Legendary Implants
Legendary Implants provide unique and powerful bonuses that replaced the traditional gear-based set bonuses in update 7.0. They are a form of gear that you can equip to gain significant advantages, such as increased damage, new abilities, or defensive buffs. You can equip up to two legendary implants, each containing a set bonus and often providing specific stat boosts.
Legendary implants can be earned by leveling to level 80 and doing the “Technological Advancement” mission given to you by Lonndar Eadwinn, a blue Twi’lek character who is an Implant Researcher, on the fleet. He will give you a list of missions or activities to complete. They include meeting conquest, flashpoints, dailies, PvP, operations, and more. Here is a full list of missions you can do to earn the 100 charges you need:
- Complete a Personal Conquest – 34 charge
- Complete Flashpoints or Operations via Group Finder – 2 charge
- Complete Flashpoints on Story Difficulty – 2 charge
- Complete Flashpoints on Veteran Difficulty – 6 charge
- Complete Flashpoints on Master Difficulty – 10 charge
- Killing Operations Bosses on Story Difficulty – 4 charge per boss
- Killing Operations Bosses on Veteran Difficulty – 7 charge per boss
- Killing Operations Bosses on Master Difficulty – 8 charge per boss
- Completing a PvP Match – 10 charge
- Completing Daily Area Weekly Missions – 10 charge
- Completing Heroic Weekly Missions – 10 charge
Once you have 100 charges and return to Lonndar Eadwinn, it will unlock a new vendor for you. The implants have an item rating of 326 to start and will go up as you purchase each level of the implant. Right now, implants go up to 340.
The cost to buy and upgrade your Implants for the first time is:
- 60 – Conquest Commendations
- 6,500 – Tech Fragments
- 25,000 – Credits
Three achievements will help you lower the cost of implants. Once you have these, the cost of upgrading is across your entire Legacy.
Once you get the Implant Destiny Achievements, your costs will drop up to that level:
- 60 – Conquest Commendations
- 2,500 – Tech Fragments
- 25,000 – Credits
Note of caution: Make sure you remove any augments from your previous implant before purchasing the upgrade or you will lose the augment.
All implants are restricted to your Original Class and Advanced Class. By default, when you go to buy your implants, the list will be ones you can use on the class/combat style you are currently on. Even if the names and/or effects are the same, you likely can’t use or equip a Legendary Implant that doesn’t correspond to your combat style. All generic Legendary implants are not available to every Combat Style. Basically stated, if it isn’t on the list for your Combat Style in game, it can’t be used by you.
Pay attention to the effects given on the implants rather than just the stats. The effects will give you more bang for your buck as far as being more powerful and better blended to work with your specific builds than the stats. To make up for some of the stat deficiencies or differences, you can use augments and earpieces to change them a bit to better suit your needs.
In the table below, you can sort using the Class or what Stats you are looking for by using the dropdowns.
| Class | Stats | Implant Name | Description | Recommended |
|---|---|---|---|---|
Assassin / Shadow | Absorb | Ballast Point Package | Deflection grants Ballistic Immunity for 6 seconds, giving you immunity to movement impairing effects, knockdowns, and physics. | Grophets (for Tank stats) |
Assassin / Shadow | Critical | Dynamic Force Package | The cooldown of Force Potency / Recklessness is reduced by 15 seconds. | Merlyn (as offensive/defensive) |
Assassin / Shadow | Shield | Force Resistance Package | Elemental, Internal, Kinetic and energy damage reduction is increased by 3%. | Merlyn (as defensive) |
Assassin / Shadow | Alacrity | Force Training Package | Melee and force attacks deal 3% more damage. | Merlyn (as offensive) |
Assassin / Shadow | Critical | Shadowcraft Package | Using Shadow Stride / Phantom Stride from stealth grants Shadowcraft, increasing your critical hit chance by 100% for 6 seconds. Force Cloak resets the cooldown of Shadow Stride / Phantom Stride. | Merlyn |
