This SWTOR Din Djarin Build Guide is designed to be as faithful to the lore and authentic as possible within the constraints of the game. You’ll find everything you need to know to create a toon in SWTOR and play like the Mandalorian. His outfit and appearance are based on Pedro Pascal’s portrayal in The Mandalorian and The Book of Boba Fett.
The guide is up-to-date for Patch 7.5
Note: This build is not optimal for endgame content and should only be used when playing alone or role-playing with friends. It is beginner-friendly and does not require you to be at level cap to play it.
Physical Appearance
Din Djarin is an adult human male with dark brown eyes, brown hair, and a short goatee. Here are the physical appearance parameters I recommend using:
Sex:Male
Species:Human
Body Type:2
Head:4 (or 7)
Scars:1
Complexion:49 (or 48)
Eye Color:5
Beards: 10 (or 1)
Face Paint: 1
Hair:2
Hair Color:6
Skin Color:~10
If you arecreating a new character, this is done during the creation process. You can use theAppearance Design Toolon the Fleet to alter the appearance of an existing character, but this will cost you Cartel Coins each time you do it.
Outfit, Weapons, and Accessories
All components of this outfit are available from the Cartel Market except for the companion and at the time of publishing are available for sale. They can also (theoretically) be purchased from the GTN or (realistically) another player.
Outfit and Weapons
I recommend the Mandalorian Nomad’s Armor Set paired with the Amban JP Blaster Rifle and Payday Blaster Pistol. There is no need for color crystals since both weapons already come with accurate default blaster bolt colors, yellow for the blaster rifle and red for the blaster pistol. There’s an argument to be made for using a Copper Crystal for the blaster rifle, but I don’t think it’s worth spending money on such a tiny difference.
Combined, they’ll cost a total of 6,900 CC (nice).
Accessories
There are several mounts and a pet available from the Cartel Market that are inspired by elements from the show.
The Mandalorian turned the Devastator Hoverturret against the desert bandits guarding Grogu (AKA Baby Yoda) after IG-11 distracted them. The Naboo G-Type Speeder is reminiscent of his heavily modified Naboo N-1 Starfighter.
Din fought the Mudhorn out in the desert and was only able to defeat it with the help of Grogu. There is also a nearly identical variant and perhaps even more accurate depiction of the Mudhorn available in exchange for 1 million credits from the reputation vendor on Ruhnuk, though it requires Legend standing with the Mandalorian Trat’ade (Ruhnuk Reputation). Check out my guide on the Ruhnuk Daily Area for more details on how to obtain that mount.
You can also purchase the Hover Pod used by Grogu for 240 CC, though it is just a pet, so it never provides any effect in combat.
If you really want to go the extra mile, there’s also an Ugnaught companion named Quick Vrick that can be a stand-in for Kuiil, the Ugnaught that Din works with on Arvala-7. Unfortunately, there are no Blurrg mounts in the game (yet).
Quick Vrik’s contract is called “Fastest Hydrospanner in the Western Reaches” and can be purchased for 50 Dantooine Surveyor’s Notes from the reputation vendor for the Dantooine Pirate Incursion conquest event. It requires Legend Standing with The Dantooine Initiative (Imp) / Dantooine Preservation Force (Pub). Check out our guide on the Dantooine Pirate Incursion and the SWTOR Conquest guide for more details.
Origin Story and Combat Styles
This section will focus on key choices you’ll have to make in order to end up with a playstyle and story that fits Din Djarin’s character.
Origin Story
Din Djarin is a Mandalorian bounty hunter, so the Bounty Hunter origin story is the clear choice for someone like Din. While the storyline does introduce and involve Mandalorians and their culture, the Bounty Hunter origin story is quite different from Din’s journey and the two are really only related in terms of subject matter.
Most notably, the Children of the Watch are not a thing and you don’t even start out as a Mandalorian, so you won’t be able to grapple with Din’s crisis of faith. That said, the bounty-hunting elements are front and center, so I think it makes the most sense to treat this as a separate adventure for Din Djarin and play through it making the choices you think are most fitting for him.
