Legendary Implants

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. 

How to Get Legendary Implants

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.

Costs of Implants

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.

Which Implants Can You Buy

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.

Implant Stats

Damage & Healing

iRating326328330332334336338340
PRIMARY STATS:
Endurance12501278130413331362139014211450
Power810828845864882901921940
Mastery10591081110411271151117511991223
TERTIARY STATS:
Alacrity532543554566577589602614
Critical532543554566577589602614

Tank

iRating326328330332334336338340
PRIMARY STATS:
Endurance15091541157316071639167417091744
Mastery10881111113411581181120612311286
Defense457467479490501513525536
TERTIARY STATS:
Absorb506517527539550561573585
Shield506517527539550561573585

Available Implants

IconImplant NameDescription

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.

Gunslinger, Scoundrel, Operative, Sniper

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.

Commando, Vanguard, Mercenary, Powertech

Aggressive Treatment Package

Bushwhack / Toxic Haze heals any allies standing inside it.

Gunslinger, Scoundrel, Operative, Sniper

Ballast Point Package

Deflection grants Ballistic Immunity for 6 seconds, giving you immunity to movement impairing effects, knockdowns, and physics.

Shadow, Sage, Assassin, Sorcerer

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.

Guardian, Sentinel, Marauder, Juggernaut

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.

Guardian, Sentinel, Marauder, Juggernaut

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.

Commando, Vanguard, Mercenary, Powertech

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.

Guardian, Sentinel, Marauder, Juggernaut

Dynamic Force Package

The cooldown of Force Potency / Recklessness is reduced by 15 seconds.

Shadow, Sage, Assassin, Sorcerer

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.

Shadow, Sage, Assassin, Sorcerer

Energy Regulators Package

You gain 1 energy per second while in cover.

Gunslinger, Scoundrel, Operative, Sniper

Fearless Victor Package

Whenever you use a Focus / Rage spending damage ability, your melee damage is increased by 10% for 10 seconds.

Guardian, Sentinel, Marauder, Juggernaut

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.

Gunslinger, Scoundrel, Operative, Sniper

Force Resistance Package

Elemental, Internal, Kinetic and energy damage reduction is increased by 3%.

Shadow, Sage, Assassin, Sorcerer

Force Resistance Package

Elemental, Internal, Kinetic and energy damage reduction is increased by 3%.

Guardian, Sentinel, Marauder, Juggernaut

Force Training Package

Melee and force attacks deal 3% more damage.

Shadow, Sage, Assassin, Sorcerer

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.

Shadow, Sage, Assassin, Sorcerer

Improved Targeting Package

Reduces the cooldown of Smuggler's Luck / Laze Target, Blood Sights / Viral Targeting, and Target Hack / Targeting Systems by 15 seconds.

Gunslinger, Scoundrel, Operative, Sniper

Locked and Loaded Package

Ranged and tech damage and healing are increased by 5%.

Gunslinger, Scoundrel, Operative, Sniper

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.

Commando, Vanguard, Mercenary, Powertech

Mini Shield Package

Activating Shield Probe creates an absorb shield around each ally within 5 meters, lasting up to 10 seconds and absorbing damage.

Gunslinger, Scoundrel, Operative, Sniper

Nimble Master Package

Activating Saber Ward grants Nimble Master, increasing your movement speed by 100% for the duration of Saber Ward.

Guardian, Sentinel, Marauder, Juggernaut

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.

Commando, Vanguard, Mercenary, Powertech

Retaliator Package

Riposte / Retaliation has no cooldown.

Guardian, Sentinel, Marauder, Juggernaut

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.

Shadow, Sage, Assassin, Sorcerer

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.

Shadow, Sage, Assassin, Sorcerer

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.

Commando, Vanguard, Mercenary, Powertech

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.

Commando, Vanguard, Mercenary, Powertech

Squad Leader Package

Whenever you take damage with Reactive Shield / Energy Shield, a weaker shield is applied to nearby allies for 3 seconds.

Commando, Vanguard, Mercenary, Powertech

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.

Commando, Vanguard, Mercenary, Powertech

Tactician Package

Gaining a Upper Hand / Tactical Advantage increases your critical chance by 10% for 10 seconds.

Gunslinger, Scoundrel, Operative, Sniper

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.

Gunslinger, Scoundrel, Operative, Sniper

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.

Commando, Vanguard, Mercenary, Powertech

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.

Gunslinger, Scoundrel, Operative, Sniper

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.

Shadow, Sage, Assassin, Sorcerer

Veteran Ranger Package

Each Shoulder Cannon rocket has a 50% chance to trigger an additional rocket.

Commando, Vanguard, Mercenary, Powertech

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.

Guardian, Sentinel, Marauder, Juggernaut

Berserker's Package

Increases all damage dealt by 3% and all damage taken by 6%.

Any Class

Dying Precision Package

Increases critical hit chance by 5% while health is below 50%.

Any Class

Entertainer Package

Entering combat improves nearby allies, increasing their mastery, endurance, and rate of experience point gain. This effect is removed when combat ends.

Any Class

Second Wind Package

Defeating an enemy heals you for 20% of your maximum health and increases your movement speed by 75% for a short time. This effect cannot occur more than once every few seconds.

Any Class

Final Breath Package

Increases defense rating by 10% and reduce damage taken by 5% while health is below 50%.

Any Class

Stationary Grit Package

Increases damage dealt by 3% while not moving or increases armor rating by 10% while moving.

Any Class

Trishin's Retort Package

Shielding an attack causes your shield to overload, dealing weapon damage to up to 8 enemies within 5 meters. Your shield can only overload in this manner once every 3 seconds.

Any Class

Preserver's Package

Passively regenerate 1% of your maximum health every 10 seconds.

Any Class

Stimulated Package

Increases Mastery by 5% while under the effects of a stimpack.

Any Class

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