Sorcerer / Sage | Critical | Dynamic Force Package | The cooldown of Force Potency / Recklessness is reduced by 15 seconds. | Merlyn |
Sorcerer / Sage | Alacrity | Empowered Restorer Package | Activating Force Barrier puts a barrier on nearby allies, absorbing some damage and granting them an additional 25% Elemental damage reduction while active. Lasts up to 8 seconds. Absorb shield HP is equivalent to twice as much as Force Armor / Static Barrier. | None |
Sorcerer / Sage | Alacrity | Force Training Package | Melee and force attacks deal 3% more damage. | None |
Sorcerer / Sage | Alacrity | Gathering Storm Package | Force Speed makes your next direct Force attack deal 20% more damage and you deal 20% more damage while Mental Alacrity / Polarity Shift is active. | Grophets (alternative) |
Sorcerer / Sage | Critical | Revitalize Package | While Rejuvenate / Resurgence is active on a target, it has 15% chance to spontaneously heal the target whenever it receives non-Rejuvenate / non-Resurgence healing from you. | Merlyn |
Sorcerer / Sage | Critical | Unmatched Haste Package | The duration of Mental Alacrity / Polarity Shift is increased by 5 seconds and using Force Speed reduces the active cooldown of Mental Alacrity / Polarity Shift by 5 seconds. | Merlyn |
Juggernaut / Guardian | Critical | Champion's Precision Package | Combat Focus / Enrage, Burning Focus / Bloodrage, or Threatening Focus / Threatening Rage grants Champion's Precision, increasing your critical chance by 20% for 8 seconds. | Theorycrafters (for DPS stats) |
Juggernaut / Guardian | Critical | Fearless Victor Package | Whenever you use an attack that spends Focus / Rage, your Melee damage is increased by 10% for 10 seconds. | Merlyn (as offensive) |
Juggernaut / Guardian | Absorb | Force Resistance Package | Increases Elemental, Internal, Kinetic, and Energy damage reduction by 3%. | Merlyn (as defensive) |
Juggernaut / Guardian | Alacrity | Nimble Master Package | Activating Saber Ward grants Nimble Master, increasing your movement speed by 100% for the duration of Saber Ward. | Merlyn (as offensive) |
Juggernaut / Guardian | Shield | Retaliator Package | Riposte / Retaliation has no cooldown. | Merlyn (as offensive/defensive) |
Juggernaut / Guardian | Alacrity | Vicious Thirst Package | Slash / Vicious Slash, Blade Rush / Massacre, and Cyclone Slash / Sweeping Slash add Vicious Thirst stacks to their targets, stacking up to 5 times. Killing an enemy with Vicious Thirst stacks increases your damage dealt by 3% per stack for 10 seconds. | Grophets (as alternative) |
Marauder / Sentinel | Critical | Berserker's Call Package | Reduces the cooldown of Valorous Call / Frenzy by 15 seconds. Additionally, activating Zen / Berserk increases all damage dealt by 5% for 10 seconds. | Merlyn |
Marauder / Sentinel | Alacrity | Dispatcher Package | Activating Twin Saber Throw / Dual Saber Throw grants Dispatcher's Challenge, making your next Dispatch / Vicious Throw or Slash / Vicious Slash critically hit. Critically hitting with a weapon attack generates 1 Focus / Rage. This effect cannot occur more than once every 3 seconds. | Merlyn |
Marauder / Sentinel | Critical | Fearless Victor Package | Whenever you use a Focus / Rage spending damage ability, your melee damage is increased by 10% for 10 seconds. | Merlyn |
Marauder / Sentinel | Alacrity | Vicious Thirst Package | Dealing damage with Slash / Vicious Slash, Blade Rush / Massacre and Cyclone Slash / Sweeping Slash adds a Vicious Thirst stack to their target, stacking up to 5 times. Killing an enemy with Vicious Thirst stacks increases your damage by 3% per stack for 10 seconds. | None |
Operative / Scoundrel | Alacrity | Aggressive Treatment Package | Bushwhack / Toxic Haze heals any allies standing inside it. | Grophets |
Operative / Scoundrel | Critical | Field Medic Package | Activating a healing ability has a 15% chance to grant Field Medic's Critical Bonus which causes your next Underworld Medicine / Kolto Injection to be a critical. This effect can only occur once every 30 seconds. | Grophets (as alternative) |
Operative / Scoundrel | Alacrity | Locked and Loaded Package | Ranged and tech damage and healing are increased by 5%. | Merlyn |
Operative / Scoundrel | Alacrity | Mini Shield Package | Activating Shield Probe creates an absorb shield around each ally within 5 meters, lasting up to 10 seconds and absorbing damage. | None |
