Jedi Knight Companion Guide

Jedi Knights bring peace and balance to the galaxy, but who helps them in the process? Our companion guide for the Jedi Knight answers these questions along with romance options and more.

This guide originally published on by "Gonzo." Updated for 2015.

Jedi Knights are the good guys we see in the movies and in the realm of SWTOR they're the ones bringing justice and peace to the galaxy far, far, away. To do so you'll need some helping hands, that's where companions like T7-01 come in. The first companion you meet will act as a tank, but moving on they will specialize a bit to help shore up areas you need (more DPS if you're tank spec, more healing for toughter battles, etc.).

Jedi Knights can only have one active companion with them, just like every other class in The Old Republic. The remainder of your companions will stay onboard your ship, presumably keeping themselves occupied with mindless busy work. Companions do not accompany players into warzones and will "desummon" if a group has more than three players as that companions count towards the cap limit of a party.

Tip: Don’t be afraid to hit ESC to leave a conversation if you’re making choices that anger your companion. If you’re willing to redo the conversation a few times, you can maximize your companion’s affection potential from that conversation.


The first companion you will run across is the spunky little astromech droid T7-01. You’ll find him fairly early in your leveling process on the new Jedi homeworld of Tython. While he may look like a run of the mill astromech unit, this little guy hasn’t had his scheduled memory wipe in over 200 years giving him a wealth of knowledge and experience in everything from ship repair to blaster combat.

T7-01’s will serve as an early game tank and provide you with a meaty barrier while you're still learning the ropes of wielding a lightsaber.

Planet: Tython
Armor: Heavy
Main Weapon: Blaster Pistol/Rifle
Main Attribute: Aim
Crew Skills: +10 Bioanalysis Efficency, +2 Slicing Critical
Companion Gifts:

  • Favorite: Republic Memorabilia and Cultural Artifacts
  • Love: Technology
  • Like: Weapons and Military Gear
  • Indifferent: Luxury, Courting, Trophies, Underworld Goods, and Imperial Memorabilia

Kira Carsen

The second companion the Jedi Knight will receive joins the team on the planet Coruscant. Kira Carsen is a fellow Jedi with a bit of a wild streak. Recruited at an advanced age in Jedi standards, she has a lifetimes worth of street sense and approaches situations with caution and suspicion. She is also one of the Jedi Knights romance options but beware, the order does not approve of Jedi having relationships especially with fellow Jedi.

An up and close fighter akin to the Jedi Shadow, Kira can use her stealth ability and dual bladed lightsabre to sneak up and deal devastating damage to enemies. However, her light armor doesn’t allow her to hang around in the thick of it for long so be sure to take out the bad guys quickly. She acts as a DPS and is great when you're in tank or healing spec.

Planet: Coruscant
Armor: Light
Main Weapon: Lightsabre, Dual Bladed Lightsabre
Main Attribute: Willpower
Crew Skills: +5 Critical Synthweaving, +1 Treasure Hunting Critical
Companion Gifts:

  • Favorite: Courting and Technology
  • Love: Luxury
  • Like: Military Gear, Cultural Artifacts, Trophies, Underworld Goods, Republic and Imperial Memorabilia


A dam good doctor who isn’t shy about letting you know how good he is, the Doc is a master at treating patients in the heat of battle. While his boastful tendencies do rub many people the wrong way, the fact is he’s telling the truth and can patch a blaster wound faster than a jedi can draw a their light sabre.

Taking up the class role of a scoundrel, Doc can be used as an up close damage dealer or as a healer. The jedi knight being the melee brawler that he is your best bet would be to let the Doc do what he does best, keeping your health topped up while you make mince meat out of those dastardly sith. His healing is boss for many scenarios and is alright to bring around most of the time.

Planet: Balmorra
Armor: Medium
Main Weapon: Blaster
Main Attribute: Cunning
Crew Skills: +5 Underworld Trading Efficiency, +5 Critical Biochem
Companion Gifts:

  • Favorite: Luxury
  • Love: Courting
  • Like: Weapons, Military Gear, Technology, Cultural Artifacts, Trophies, and Underworld Goods
  • Indifferent: Republic and Imperial Memorabilia

Sergeant Rusk

A reckless commander than frequently puts the success of the mission over the lives of his men, Sergeant Rusk has reaches a sort of plateau in his military career. Currently serving on Hoth, you’ll find him more than eager to join up with your crew as he will never pass on a chance to take out some Imperials.

Rusk is a ranged damage dealer with the capacity to take a few hits. If you choose to roll as a Guardian he can help increase your DPS output. As a Sentinel however you’ll want to go with either a tankier companion or the Doc to increase your survivability.

Planet: Hoth
Armor: Heavy
Main Weapon: Blaster Cannon
Main Attribute: Aim
Crew Skills: +10 Armstech Efficiency, +10 Scavenging Efficiency
Companion Gifts:

  • Favorite: Imperial Memorabilia and Technology
  • Love:  Trophies
  • Like: Republic Weapons, Military Gear, Cultural Artifacts, and Underworld Goods
  • Indifferent: Courting, and Luxury

Lord Scourge

Probably the strangest of any classes’ companions is Lord Scourge. The former executioner of the emperor himself, Scourge has taken out hundreds of Jedi and even more of his fellow Sith. While he may not seem like the type to accompany a Jedi Knight on a quest of peace, he can actually prove to be quite useful and morbidly entertaining in many situations.

A melee tank, Lord Scourge wears heavy armor and wields a single lightsabre when jumping into battle. He specializes in taking the heat off of you so be sure you’re specced for damage as although he can take a beating, even the emperors wrath has a limited amount of HP. If you’ve rolled a guardian you may want to pass on Scourge as he is basically a carbon copy of yourself.

Planet: Hoth
Armor: Heavy
Main Weapon: Lightsabre
Main Attribute: Strength
Crew Skills: +10 Artifice Efficiency, +10 Archeology Efficiency
Companion Gifts:

  • Favorite: Imperial Memorabilia and Technology
  • Love: Trophies
  • Like: Weapons, Military Gear, Cultural Artifacts, and Underworld Goods
  • Indifferent: Courting, and Luxury

Now that you have a complete guide to the Jedi Knight’s companions in The Old Republic, your Jedi Knight will now have the knowledge to easily defend the Republic and cast out the Empire. Each companion has different strengths and it's up to you to decide which one to accompany you. Although there are romance options available to the Knight you’ll have to decide whether ignoring the Jedi Code is worth a fling in the sack.

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