Template:First Order TIE Pilot Abilities
From SWGoH Wiki
Jump to navigationJump to search
Double Tap
Basic Level 8
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.
More Details
Level 7:
Deal Physical damage to target enemy with a 50% chance to attack again. This chance is doubled if First Order TIE Pilot has Advantage.
Level | Unit Level | Ability Material | Credits | Adds |
---|---|---|---|---|
8 | 76 | 5 | 43800 | +15% Damage and gain Advantage for 2 turns if the second attack scores a Critical Hit |
7 | 66 | 16 13 9 | 24700 | +5% Damage |
6 | 56 | 10 9 6 | 8200 | +5% Damage |
5 | 46 | 7 7 5 | 4100 | +15% Multi-Attack Chance |
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 with a 35% chance to attack again. This chance is doubled if First Order TIE Pilot has Advantage. |
Gun Down
Special Level 8
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.
More Details
Level 7:
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 Health Down for 2 turns. (3 Turn Cooldown)
Level | Unit Level | Ability Material | Credits | Adds |
---|---|---|---|---|
8 | 78 | 5 | 80400 | +15% Damage and inflict Buff Immunity for 2 turns if First Order TIE Pilot has Advantage |
7 | 68 | 12 10 7 | 45200 | +5% Damage |
6 | 58 | 8 7 5 | 15100 | +15% Damage |
5 | 48 | 5 5 4 | 7500 | +5% Damage |
4 | 38 | 4 4 3 | 3800 | Add Health Down for 2 turns with Advantage |
3 | 28 | 3 3 | 2500 | +5% Damage |
2 | 18 | 2 | 1300 | +5% Damage |
1 | Description: Deal Physical damage to target enemy and inflict Offense Down for 2 turns on a Critical Hit. (3 Turn Cooldown) |
Keen Eye
Unique Level 9
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
More Details
Unlocks at Gear Level 2.
Level | Unit Level | Ability Material | Credits | Adds |
---|---|---|---|---|
9 | 85 | 20 | 125000 | 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 |
8 | 82 | 30 13 20 | 125000 | +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 |
7 | 72 | 10 9 6 | 32900 | +2.5% Critical Chance |
6 | 62 | 7 6 4 | 11000 | +2.5% Critical Chance |
5 | 52 | 5 4 3 | 5500 | +5% Critical Damage |
4 | 42 | 3 3 3 | 2700 | +2.5% Critical Chance |
3 | 32 | 3 3 | 1800 | +5% Critical Damage |
2 | 22 | 2 | 900 | +2.5% Critical Chance |
1 | Description: First Order TIE Pilot has +5% Critical Chance and +10% Critical Damage, and gains Advantage for 3 turns whenever an enemy falls below 100% Health. |
Keen Eye