4.0 Assassin 4.0 Class Guides 4.0 PvP SWTOR

SWTOR 4.0 Hatred Assassin PvP Guide by Kre’a

SWTOR 4.0 Hatred Assassin PvP Guide by Kre’a.


Intro to Hatred Assassin

Hatred Assassin plays as a medium range melee fighter, specialized in dealing a mixture of force damage as well as melee damage.Unlocking this Discipline’s maximum potential requires a fine balance between spending time in the thick of the battle and spending time at medium range from your enemies. Hatred playstyle is very different from Deception and requires a lot more situational awareness due to the fragile nature of the Discipline in terms of raw damage reduction. If you enjoy playing at medium to short range with access to some of the most powerful DoTs in the game as far as PvP goes, then continue reading onward!


  • Single Target DPS: 8
  • AoE Damage: 7
  • Group Utility: 3
  • Difficulty: 6
  • RNG Dependent: Yes
  • Burst: 7
  • Sub 30% Talent or Ability Buffs: Yes

Gearing & Stat Priority

  • Accuracy: 0
  • Alacrity: 0-274 (from Enhancements)
  • Critical Rating: 1096 (from Enhancements)
  • Power: Secondary stat points should be put into Power (Advanced Lethal Mod 40X)
  • Relics: Serendipitous Assault and Focused Retribution
  • Augments: Critical Augment 40
  • Set Bonus: 6 piece Stalker’s set
  • Charge: Lightning Charge

Gearing Overview

in 4.0 has taken a large turn in the opposite direction compared to the 3.0 era. Critical Rating is now much more valuable than before because it now increases both critical chance % as well as surge %. Accuracy is still unused in this Discipline, so refrain from taking any accuracy. Lastly, while Alacrity is still a decent stat, the new Critical Rating stat has simply proven to net greater gains than Alacrity. Because of this, I recommend gearing in a full power/Critical Rating set of gear. You can afford to take 2-3% Alacrity. At the end of the gearing path you will have so much Critical Rating that your DoTs will have a 50%+ Critical Chance and your melee abilities will have a 45%+ Critical Chance. This is almost 3x the amount of Critical Chance % that we had in 3.0. This has greatly increased sustained damage as well as made our self-heals from damage more reliable, which means an increase in survivability. Due to the large amount of Critical Rating that you will be taking your burst windows will also be even more potent, rivaling levels of burst that Deception has access to.

As far as augmentation goes, I recommend Critical Augment 40. If you want Alacrity in your build, feel free to use a couple Alacrity enhancements as well in order to hit the 2-3% mark, but you can completely forgo Alacrity if you wish to add more burst to your build through increased Critical Rating. Power augments are still a viable option if you wish to see a higher bonus damage number on your stat sheet, but in practice, the increased Crit % and Surge % are the more attractive option for this Discipline.

The math behind relics and augmentation can be found here.


Utility choices will vary based on what type of PvP you’re partaking in and most importantly your personal playstyle. While Deception has a large array of choices for utilities, Hatred only has a few viable utilities to choose from. Hatred really lacks in the defensive department and because of this, you will want to choose utilities to help boost your defenses.



  1. Avoidance – Cooldown reduction on CC breaker, Force Speed and Interrupt.
  2. Electric Bindings – Your knockback roots enemies for 5 seconds. Your DoT damage will not break this root.
  3. Shapeless Spirit – 30% damage reduction while stunned. Very useful since you will be required to stand in the middle of many enemies to spread your DoTs and you will more than likely be caught by at least one hard stun.


  1. Emersion – Root break attached to your Force Speed. Good utility for kiting and preventing enemies from kiting.
  2. Disjunction – Force speed lasts .5 seconds longer and Force Shroud duration is increased by 2 seconds. This also applies to the Force Shroud gained through the Shroud of Madness utility, boosting its total duration to 4 seconds. Gives you a total of 4 extra seconds of Force Shroud in total. This is great for mitigating Force and Tech based damage and CC.


