Template:First Order TIE Pilot Abilities

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Tex.ability firstordertiepilot basic.png Double Tap
Basic Ability Material Omega 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.
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Tex.ability firstordertiepilot special01.png Gun Down
Special Ability Material Omega 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.
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Tex.abilityui passive crit buff.png Keen Eye
Unique Ability Material Omicron 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
More Details
Unlocks at Gear Level 2.
Level Unit
Level
Ability Material Credits Adds
9 85
Game-Icon-Ability Material Omicron.png
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
Game-Icon-Ability Material Mk III.png
30
Game-Icon-Ability Material Omega.png
13
Game-Icon-Ability Material Zeta.png
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
Game-Icon-Ability Material Mk I.png
10
Game-Icon-Ability Material Mk II.png
9
Game-Icon-Ability Material Mk III.png
6
32900 +2.5% Critical Chance
6 62
Game-Icon-Ability Material Mk I.png
7
Game-Icon-Ability Material Mk II.png
6
Game-Icon-Ability Material Mk III.png
4
11000 +2.5% Critical Chance
5 52
Game-Icon-Ability Material Mk I.png
5
Game-Icon-Ability Material Mk II.png
4
Game-Icon-Ability Material Mk III.png
3
5500 +5% Critical Damage
4 42
Game-Icon-Ability Material Mk I.png
3
Game-Icon-Ability Material Mk II.png
3
Game-Icon-Ability Material Mk III.png
3
2700 +2.5% Critical Chance
3 32
Game-Icon-Ability Material Mk I.png
3
Game-Icon-Ability Material Mk II.png
3
1800 +5% Critical Damage
2 22
Game-Icon-Ability Material Mk I.png
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