Combat Styles and Disciplines
When fighting nearby targets, Din Djarin makes utilizes his jetpack and blaster pistol as well as his gauntlet-mounted flamethrower, whistling birds, and grapple line. At longer ranges, the Mandalorian takes cover and disintegrates foes with his Amban JP Blaster Rifle.
Since Din is quite formidable in both close-quarters and long-range combat. You’ll need to use two combat styles for the full experience. Pyrotech Powertech is the most fitting melee discipline while Marksmanship Sniper is the clear ranged pick.
Din Djarin as Pyrotech Powertech
Powertechs wield blaster pistols, jetpacks, and an array of gauntlet-mounted tech, and the Pyrotech discipline is built around the flamethrower, which Din makes heavy use of in close-quarters combat.
If you want more information on how to play and gear this discipline optimally for group PvE content, like Flashpoints and Operations, check out my7.0 Pyrotech Powertech PvE Guide.
Pyrotech Ability Tree Build
Build Essentials:
Jet Charge
Whistling Birds
Reflective Armor
Shield Cannon
Efficient Suit
The build essentials I recommend grant access to a key ability, notable passive, or boost the effectiveness of another key ability.
Efficient Suit significantly increases the range of Grapple and Shoulder Cannon. Shield Cannon makes it so you heal whenever a Shoulder Cannon missile is fired, which synergizes with the Legendary Implants I recommend. Reflective Armor is a nod to the deflective capabilities of the Mandalorian’s beskar armor, though the reflection from the passive only works if you take damage from an AoE. I’ll cover Jet Charge and Whistling Birds in greater detail later on.
Pyrotech Key Abilities
In this section, I’ll be going over specific Pyrotech Powertech abilities that match Din Djarin’s capabilities, including weapon attacks and defensive tech. To be clear, this is not a complete list of all Pyrotech Powertech abilities, I am only shining a spotlight on specific attacks that will make you look or feel like you’re playing as the Mandalorian.
Searing Wave
Unlocked at level 4
This is your big multi-target flamethrower attack. You spray fire in a cone the direction your toon is facing, dealing damage to anything that gets hit. Its damage is boosted and Heat cost is lowered the more you use other flamethrower attacks including Immolate and Flame Burst. Searing Wave also sets other targets ablaze if you manage to hit at least 1 target affected by your Incendiary Missile and detonates associated Whistling Birds.
Immolate
Unlocked at level 47
Immolate is your strongest single-target flamethrower attack. It deals a ton of damage and gets boosted significantly if it’s used after you’ve activated Searing Wave.
Flame Burst
Unlocked at level 1
Flame Burst is your single-target filler flamethrower attack. It’s considerably weaker than Searing Wave and Immolate but doesn’t have a cooldown, so you can use it whenever you want, assuming you can handle the heat it generates. Each time you use Immolate, your next use of Flame Burst will be free.
Rapid Shots
Unlocked at level 1
Rapid Shots is your filler blaster attack. It’s weaker than Flame Burst, but doesn’t generate any Heat and has a much longer range. Dealing damage with Flame Burst or Rapid Shots also has a chance to set the target on fire with a dedicated burning effect.
Quell
Unlocked at level 12
This ability whips your blaster at your target, interrupting them if they’re casting or channeling an ability. The longer the cast or the more menacing the name, the more important the attack is to interrupt.
Whistling Birds: Incendiary Missile and Shoulder Cannon
Unlocked at levels 39, 35, and 60 respectively
There’s no exact match for the Whistling Birds beskar darts that Din uses to turn the tide of battle back in his favor, but Incendiary Missile + the Whistling Birds ability tree buff and Shoulder Cannon both come pretty close.
I know what you’re thinking, “the buff is literally called Whistling Birds, how is that not an exact match?”, and while I agree with the sentiment, some components of the animation are quite different and the emphasis of the overall attack is on fire damage, not the explosions from the darts. That said, Incendiary Missile is still a gauntlet-fired missile and the subsequent explosions do match quite well.