  1. Shroud of Madness – Gives you an extra Force Shroud that activates on use of Force Cloak. Good to use defensively or offensively. As Hatred, you’ll mainly want the defensive boost that this gives.
  2. Phasing Phantasm – Allows your Phantom Stride to be used while rooted, and also purges all movement impairing effects when you use Phantom Stride. This is pretty good for kiting as it prevents your enemy from locking you down with roots. There aren’t very many good utilities left in this tier since Dark Stability was nerfed. You could potentially take Haunted Dreams instead of this utility.

*Note: Dark Stability has been nerfed from 12 seconds in duration down to only 6. Because of this, it’s not worth taking in my opinion. 6 seconds of immunity every 2 minutes is simply not worth it. Most of the AoE CC that this utility would prevent you from being caught in can instead be avoided by having superior positioning skills during a fight.

Abilities and Rotation


discharge2 Discharge –While in Lightning Charge, this ability functions as one of your DoTs. While this DoT is applied to an enemy, any successful melee hit on them will trigger the passive, Raze, which reduces the cast time on your Demolish zero, allowing you to instantly cast it. This DoT lasts for 18 seconds.
creepingterror Creeping Terror – Another 18 second DoT. Every 9 seconds, you can use this ability to root an enemy for 2 seconds. If the enemy has full resolve, this ability will instead apply a 50% slow for the 2 second duration.
demolish Demolish – 9 second DoT that replaces Crushing Darkness. It also debuffs your enemy to Force attacks, allowing Force based damage for the next 45 seconds to deal 5% increased damage. Never hard cast this ability, only ever use this ability when you have the buff that makes it an instant cast.
deathfield Death Field – Ground based AoE ability that’s primarily used for burst. It also applies the ‘overwhelm’ debuff to any enemies hit, increasing the AoE damage they take by 5%. This ability will also add “Death Marks” onto your enemies, making the next 15 DoTs do increased damage.
assassinate2 Assassinate – Very strong melee ability that is useable after your target has dropped below 30% HP. Doing damage with DoTs also has a 30% chance to trigger a passive that allows you to use Assassinate on a target at any health level. Phantom stride will also allow you to use Assassinate on a target at any health level, however, it shares the same internal cooldown as your DoT damage. So you cannot get an Assassinate proc from DoTs and then Phantom Stride in order to trigger another Assassinate on a target at any health level.
lacerate2 Lacerate – Proximity based AoE melee ability. This ability will spread your Creeping Terror and Discharge DoTs to enemies as long as you hit at least one enemy that has DoTs on them already. If you hit multiple targets but miss the main target that has DoTs on them, your DoTs will not spread. Any DoTs spread by this ability will start out with a full 18 second timer when they are spread to an enemy that had no DoTs on them.
leechingstrike Leeching Strike – Deals medium damage and heals you for 100% of the damage you deal. Try not to use this ability unless you are missing health, as it will grant a substantial amount of health back on use, especially if it crits.
thrash Thrash – Filler ability. In any circumstance where you can hit at least 2 targets, use Lacerate instead.
phanthomstride Phantom Stride – Teleports you to your target. While teleporting, this ability will ready your Bloodletting passive, which allows you to use Assassinate on a target with any health level. This is on the same internal cooldown as proccing the passive with you DoTs and because of this, I do not recommend using this ability for the Assassinate proc. The only time that I might suggest using this for the proc is when you have a double relic window active and you want to force your auto crit set bonus into the window. Under that circumstance, your Assassinate will hit extremely hard and the extra damage might warrant using Phantom Stride to proc Assassinate. Otherwise, save this ability for kiting purposes
massmindcontrol Mass Mind Control – AoE taunt. Gives 30% damage reduction for 6 seconds after use and also reduces damage done to your allies from enemies by 30% as well. For the most part, you will want to use this ability on cooldown in order to reduce damage taken by your allies by 30% for 6 seconds.
mindcontrol2 Mind Control – Single target taunt, keep this on cooldown at all times as it’s off the GCD and reduces the damage your enemy does by 30% for 6 seconds on any target that isn’t yourself.


In PvP there are no ‘real’ set rotations. With that being said, there is a basic and generic order to use your abilities:

Open with Spike > Creeping Terror > Discharge >(Recklessness)Death Field > Lacerate/Thrash > Demolish > Assassinate (If proc’d) otherwise > Lacerate/Thrash > Leeching Strike (If you’ve Lost health by this point) > Lacerate/Thrash > Lacerate/Thrash > Lacerate/Thrash > Demolish.

