First Order attacker that can deal extreme damage in a single turn with Advantage
Deal Physical damage to target enemy with a 50% chance to attack again. This chance is doubled if First Order TIE Pilot has Advantage. If the second attack scores a Critical Hit, gain Advantage for 2 turns.
Damage: 14,735 ± 500
Rank | Level* | Upgrade | Modifiers |
---|---|---|---|
1 | 1 | 1.29 | |
2 | 16 |
+5% Damage
700
3
|
1.355 |
3 | 26 |
+15% Damage
1,400
4
4
|
1.548 |
4 | 36 |
+5% Damage
2,100
5
5
4
|
1.613 |
5 | 46 |
+15% Multi-Attack Chance
4,100
7
7
5
|
1.613 |
6 | 56 |
+5% Damage
8,200
10
9
6
|
1.677 |
7 | 66 |
+5% Damage
24.7K
16
13
9
|
1.742 |
8 | 76 |
+15% Damage and gain Advantage for 2 turns if the second attack scores a Critical Hit
43.8K
5
|
1.935 |
Deal Physical damage to target enemy and inflict Offense Down for 2 turns on a Critical Hit. If First Order TIE Pilot has Advantage, also inflict Buff Immunity and Health Down for 2 turns.
Damage: 27,003 ± 500
Rank | Level* | Upgrade | Modifiers |
---|---|---|---|
1 | 1 | 2.364 | |
2 | 18 |
+5% Damage
1,300
2
|
2.482 |
3 | 28 |
+5% Damage
2,500
3
3
|
2.6 |
4 | 38 |
Add Health Down for 2 turns with Advantage
3,800
4
4
3
|
2.6 |
5 | 48 |
+5% Damage
7,500
5
5
4
|
2.719 |
6 | 58 |
+15% Damage
15.1K
8
7
5
|
3.073 |
7 | 68 |
+5% Damage
45.2K
12
10
7
|
3.191 |
8 | 78 |
+15% Damage and inflict Buff Immunity for 2 turns if First Order TIE Pilot has Advantage
80.4K
5
|
3.546 |
First Order TIE Pilot has +30% Critical Chance and +30% Critical Damage, and gains Advantage for 3 turns whenever an enemy falls below 100% Health. First Order TIE Pilot has a 70% chance to gain Foresight for 2 turns whenever they lose Advantage.
While in Grand Arenas if there are no Galactic Legend allies and all allies are First Order: First Order TIE Pilot instead has 100% chance to gain Foresight. At the start of the encounter:
- All allies gain 50% Max Health
- Whenever an ally has Advantage, they have +50% Critical Damage and +100 Speed
- At the start of each character's turn, if an ally doesn't have Advantage, they have +100% Tenacity until they gain Advantage
- Whenever an ally loses Advantage, they recover 20% Health and Protection
- Whenever First Order TIE Pilot gains bonus Turn Meter, they gain Advantage for 1 turn if they didn't already have it
- Whenever First Order TIE Pilot gains Foresight, all allies gain Foresight for 2 turns
Rank | Level* | Upgrade | Modifiers |
---|---|---|---|
1 | 1 | ||
2 | 22 |
+2.5% Critical Chance
900
2
|
|
3 | 32 |
+5% Critical Damage
1,800
3
3
|
|
4 | 42 |
+2.5% Critical Chance
2,700
3
3
3
|
|
5 | 52 |
+5% Critical Damage
5,500
5
4
3
|
|
6 | 62 |
+2.5% Critical Chance
11K
7
6
4
|
|
7 | 72 |
+2.5% Critical Chance
32.9K
10
9
6
|
|
8 | 82 |
+15% Critical Chance, +10% Critical Damage, and First Order TIE Pilot has a 70% chance to gain Foresight for 2 turns whenever they lose Advantage
125K
30
13
20
|
|
9 | 85 |
While in Grand Arenas if there are no Galactic Legend allies and all allies are First Order: +30% chance to gain Foresight; at the start of the encounter: all allies gain 50% Max Health; whenever an ally has Advantage, they have +50% Critical Damage and +100 Speed; at the start of each character's turn, if an ally doesn't have Advantage, they have +100% Tenacity until they gain Advantage; whenever an ally loses Advantage, they recover 20% Health and Protection; whenever First Order TIE Pilot gains bonus Turn Meter, they gain Advantage for 1 turn if they didn't already have it; whenever First Order TIE Pilot gains Foresight, all allies gain Foresight for 2 turns
125K
20
|
Stats are for the maximum usable Gear Tier and 7 Star
Base ID: FIRSTORDERTIEPILOT