Meanwhile, Shoulder Cannon matches the spirit of Whistling Birds in terms of animation and accessibility (they can be fired while stunned or using other attacks), but only hit a single target and are fired from a cannon on the shoulder rather than a gauntlet.
Gripes aside, you’ll definitely get the feel of firing off Whistling Birds if you use both abilities. The actual Whistling Birds from the ability tree apply to nearby targets upon dealing damage with Incendiary Missile, but they don’t detonate unless you hit those targets with Searing Wave.
Shoulder Cannon missiles must first be loaded by activating the ability and then each time you press it, you fire 1+ missile. Once all missiles have been fired, you gain an autocannon for the next minute that automatically fires missiles when you deal damage.
Jet Charge
Obtainable at level 27
Jet Charge lets you use your jetpack to leap at a target from far away and punch them as you land, dealing a little bit of damage and interrupting them if they’re casting or channeling something. It’s great for getting in close and starting fights, but it’s not usually worth backing away just to use it.
Grapple
Unlocked at level 25
Grapple fires a grapple line at a faraway target, pulling them to you and preventing them from moving for a few seconds. Since the ability has a fairly long cooldown and can’t be used on nearby enemies, I recommend saving it for an enemy that isn’t grouped up with the others that you’d otherwise miss with Searing Wave so you can pull them into it.
Thermal Yield
Unlocked at level 15
Thermal Yield is basically an ability version of the Mandalorian’s beskar armor. It increases your armor rating and damage dealt as well as reduces the cost of Searing Wave and Immolate. Each time you take damage, the effect is amplified and its duration is refreshed.
Pyrotech Legendary Implants and Tactical Item
I recommend using Legendary Implants and a Tactical item that boost the effectiveness of and damage dealt by some of Din Djarin’s signature abilities. However, none of these are terribly strong, so I don’t consider them essential. You’d be better off working on obtaining the items for Marksmanship Sniper first. You gain access tolegendary implantsat level 80 and tactical items at level 75.
Mandalorian Armaments Package
The Mandalorian Armaments Package makes it so that once you’ve fired all of your Shoulder Cannon missiles, you get an autocannon for the next minute that automatically fires a rocket every so often when you deal damage.
Veteran Ranger’s Package
The Veteran Ranger’s Package makes it so that there is a 50-50 chance to fire an additional missile whenever a Shoulder Cannon missile is fired. It synergizes with both the base ability and the autocannon from the Mandalorian Armaments package.
Flame Dissipation Tactical
The Flame Dissipation Tactical increases the damage dealt by all of your flame attacks and makes it so Immolate and Flame Burst reduce the Heat cost of Searing Wave, allowing you to use Flame Burst more often.
For more information on gearing, check out my guide onWhich Mods to Buy from Hyde and Zeek. For a Din Djarin build, I recommend gearing as a DPS, which means you’ll want to focus on increasing stats that boost damage output like Accuracy, Critical, and Alacrity.
Keep in mind that you’ll need to switch one piece that has Alacrity rating to Critical rating when switching between these builds. This can be accomplished by using an earpiece that has Critical rating with Marksman Sniper and an earpiece that has Alacrity rating with Pyrotech Powertech.
Din Djarin as Marksmanship Sniper
As a Marksmanship Sniper equipped with the Amban JP Blaster Rifle, you’ll be able to disintegrate Jawas from the safety of faraway cover all day long. If you want to go hunting, check out these regions on Tatooine:
If you want more information on how to play and gear this discipline optimally for group PvE content, like Flashpoints and Operations, check out my7.0 Marksmanship Sniper PvE Guide.
Marksmanship Ability Tree Build
Build Essentials:
Targeted Ambush
Maim
Energy Barrel
Target Acquired
Ruthless Efficiency
Marksmanship Key Abilities
All of the Marksmanship blaster attacks are just variations in cast time and damage output and there are significant benefits to using them in cover, so you’ll feel like Din Djarin when sniping with the Amban JP Blaster Rifle regardless of which attack you choose to use. As a result, I’ll be focusing more on how to use each ability to get the greatest effect rather than the specific RP use case.