At this point, you will reapply your DoTs and attempt to DoT spread again via Lacerate. Ability usage in ‘Lacerate/Thrash’ blocks will depend on how many enemies you can hit. If you can hit multiple enemies use Lacerate, in single target situations just use Thrash. Sometimes an enemy may purge your DoTs, in these situations you will want to reapply them via Lacerate while hitting another enemy that already has DoTs up. If they are out of range of another player with DoTs on them, manually reapply the DoTs before starting your single target DPS rotation using Thrash. Leeching strike is best used when you need to recover at least 4k HP so that the self-heal isn’t wasted.

Doing this general rotation will net you maximum possible DPS. Here is a picture of a Solo Ranked match where I was Hatred.


With better offensive cooldown management, I could have pushed 5k DPS or higher probably. This is just to show what this spec is capable of in an Arena environment.

Defensive Cooldowns

deflection Deflection – Gives 50% Defense chance to all Ranged and Melee attacks for 12 seconds. This ability does absolutely nothing against Force and Tech damage, so if you’re fighting a Sorcerer or Operative, this ability will do nothing for you short of giving you a chance to parry their auto attacks (Rifle Shot for Operative and Saber Strike/Thrash for a Sorcerer).
massmindcontrol Mass Mind Control – Gives 30% damage reduction for 6 seconds. This ability is best used to help your team but in the rare cases where it is of more benefit to use selfishly, it will help mitigate quite a bit of damage.
overchargesaber Overcharge Saber – 15% Self-heal and restores 1% of your maximum health every time you activate your light saber charge. Treat this as a miniature medpac. It even has a small DPS boost attached to it.
forceshroud Force Shroud – Gives you a buff that allows you to resist all Force and Tech abilities for the next 3 seconds. This buff lasts 5 seconds if you take the utility for it. This ability is great for avoiding heavy bursting Force/Tech abilities as well as any and all Force/Tech based crowd control.
forcecloak Force Cloak – Your bread and butter skill. This should be the last ability you use and is your ‘worst case scenario’ ability. Hold on to this for as long as possible UNLESS you are going to use it offensively to use spike from stealth. Only ever use it offensively if you are more certain than not that it will result in a kill that would put your team in an advantageous position. For example. If using this ability offensively would lead to your team getting a kill on the enemy DPS, but you die in the process, it might not be worth it. However, if using it offensively results in killing the enemy Healer and you die in the process, that’s situation might be more worth it. Judge these things on a case by case scenario. If you are trying to break combat to heal to full, use Phase Walk first followed by Force Cloak. This prevents you from being pulled back into combat from AoE taunts or abilities.
phasewalk Phase Walk – This ability can be used while stunned. THIS ABILITY CAN BE USED WHILE STUNNED. This is vital because it has a fairly short cooldown and will save you from having to use your bigger defensive cooldowns. Use this whenever you predict that you will take fatal damage or a large amounts of damage that will be difficult to recover from. After you’ve used it, run away from the fight so that you naturally break combat and heal to full. This saves you from having to use Force Cloak to break combat.


Peeling is a bit harder to do as Hatred because a lot of the CC that could be used to relieve pressure will be broken by your DoTs. Because of this, I suggest using the Stun Grenades instead of the Seismic Grenades while playing this spec. The stun grenade CC duration is in fact shorter, but it will not break on damage. In conjunction with that, you can use your knockback root to peel for your teammates because your DoTs will not break the root applied from your knockback.


This section will show you key locations on each map to use for line of sight, various locations to drop your Phase Walk offensively and defensively, as well as locations where you want to force fights to happen.

Orbital Station


This map is one of the best for an Assassin player. Use the red marks for offensive Phase Walks, green for defensive. Try to initiate the fight by getting a stealth knockdown on as many enemies as possible. Force the fight up on the catwalk and use your knock back to force imbalanced fights for the enemy. If you set your PW up top and have focus fire on you, jump down. If the enemy chases you, PW back up and you have now forced a 3v4 in favor of your team.

