finishes the cooldown on Cool Head and Defense Screen. This ability does not respect the global cooldown and does not require line of sight with the target.Left click to add a point | Hotwired DefensesPassive0/2Increases the amount of damage absorbed by Defense Screen by 15%.Left click to add a point | |
InsurrectionPassive0/1Increases the number of Contingency Charges dropped by Sabotage Charge by 2. In addition, when your Contingency Charges detonates, you recover 5 energy.Left click to add a point | Hot PursuitPassive0/2You have a 50% chance to gain Hot Pursuit upon exiting cover, which reduces the energy cost of Quick Shot by 100% for 6 seconds. This effect cannot occur more than once every 20 seconds.Left click to add a point | ArsonistPassive0/2Increases the critical damage dealt by all area effects by 15%.Left click to add a point | |
Contingency ChargesPassive0/2After Sabotage Charge detonates, it drops 1 contingency charges on the target. A Contingency Charge explodes when damaged by blaster fire, dealing (x) kinetic damage to the target. Contingency Charges cannot be detonated more than once every seconds.Left click to add a point | Dealer's DiscountPassive0/2Reduces the energy cost of Sabotage Charge, Shock Charge and Incendiary Grenade by 2. Requires: 1 point in Shock ChargeLeft click to add a point | Shock Charge Energy:20 Instant Cooldown:18 secs 0/1Hurls an electric shock device that latches on to the target, dealing (x) energy damage over 18.0 seconds. If the target is defeated or the effect is removed prematurely, Shock Charge immediately becomes available for use again.Range: 30 mLeft click to add a point | Sapping ChargePassive0/2Shock Charge reduces the target's movement speed by 15% for the duration.Left click to add a point |
Independent AnarchyPassive0/3Increases the damage dealt by Sabotage Charge and all area effects by 5%.Left click to add a point | Cool Under PressurePassive0/2Cool Head now heals you for 3% of your total health over 3 seconds.Left click to add a point | PandemoniumPassive0/2Activating Pulse Detonator has a 50% chance of making the next Charged Burst activate instantly.Left click to add a point | Underworld HardshipsPassive0/2Increases total Endurance by 2%Left click to add a point |
Saboteur's Utility BeltPassive0/2Reduces the cooldown of Flash Grenade by 7.5 seconds and Thermal Grenade by 1.5 seconds.Left click to add a point | BravadoPassive0/2Increases your maximum energy by 5.Left click to add a point | StreetwisePassive0/3Increases Cunning by 3%.Left click to add a point | |
0Saboteur (Damage) |
Hemorrhaging Blast Energy:10 Instant Cooldown:15 secs 0/1Deals (x) - (y) weapon damage and causes the target to take 30% additional damage from the Smuggler's next 10 bleed effects. Lasts 15.0 seconds. Fires both blasters if dual wielding.Range: 10 mLeft click to add a point | |||
Cold BloodedPassive0/3Increases the damage dealt by bleeding effects by 5% on targets below 30% of max health.Left click to add a point | Nice TryPassive0/2Reduces the damage taken by periodic effects by 7.5%. In addition, when Vital Shot or Shrap Bomb end, they have a 50% chance to be replaced by a weaker version of that same effect that deals 15% of the original effect's damage over 9 seconds.Left click to add a point | ||
Wounding Shots Energy:25 Channeled3 sec Cooldown:9 secs 0/1Fires a wave of bolts at the target each second, dealing (x) - (y) weapon damage. For each of your bleed effects present on the target during each wave, the target hemorrhages for an additional (x) internal damage. Fires both blasters if dual wielding.Range: 10 mLeft click to add a point | Re-Open WoundsPassive0/2Increases the critical chance of Wounding Shots and Speed Shot by 4%.Left click to add a point | Dirty TricksterPassive0/2Surrender has a 50% chance to remove all movement impairing effects when activated.Left click to add a point | |
Fighting SpiritPassive0/2Reduces the cooldown of Cool Head by 15 seconds. In addition, critical hits with bleed effects restore 1 energy.Left click to add a point | Feelin' WoozyPassive0/2Shrap Bomb has a 50% chance to reduce the movement speed of all targets by 30% for 6 seconds.Left click to add a point | Hold Your GroundPassive0/2Reduces the cooldown of Escape by 15 seconds, Defense Screen by 7.5 seconds and Pulse Detonator by 2.5 seconds.Left click to add a point | Black Market EquipmentPassive0/3Increases the critical hit chance of all periodic effects by 4%.Left click to add a point |
Shrap Bomb Energy:20 Instant Cooldown:12 secs 0/1Hurls a shrap bomb that explodes with razor-sharp shrapnel on impact, causing up to 3 targets with 5 meters to bleed for (x) internal damage over 21 seconds.Range: 30 mLeft click to add a point | BombasticPassive0/2Increases the damage dealt by Thermal Grenade and Shrap Bomb by 4%.Left click to add a point | Cheap ShotsPassive0/2Increases the damage dealt by Quick Shot, Speed Shot and Wounding Shots by 3%.Left click to add a point | |
Dirty EscapePassive0/2Reduces the cooldown of Dirty Kick by 7.5 seconds, and increases movement speed by 15% for 4.0 seconds after activating Dirty Kick.Left click to add a point | Flash PowderPassive0/2Reduces all targets accuracy by 10% for 8 seconds after Flash Grenade ends.Left click to add a point | Mortal WoundPassive0/2Vital Shot has a 12.5% chance to tick twice when it inflicts damage.Left click to add a point | Open WoundPassive0/1Increases the duration of Vital Shot by 3 seconds.Left click to add a point |
Black Market ModsPassive0/2Increases alacrity by 2%Left click to add a point | No Holds BarredPassive0/3Increases ranged and tech critical chances by 2%Left click to add a point | Holdout DefensePassive0/2Increases the damage dealt by Blaster Whip by 4%.Left click to add a point | |
0Dirty Fighting (Damage) |
User Submitted / Approved Builds |