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Level 8
(Basic)
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
Damage Multiplier: 1.35
+5% Damage
700
3
Tier 3
lvl 26
Damage Multiplier: 1.55
+15% Damage
1,400
4
4
Tier 4
lvl 36
Damage Multiplier: 1.61
+5% Damage
2,100
5
5
4
Tier 5
lvl 46
Damage Multiplier: 1.61
+15% Multi-Attack Chance
4,100
7
7
5
Tier 6
lvl 56
Damage Multiplier: 1.68
+5% Damage
8,200
10
9
6
Tier 7
lvl 66
Damage Multiplier: 1.74
+5% Damage
24.7K
16
13
9
Tier 8
lvl 76
Damage Multiplier: 1.94
+15% Damage and gain Advantage for 2 turns if the second attack scores a Critical Hit
43.8K
5
Level 8
(Special)
• 3 turn cooldown
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
Damage Multiplier: 2.48
+5% Damage
1,300
2
Tier 3
lvl 28
Damage Multiplier: 2.6
+5% Damage
2,500
3
3
Tier 4
lvl 38
Damage Multiplier: 2.6
Add Health Down for 2 turns with Advantage
3,800
4
4
3
Tier 5
lvl 48
Damage Multiplier: 2.72
+5% Damage
7,500
5
5
4
Tier 6
lvl 58
Damage Multiplier: 3.07
+15% Damage
15.1K
8
7
5
Tier 7
lvl 68
Damage Multiplier: 3.19
+5% Damage
45.2K
12
10
7
Tier 8
lvl 78
Damage Multiplier: 3.55
+15% Damage and inflict Buff Immunity for 2 turns if First Order TIE Pilot has Advantage
80.4K
5
Level 9
(Unique)
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
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
900
2
Tier 3
lvl 32
+5% Critical Damage
1,800
3
3
Tier 4
lvl 42
+2.5% Critical Chance
2,700
3
3
3
Tier 5
lvl 52
+5% Critical Damage
5,500
5
4
3
Tier 6
lvl 62
+2.5% Critical Chance
11K
7
6
4
Tier 7
lvl 72
+2.5% Critical Chance
32.9K
10
9
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
125K
30
13
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
125K
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