Living life by their own rules, Smugglers are the galaxy's most unpredictable characters. They dress for ease of movement-with healthy dose of style-carry one or dual blasters and are always ready to shoot first, stealth up and sneak away after.


They don't wear fancy armor or carry high-powered blaster rifles, but Smugglers are outfitted for action nonetheless. Wearing comfortable, flexible clothing with some custom modifications, Smugglers are able to stay light on their feet and quick on the draw. Usually carrying a fast-firing blaster or two, Smugglers have everything they need to shoot their way out fo trouble. Though style is rarely their intent, it seems to come naturally to Smugglers, and their dashing duds generally complement their roguish charm.


As smart and stealthy as Smugglers might be, surveillance recording from various spaceports and secured warehouses has captured them in the act. These images highlight their ability to adapt to almost any suituation. They're careful and cunning when sneaking into enemy territory, but when caught in the open, whether bluffing or gambling, they appear comfortable staging a courageous stand.

Combat Role

The Smuggler's approach to fighting is guileful and improvistational. Preferring to tip the odds in their favor from the start, Smugglers often rely on the element of surprise, using stealth and trickery to catch opponents off guard. Despite the sly tactics, they are more than capable of holding their own in a fair fight. Fast on the draw and a crack shot with a blaster, Smugglers tend to shoot first and be the last ones standing.

Advanced Classes

Master of the trick shot and willing to take advantage of every opportunity, the Gunslinger learns how to fire two blasters at once, specializing in long-range combat.
  • Class Role: Damage
  • Weapon: 2 Blaster Pistols
  • Armor: Medium
  • Resource: Energy
In addition to his trusty blasters, the Scoundrel packs a stealth belt, a scattergun and a medpack- everything he needs to get in, knock the enemy for a loop and get out alive.
  • Class Role: Heal, Damage
  • Weapon: Blaster Pistol, Scattergun
  • Armor: Medium
  • Resource: Energy


12 comments found
By Serseri at 2011-11-22 20:20:56
Hokey religions and ancient weapons are no match for a good blaster at your side, kid (Han Solo) :)
By Viryn at 2012-01-09 14:14:37
If you are stuck deciding between Gunslinger or Scoundrel, answer the following question. Do you want to hide behind your own portable cover and unload bullets on the enemy dealing high DPS or do you want to remain mobile while using dirty tactics, stuns, stealth, and bombs as well as healing to get the job done. If you liked the cover mechanic with high damage output, go with Gunslinger. If you like to remain mobile and use some stealth tactics, go with Scoundrel.
By TheTurning at 2011-11-24 15:40:53
To answer a lot of questions: scoundrel is basically only melee or very short range. They only have a few long range abilities.
By Viryn at 2012-01-09 13:19:43
Out of all the classes I have played so far, the smuggler is my favorite. The story is fantastic and really portrays a sense of adventure. You get along with the characters and really feel for their issues. If you like adventure, pistols, and carving your own slice of the galaxy without listening to anyone's pesky rules - you'll love the smuggler class!
By leatherbeak at 2011-11-28 14:10:40
This class is a blast to play and may even be too easy to level. It tool me a bit to figure out what those little green sillouettes were until I realized that those are where you can duck for cover.
By Yenoren at 2011-11-22 15:30:06

Taken from SWTOR official website


Sometimes luck is more important than skill, but it never hurts to have both.

Lawlessness has become common in the wake of the devastating war between the Republic and Empire. Shifting political allegiances and marauding pirates have made independent space travel a dangerous enterprise. Cut off from traditional supply routes, entire star systems waver on the verge of collapse. An adventurous spirit who?s not afraid to break a few rules can make a handsome profit hauling cargo to these hotspots, but it requires fast reflexes, fast wits and a fast draw with a blaster. Even then, the life of a Smuggler is always a gamble.

Stacking up enemies as fast as they stack up credits, Smugglers only survive in this galaxy by being slick, sneaky and street-smart. Whether sweet-talking an attractive alien or bargaining with a hardened criminal contact, the Smuggler?s charm is a notorious asset, and often the ticket to turning around a deteriorating situation. If circumstances get too complicated, though, count on a Smuggler to always have an escape plan. Experienced in flying under the radar, Smugglers are amazingly elusive. Yet when backed into a corner, they quickly become cunning and often deadly combatants.

Above all else, Smugglers make their own destinies. Despite their affinity for credits, Smugglers have been known to turn down lucrative opportunities when the clients have demanded too much control. Some Smugglers are even more discriminating?refusing to work with slavers and representatives of the Sith Empire. It?s a business where one is always looking for trustworthy allies, but they are often few and far between. Whether running an Imperial blockade or shooting down a double-crossing gangster, Smugglers are always flying by the seat of their pants. Every deal carries the chance for wealth beyond their wildest dreams? or an anonymous death in the harsh void of space.


Faced with choosing an allegiance in these uncertain times, Smugglers have been forced to consider the implications of trying to operate under the tight controls imposed by the Sith Empire. Though never the most patriotic members of Republic society, many Smugglers have decided that siding with the Republic is siding with freedom, and of course, freedom is everything.

The Republic has never indulged a systematic prejudice against Smugglers. Generally speaking, they have more commonly tangled with laws and law enforcement measures from specific star systems, not the greater Republic. Thus, it has not been overly difficult for the Jedi and the Republic military to accept Smugglers as allies in resisting the growing dominance of the Sith Empire.

By dipiddy at 2011-11-24 20:49:47
Scoundrel is basically a rogue that has a "healing" tree, "stealth" tree, and the Dirty Fighting shared tree.
By jonsolo at 2011-12-02 11:20:10
Smuggler class story is great. Reminds me of the awesome Han Solo Novels ( Star's End, Revenge, and Lost Legacy).
By aszriel2422 at 2012-01-19 12:37:17
I've played a few of the classes so far but the Smuggler and BH have been my favorite. The ambiguity of the smuggler has been my favorite part; the fact you can tread the line btw dark and light side, and still stay on the light side if you want to. It shows a different side to star wars for those in the galaxy that are not force users. Plus...I think the smuggler's conversations tend to be pretty funny.
By Dionysius at 2012-04-03 19:01:15
You must be kidding. As a Gunslinger I do a TON of damage, as opposed to my Jedi Sentinel and Sith Assassin. You're right that you need cover for abilities with more impact, but the point of having that system is to learn how to tackle your enemy. Either use Leg Shot to immobilise and pop cover and have at him, or go up close, pop cover and use Dirty Kick, and unload. There are also several non-cover damage abilities that you can easily use while running around. I personally pretty much rake in medals in PvP, averaging up to 5 medals per match and getting up to 7 in a good match. You just need to know how best to use your attacks and rely on your defensive abilities. Don't knock the class, atleast 1 smuggler is absolutely necessary in a PvP match.
By Shubawks at 2011-11-25 00:13:55
Smuggler was easily one of the classes I had the most fun with. The beginning starting zone for playing as the Smuggler was also quite entertaining. The "move to combat" type skills make it so you stay engaged in combat.
By woltra at 2012-02-02 23:12:39
Gunslinger is useless in PvP & PvE endgame. PvP is all about mobility. Gunslingers can't do damage when other players knock you out of cover. PvE is also all about mobility as bosses easily kill people who won't get "out of the fire". Gunslingers best damage output depends on cover, and since PvP and many PvE situations depend on absolute mobility gunslingers are seriously gimped.
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