Take Cover and Crouch
Take Cover makes you roll to the nearest spot that provides cover and if none are present, you deploy portable cover instead. Crouch just always makes you deploy the portable cover. Being in cover provides several benefits including immunity to leaps, interrupts, and castbar pushback as well as a greater chance to avoid damage from ranged weapon attacks and increased Energy regeneration.
Ambush and Laze Target
Ambush is your biggest hit by far and Laze Target makes your next activation automatically critically hit, which is enough to take out most normal enemies on its own. Thanks to Targeted Ambush, if you defeat an enemy with an Ambush critical hit, the cooldowns on both are reset. This is pretty important to do because their cooldowns are fairly long.
Target Acquired
This ability increases your accuracy and armor penetration, allowing you to land your shots even if the enemy has defenses up. I think the effect matches what happens when the Mandalorian turns on the targeting visor on his helmet. Target Acquired also gives you a charge of Laze Target, which is helpful against stronger enemies that take multiple Ambushes to defeat or in case you weren’t quite able to finish something off with the Ambush autocrit and couldn’t reset the cooldown on Laze Target.
Suppressive Fire
Suppressive Fire is your spammable channeled AoE ability. Use it if you have multiple targets to take out and Ambush isn’t available.
Snipe
Snipe is a casted ability like Ambush, but it deals less damage and its base cast time is shorter. Each activation of Snipe also partially reduces the activation time of your next Ambush to match that of Snipe’s cast time.
Penetrating Blasts and Sniper Volley
Penetrating Blasts is a channeled series of shots that deals a substantial amount of damage. Sniper Volley resets the cooldown of Penetrating Blasts, increases your Energy regeneration, and increases the rate at which you can activate your abilities.
Takedown
Takedown is an instant shot that hits pretty hard, but can only be used against targets that have less than 30% of their HP remaining. If you deal damage with Ambush against a target that is below 30% or stun something with Maim, your next Takedown will also deal more damage.
Followthrough
Followthrough is another, weaker instant shot that can and should be used immediately after Ambush, Penetrating Shots, Takedown, or 2 Snipes.
Covered Escape
This ability is SWTOR’s implementation of a cover dive roll. You’re completely immune to damage for the duration of the roll.
Maim
This ability makes you chuck a vibroknife at your target, stunning them for a few seconds and making your next Takedown deal more damage and usable at any health level. It has a fairly long cooldown though, so it should only be used as a last resort. Din didn’t pull out his vibroknife against the Mudhorn until he was out of options, though thankfully Grogu saved him.
Marksmanship Legendary Implants and Tactical Item
I recommend using Legendary Implants and a Tactical item that boost the effectiveness of and damage dealt by some of Din Djarin’s signature abilities. You gain access tolegendary implantsat level 80 and tactical items at level 75.
Energy Regulators Package
This implant increases your Energy regeneration while in cover, allowing you to not have to worry about it. Technically, you can get by without it, but there will be some situations where you’ll need it.
Locked and Loaded Package
This Implant directly increases all of your damage dealt by a small amount.
B-0 Differential Targeting System
The B-0 Differential Targeting System makes it so your next Ambush activates instantly and deals more damage after you roll with Covered Escape (or teleport with Hololocate).
For more information on gearing, check out my guide onWhich Mods to Buy from Hyde and Zeek. For a Din Djarin build, I recommend gearing as a DPS, which means you’ll want to focus on increasing stats that boost damage output like Accuracy, Critical, and Alacrity.
Keep in mind that you’ll need to switch one piece that has Alacrity rating to Critical rating when switching between these builds. This can be accomplished by using an earpiece that has Critical rating with Marksman Sniper and an earpiece that has Alacrity rating with Pyrotech Powertech.
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