Makeb Mesa Arena


The green circles indicate places you want to place your Phase Walk to ensure that you do not get popped out of stealth if you decide to Phase Walk and use Force Cloak to heal to full. The red circles indicate common locations that a ranged or even melee class will run to kite you or to escape being focused by your team. If you place your Phase Walk in these locations, you can often teleport behind your enemy when they go to run or escape.

An amazing trick that is severely underused is setting your Phase Walk on the top bridge and jumping down when you’re focused. I will make a video showing this mechanic, as it will make more sense when it is seen. Essentially, if you are being focused, you will want to jump down off of the bridge to the ground level. If you jump at the appropriate time (about 50-60% HP range) you enemy will 8 times out of 10 attempt to chase you down for the kill. This is when you will use Phase Walk to teleport you back on top of the bridge. This creates an extremely favorable position for your team, as you have now secluded 1 or more of the enemy team on the ground level, forcing their team to fight a 3v4 or even 2v4 if more than one person chases you down.

You will want to communicate with your team that you want to force the fight on the bridge. The reason is that you were a superstar and decided to take Force Wave/Overload root. When the fight is just starting, the enemy will more than likely do 1 of 2 things. 1) Huddle together around the base of the bridge, near the LoS rock. Or 2) Rush the bridge to claim the high ground. This is your time to shine, you will use stealth as your gap closer and use Blackout to increase your stealth level so you can get in undetected. Initiate the fight by properly timing your knock back to knock as many off of the bridge as possible, creating an imbalanced fight for the enemy team, and giving you the advantage as now, whoever was knocked down will have to use movement increasing effects to try to re-engage into the fight, effectively wasting their time and reducing the overall damage your team will take. If you can help it, always try to force the fight up top. The only exception to this is in Tank/Heal/2 DPS matches, as attempting to fight up is just a waste of time. In Heal/3 DPS matches, you will still want to fight on the bridge, even more so, because if you can knock the healer down, you put yourself at a very large advantage towards winning the round.

Makeb Mesa Arena


Green squares indicate places to place your Phase Walk defensively. Red squares indicate offensive positions to potentially cut off a running enemy. This map plain sucks for Shadow/Assassin players. It is the widest open of the 4 maps, and as such, is terrible to play on when you are facing a multitude of ranged DPS classes because it makes it difficult to Line of Sight. There are a few LoS objects, but they are situated in such a way that you will not be able to always continue to DPS while LoS’ing. The best thing you can do in a map such as this is to wait for the enemy team to engage on your terms, by simply waiting around a LoS object and attempting to attack from behind it. This strategy actually works well if the enemy team has at least 1 melee DPS, as they will be forced into the center of your team, allowing you to both DPS the Melee enemy while simultaneously LoS’ing the ranged DPS. With practice, this becomes easier.

Tatooine Canyon


The red indicates places to place your Phase Walk offensively, to catch someone kiting potentially. The green indicates locations that are generally safe to heal to full from. This map is really good for Hatred players. The small size of the map forces fights to be in one centralized location, which is optimal for DoT spreading. There are also a large sum of LoS objects for kiting purposes. A small trick that many don’t utilize is using the outer edge of the pit to LoS players who are on the top of the ledge of the pit. The angle is just slight enough that players will be unable to see you if you hug the wall inside of the pit, effectively allowing you to LoS ranged classes with ease. Knock back root is best utilized here by rooting someone behind one of the 4 inner pillars, or knocking them into the pit when the fight is happening on the top level. Make sure that as a melee DPS, you do not find yourself DPSing your target with your back to the pit, as you will inevitably be knocked in, which is a hassle considering there is only 1 focal way to escape the pit and get back to the fight, depending on which side of the arena you are playing on.

