Deal Physical damage to target enemy and inflict Speed Down for 2 turns. If the enemy was already inflicted with Speed Down, attack again.
More Details
Level 7:
Deal Physical damage to target enemy and inflict Speed Down for 2 turns.
Level
Unit Level
Ability Material
Credits
Adds
8
76
5
43800
If the enemy was already inflicted with Speed Down, attack again
7
66
16
13
9
24700
+5% Damage
6
56
10
9
6
8200
+5% Damage
5
46
7
7
5
4100
+15% Damage
4
36
5
5
4
2100
+5% Damage
3
26
4
4
1400
+15% Damage
2
16
3
700
+5% Damage
1
Description: Deal Physical damage to target enemy and inflict Speed Down for 2 turns.
Cover Fire Special Level 8 3 Turn Cooldown
Deal Physical damage to target enemy and call target ally to assist. If the assisting ally is a Clone Trooper or 501st, both attackers deal 35% more damage. At the end of his turn if no allies are Taunting, Fives Taunts for 2 turns.
More Details
Level 7:
Deal Physical damage to target enemy and call target ally to assist. If the assisting ally is a Clone Trooper or 501st, both attackers deal 35% more damage. (3 Turn Cooldown)
Level
Unit Level
Ability Material
Credits
Adds
8
78
5
80400
At the end of his turn if no allies are Taunting, Fives Taunts for 2 turns
7
68
12
10
7
45200
+5% More damage
6
58
8
7
5
15100
+15% Damage
5
48
5
5
4
7500
+15% Damage
4
38
4
4
3
3800
+5% More damage
3
28
3
3
2500
+5% Damage
2
18
2
1300
+5% Damage
1
Description: Deal Physical damage to target enemy and call target ally to assist. If the assisting ally is a Clone Trooper or 501st, both attackers deal 25% more damage. (3 Turn Cooldown)
Veteran Clone Trooper Leader Level 8
Clone Trooper allies have +50% Defense, and other allies gain half that amount. 501st allies gain Protection Over Time (5%) for 2 turns whenever they are critically hit.
Omega
More Details
Unlocks at Gear Level 2.
Level 7:
Clone Trooper allies have +50% Defense, and other allies gain half that amount.
Level
Unit Level
Ability Material
Credits
Adds
8
80
3
51200
501st allies gain Protection Over Time (5%) for 2 turns whenever they are critically hit
7
70
9
7
5
28800
+10% Defense
6
60
6
5
4
9600
+5% Defense
5
50
4
4
3
4800
+5% Defense
4
40
3
3
2
2400
+5% Defense
3
30
2
2
1600
+5% Defense
2
20
2
800
+5% Defense
1
Description: Clone Trooper allies have +15% Defense, and other allies gain half that amount.
Domino Squad Unique Level 8
Fives has +85% counter chance. Fives gains 15% Turn Meter whenever another Clone Trooper or 501st ally takes damage and half that amount for other allies.
If Echo is present, Fives has +100% Defense when Taunting, or deals 100% more damage when not Taunting.
More Details
Unlocks at Gear Level 4.
Level 7:
Fives has +85% counter chance.
If Echo is present, Fives has +100% Defense when Taunting, or deals 100% more damage when not Taunting.
Level
Unit Level
Ability Material
Credits
Adds
8
82
30
13
20
125000
Fives gains 15% Turn Meter whenever another Clone Trooper or 501st ally takes damage and half that amount for other allies
7
72
10
9
6
32900
+10% Counter chance
6
62
7
6
4
11000
+10% Counter chance
5
52
5
4
3
5500
+10% Counter chance
4
42
3
3
3
2700
+10% Counter chance
3
32
3
3
1800
+10% Counter chance
2
22
2
900
+10% Counter chance
1
Description: Fives has +25% counter chance.
If Echo is present, Fives has +100% Defense when Taunting, or deals 100% more damage when not Taunting.
Tactical Awareness Unique Level 8
Fives can't be revived. When another 501st Clone Trooper ally would be defeated while Fives is active, they recover 100% Health and Fives is defeated instead.
If Fives is defeated this way, 501st Clone Trooper allies gain his Max Health, Max Protection, Speed, and Offense stats in addition to their own until the end of battle.
More Details
Level 7:
Fives can't be revived. When another 501st Clone Trooper ally would be defeated while Fives is active, they recover 100% Health and Fives is defeated instead.
Level
Unit Level
Ability Material
Credits
Adds
8
80
30
13
20
125000
If Fives is defeated this way, 501st Clone Trooper allies gain his Max Health, Max Protection, Speed, and Offense stats in addition to their own until the end of battle
7
70
10
9
6
32900
+15% Heal
6
60
7
6
4
11000
+15% Heal
5
50
5
4
3
5500
+10% Heal
4
40
3
3
3
2700
+10% Heal
3
30
3
3
1800
+5% Heal
2
20
2
900
+5% Heal
1
Description: Fives can't be revived. When another 501st Clone Trooper ally would be defeated while Fives is active, they recover 40% Health and Fives is defeated instead.
Recommendations
Abilities
Omega and Zeta Rankings
Ability Name
Ability Type
Cost
Get OPTIONS:Yes,No<br />This field is just a quick reference of whether an ability is worth the mats investment at all.
Priority Number in order of most important, 1, to least important
Best for OPTIONS:Raid, PVP, PVE, All<br />This field is used to specify abilities that may be really good to have but only for specific content.
Reasons
Dual DC-17 Blasters
Basic
5
Yes
2
All
With his usual 85% Counter Chance, Fives can deal tons of damage, and this is accelerated with the Omega adding Bonus Attack to the mix.
Cover Fire
Special
5
No
5
All
You want Fives to survive as long as possible, and having a Taunt every time an ally doesn't have a Taunt isn't helpful at all. This Omega doesn't add damage, so you shouldn't worry about any downsides of skipping this one.
Veteran Clone Trooper
Leader
3
Maybe
4
Raid
Adds survivability with what can be seen as weighing out the critical hit with the Protection added, but not needed if you don't plan on leading with Fives.
Domino Squad
Unique
30
13
20
Yes
3
All
This Zeta adds on the attack chance and is even more useful if paired with his Basic ability's Omega.
Tactical Awareness
Unique
30
13
20
Yes
1
All
Giving that extra Health to your allies increases everyone's survivability, especially if Fives is defeated and everyone is at low Health.
<<<<ADD INFO>>> Information on any specifics that may be important to know such as ability order or when not to do an ability.
Team Strategy
Details of how to use and mod CT-5555 "Fives" within specific teams can be found on the following pages:
<<<ADD INFO>>> Add links to internal or external guides in list format here.
Kit Counters
Dual DC-17 Blasters - The second attack only occurs if the target has Speed Down, so Tenacity Up will help prevent Speed Down, thus stopping a second attack.
Cover Fire - Inflict Daze on other characters to prevent assists. Prioritize Clone Trooper targets, as they grant a damage bonus if called to assist.
Veteran Clone Trooper - Dispels are useful to stop the stacking effects of protection over time.
Domino Squad - Daze is very effective against this, as it will prevent the counterattacks, as well as the bonus turn meter granted if this ability is zeta'd.
Tactical Awareness - Taking down a 501st Clone Trooper enemy while Fives is active can be very dangerous if this ability is zeta'd; the extra stat bonuses cause the other 501st Clones to be very powerful. Try to take out Fives first if possible to prevent this.
CT-5555 is nicknamed "Fives" due to the number of fives in his Clone Trooper identification code.
When Fives learned about the chips planted inside the clones preparing for Order 66, he lost his sanity, and his men are forced kill him trying to defend themselves.