Operative / Scoundrel | Alacrity | Tactician Package | Gaining a Upper Hand / Tactical Advantage increases your critical chance by 10% for 10 seconds. | Merlyn |
Operative / Scoundrel | Alacrity | Tactician's Focus Package | Dealing critical damage with Bludgeon / Veiled Strike or Point Blank / Lethal Strike grants Tactician's Focus, making your next Sucker Punch / Laceration or Brutal Shots / Corrosive Assault critically hit. This effect can't occur more than once every 30 seconds. | Grophets |
Operative / Scoundrel | Critical | Trapper Package | Activating a healing ability has a 15% chance to grant Field Medic's Critical Bonus which causes your next Kolto Injection to be a critical. This effect can only occur once every 30 seconds. Only usable by Medicine Operative. | Grophets (alternative) |
Sniper / Gunslinger | Alacrity | Active Reload Package | Killing an enemy with Quickdraw / Takedown resets the cooldown of Quickdraw / Takedown and increases your damage by 5%. This effect stacks up to 3 times and lasts 10 seconds. | None |
Sniper / Gunslinger | Alacrity | Energy Regulators Package | You gain 1 energy per second while in cover. | Merlyn |
Sniper / Gunslinger | Critical | Improved Targeting Package | Reduces the cooldown of Smuggler's Luck / Laze Target, Blood Sights / Viral Targeting, and Target Hack / Targeting Systems by 15 seconds. | Merlyn |
Sniper / Gunslinger | Alacrity | Locked and Loaded Package | Ranged and tech damage and healing are increased by 5%. | Merlyn |
Sniper / Gunslinger | Alacrity | Mini Shield Package | Activating Shield Probe creates an absorb shield around each ally within 5 meters, lasting up to 10 seconds and absorbing damage. | None |
Mercenary / Commando | Alacrity | Advanced Scanning Package | Reduces the cooldown of Advanced Medical Probe / Healing Scan by 15 seconds and the cooldown of Bacta Infusion / Emergency Scan by 3 seconds. | Merlyn |
Mercenary / Commando | Critical | Concentrated Fire Package | Activating Supercharged Cell / Supercharged Gas makes your next High Impact Bolt / Rail Shot, Mag Bolt / Shot, or Bacta Infusion / Emergency Scan critically hit or heal. | Merlyn |
Mercenary / Commando | Alacrity | Overcharged Cells Package | Damaging an enemy or healing an ally has a 10% chance to generate a stack of Supercharge. Cannot occur more than once every 5 seconds. | Merlyn |
Mercenary / Commando | Critical | Target Eliminator Package | Demolition Round / Heatseeker Missiles and Serrated Bolt / Serrated Shot increase damage dealt by 2% for 15 seconds. Cannot occur more than once every 30 seconds. | Grophets (as alternative) |
Powertech / Vanguard | Critical | Mandalorian Armaments Package | When Shoulder Cannon is put on cooldown, it applies Autocannon to you for 60 seconds, firing a rocket at your current target whenever you deal direct damage. This additional rocket can fire once every 10 seconds. | Merlyn |
Powertech / Vanguard | Alacrity | Shock Trooper Package | The Energy Cell / Heat cost of Shockstrike / Flaming Fist and Stockstrike / Rocket Punch is reduced by 4. Shockstrike / Flaming Fist, Tactical Surge / Magnetic Blast, and Energy Blast / Heat Blast increase damage dealt by 10% for 15 seconds. Cannot occur more than once every 30 seconds. | Merlyn (as offensive) |
Powertech / Vanguard | Critical | Specialist Package | Battle Focus / Explosive Fuel increases damage done by 20% while Ion Cell / Ion Gas Cylinder is being utilized and increases damage reduction by 10% while Ion Cell / Ion Gas Cylinder is not being utilized. | Merlyn (as offensive) |
Powertech / Vanguard | Absorb | Squad Leader Package | Whenever you take damage with Reactive Shield / Energy Shield, a weaker shield is applied to nearby allies for 3 seconds. | Merlyn (as defensive) |
Powertech / Vanguard | Shield | Supercommando Package | Activating Balmorran Advanced Weaponry / Power Yield, Durasteel Armor / Thermal Yield, or Infused Kolto Packs / Energy Yield grants a shield that absorbs 1.62 million damage. Lasts up to 3 seconds. | Merlyn (as defensive) |
Powertech / Vanguard | Alacrity | Veteran Ranger Package | Each Shoulder Cannon rocket has a 50% chance to trigger an additional rocket. | Grophets (as alternative) |