About the Author

Special thanks – Special thanks to <Clickers> of the Bastion/Harbinger. Te’fia of Harbinger, Aelanis of Shadowlands and everyone on the Assassin/Shadow forum. Also, a special thanks to No’Touchy of Harbinger, check her out at

Hey guys, I’m Kre’a! I’ve mained an Assassin/Shadow for about 3 years now. In season 4,I achieved 2931 ELO, placing me as Rank #2 overall across all advanced classes and Rank #1 for the Shadow/Assassin advanced class. In season 6 I was Rank #3 for the Shadow/Assassin advanced class. You can check me out at


30 replies on “SWTOR 4.0 Hatred Assassin PvP Guide by Kre’a”

Just wanted to pop in really quick and say to everyone, this guide is ever growing! I am thinking of adding a 1v1 section as well as a few videos to show how to react in certain situations. Stay tuned!

Generally speaking, for solo ranked: If there are at least 2 ranged classes in queue (including healers), run with Deception.

If there are 3+ melee players mainly in the queue, play Hatred.

For Group Ranked, you will mainly want to play Hatred with either a heavy bursting partner (AP PT, MM Sniper) or with a high sustained damage spec (Madness sorcerer).

Hi, firstly thank you for your guide, I returned back to game after long time and I am pretty noob. And because I am noob I am missing here some more information. Which “stance” are you using and do you have generator or focus as offhand?

Thank you!

btw: Is worthy to do PvP on lvl 40? I feel like I am doing nothing to enemies which have lvls 60-64 😛 I am not sure if thats because of my no-skill or no-equip 😛

Mastery augments are worse than critical and power augments this time around. I would recommend full power augments if you want to do more dps and damage, and full crit augments if you want to see 7% more critical hits.

So what augments would you recommend for PvE? I do have a full set of crit augments in my cargo so I can use them, but I tend to do a lot more PvE than PvP nowadays.

Talk to Aelanis for PvE. His guide is amazing for PvE. Kre’a is good at PvP. I run a Serenity Shadow and I currently use the PvP guide that Kre’a put together for that portion and I am very happy with the numbers I put up in both areas using the guides I use.

I should have clarified. 1096 critical rating comes from enhancements, 274 alacrity comes from enhancements. The total stat budget is 1370 for tertiary stats, so that equates to 8 critical rating enhancements and 2 alacrity enhancements. The 1096 Critical Rating is what your rating should be BEFORE adding augments, I put it this way just incase people decide to run with power augments instead of critical augments. Sorry for the confusion.

Higher crit rating = more crits on self healing abilities = more survivability. This gear is not for maximum DPS gain, this gear is for practicality. With that being said, feel free to gear however you wish. This isn’t an operation we’re dealing with where you need maximum DPS to pass DPS checks, we’re fighting people who play dynamically.

Thanks for your constructive criticisms though 🙂

A question from a long time casual- Is spending the extra 1000 comms worth it to get the ranked warzone gear, because the stat bonus’s seem so miniscule for the large amount of comms to purchase them.

K’rea, in Aelanis’s guide for PVE Hatred, he said that the discipline got nerfed hard and now has a hard time pulling up near Deception’s number’s for Hatred. Does this hold weight in PVP, or no?

Do you plan on make a Serenity Shadow pvp guide? (I am having trouble ‘translating’ what I call looking at this guide and then looking at abilities to make this guide usable for Serenity Shadow)

Great guide- esp with gearing and augments
Just started into 4.? With my 3.? Old hatred sin who was geared alacrity
Did ok but had wet noodle”itis” and dinky self heals in the double digits- 80’s and 90’s

Read your recommendation for full power crit and full crit augments (I had already gone full overkill augments and was doing a little better than my old gear- but still felt weak) and took the plunge- my survivability has gone through the roof and hitting much harder (I’m not a parser or even pro pvp’r but I notice when peeps die faster and are feeling the pressure)

Your utility recommendations are spot on too- thx!

i’ve seen this build run with 12% alacrity outperforms in every way the crit build damage and pressure wise in solo’s . idk what to think anymore

awesome guide kre’a! i’m quite an experienced hatred sin player myself, but having read through this, i defo have to try one or two things out you wrote…cheers!

I was just wondering how Mass mind control can be used as a DCD selfishly. “Player target deals 30% less damage for 6 seconds when attacking anyone other than you.” Unless there’s some misunderstanding on my part and thus I apologize in advance.

So with crit enhancements and augments, I’m sitting at almost 2300 (43% chance) crit. Is that too much? I kinda would like to drop that to 40% and aug some power?

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