Level 8 (Basic)
Ability Material Omega
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 ± 5%
Tier 2
lvl 16
+5% Damage
Credits
700
Ability Material Mk I
3

Tier 3
lvl 26
+15% Damage
Credits
1,400
Ability Material Mk I
4
Ability Material Mk II
4

Tier 4
lvl 36
+5% Damage
Credits
2,100
Ability Material Mk I
5
Ability Material Mk II
5
Ability Material Mk III
4

Tier 5
lvl 46
+15% Multi-Attack Chance
Credits
4,100
Ability Material Mk I
7
Ability Material Mk II
7
Ability Material Mk III
5

Tier 6
lvl 56
+5% Damage
Credits
8,200
Ability Material Mk I
10
Ability Material Mk II
9
Ability Material Mk III
6

Tier 7
lvl 66
+5% Damage
Credits
24.7K
Ability Material Mk I
16
Ability Material Mk II
13
Ability Material Mk III
9

Tier 8
lvl 76
+15% Damage and gain Advantage for 2 turns if the second attack scores a Critical Hit
Credits
43.8K
Ability Material Omega
5
Level 8 (Special) 3 turn cooldown
Ability Material Omega
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 ± 5%
Tier 2
lvl 18
+5% Damage
Credits
1,300
Ability Material Mk I
2

Tier 3
lvl 28
+5% Damage
Credits
2,500
Ability Material Mk I
3
Ability Material Mk II
3

Tier 4
lvl 38
Add Health Down for 2 turns with Advantage
Credits
3,800
Ability Material Mk I
4
Ability Material Mk II
4
Ability Material Mk III
3

Tier 5
lvl 48
+5% Damage
Credits
7,500
Ability Material Mk I
5
Ability Material Mk II
5
Ability Material Mk III
4

Tier 6
lvl 58
+15% Damage
Credits
15.1K
Ability Material Mk I
8
Ability Material Mk II
7
Ability Material Mk III
5

Tier 7
lvl 68
+5% Damage
Credits
45.2K
Ability Material Mk I
12
Ability Material Mk II
10
Ability Material Mk III
7

Tier 8
lvl 78
+15% Damage and inflict Buff Immunity for 2 turns if First Order TIE Pilot has Advantage
Credits
80.4K
Ability Material Omega
5
Level 9 (Unique)
Ability Material Zeta
Ability Material Omicron
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
Tier 2
lvl 22
+2.5% Critical Chance
Credits
900
Ability Material Mk I
2

Tier 3
lvl 32
+5% Critical Damage
Credits
1,800
Ability Material Mk I
3
Ability Material Mk II
3

Tier 4
lvl 42
+2.5% Critical Chance
Credits
2,700
Ability Material Mk I
3
Ability Material Mk II
3
Ability Material Mk III
3

Tier 5
lvl 52
+5% Critical Damage
Credits
5,500
Ability Material Mk I
5
Ability Material Mk II
4
Ability Material Mk III
3

Tier 6
lvl 62
+2.5% Critical Chance
Credits
11K
Ability Material Mk I
7
Ability Material Mk II
6
Ability Material Mk III
4

Tier 7
lvl 72
+2.5% Critical Chance
Credits
32.9K
Ability Material Mk I
10
Ability Material Mk II
9
Ability Material Mk III
6

Tier 8
lvl 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
Credits
125K
Ability Material Mk III
30
Ability Material Omega
13
Ability Material Zeta
20

Tier 9
lvl 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
Credits
125K
Ability Material Omicron
20

Description

First Order attacker that can deal extreme damage in a single turn with Advantage
Power
31,236
Base Attributes
Strength (STR)
1,996
Agility (AGI)
3,268
Tactics (TAC)
1,717
Strength Growth
18.9
Agility Growth
24.7
Tactics Growth
17.2
Mastery
60
General
Health
53,561
Protection
35,571
Speed
148
Critical Damage
168%
Potency
40%
Tenacity
50%
Health Steal
10%
Defense Penetration
0%
Physical Offense
Damage
7,343
Critical Chance
99.33%
Armor Penetration
225
Accuracy
0%
Physical Survivability
Armor
46.2%
Dodge Rating
2%
Critical Avoidance
0%
Special Offense
Damage
5,770
Critical Chance
28.42%
Resistance Penetration
0
Accuracy
0%
Special Survivability
Resistance
24%
Deflection Rating
2%
Critical Avoidance
0%

First Seen

Mar 15, 2016

Mastery Stat Changes

Increases Critical Chance, Critical Damage, and Damage.

Base ID

FIRSTORDERTIEPILOT

Shards to Activate

10 Shards