Tenacity Up Evasion Up Target Lock Ignore - Taunt Dispel Debuffs - Ally We Don't Need Their Scum
Breach ImmunityChaffAssist - Call All AlliesDispel Debuffs - All AlliesDestroyHeal Health - AllyHeal Protection - Ally
Stats
Stats displayed are for unit at max level with max stars. Mods are included in the calculation and shown by the unit portrait.
Physical Offense
Damage
6281
Critical Chance
24.46%
Armor Penetration
0
General
Health
73348
Protection
0
Speed
155
Potency
26.38%
Tenacity
41.38%
Critical Damage
150%
Defense Penetration
0%
Crew Gear 1
Admiral Piett - Gear 1
All crew - 5 dot mods
Special Offense
Damage
2085
Critical Chance
10%
Resistance Penetration
0
Survivability
Armor
27.35%
Resistance
14.81%
Dodge Chance
2%
Deflection Chance
2%
Critical Avoidance
0%
Health Steal
0%
Accuracy
0%
Physical Offense
Damage
6304
Critical Chance
24.46%
Armor Penetration
0
General
Health
73597
Protection
0
Speed
155
Potency
26.52%
Tenacity
41.52%
Critical Damage
150%
Defense Penetration
0%
Crew Gear 2
Admiral Piett - Gear 2
All crew - 5 dot mods
Special Offense
Damage
2085
Critical Chance
10%
Resistance Penetration
0
Survivability
Armor
27.35%
Resistance
14.81%
Dodge Chance
2%
Deflection Chance
2%
Critical Avoidance
0%
Health Steal
0%
Accuracy
0%
Physical Offense
Damage
6374
Critical Chance
24.46%
Armor Penetration
0
General
Health
74380
Protection
0
Speed
156
Potency
26.97%
Tenacity
41.97%
Critical Damage
150%
Defense Penetration
0%
Crew Gear 3
Admiral Piett - Gear 3
All crew - 5 dot mods
Special Offense
Damage
2085
Critical Chance
10%
Resistance Penetration
0
Survivability
Armor
27.35%
Resistance
14.91%
Dodge Chance
2%
Deflection Chance
2%
Critical Avoidance
0%
Health Steal
0%
Accuracy
0%
Physical Offense
Damage
6464
Critical Chance
24.46%
Armor Penetration
0
General
Health
75377
Protection
0
Speed
157
Potency
27.54%
Tenacity
42.54%
Critical Damage
150%
Defense Penetration
0%
Crew Gear 4
Admiral Piett - Gear 4
All crew - 5 dot mods
Special Offense
Damage
2085
Critical Chance
10%
Resistance Penetration
0
Survivability
Armor
27.35%
Resistance
14.91%
Dodge Chance
2%
Deflection Chance
2%
Critical Avoidance
0%
Health Steal
0%
Accuracy
0%
Physical Offense
Damage
6583
Critical Chance
24.46%
Armor Penetration
0
General
Health
76694
Protection
0
Speed
158
Potency
28.3%
Tenacity
43.3%
Critical Damage
150%
Defense Penetration
0%
Crew Gear 5
Admiral Piett - Gear 5
All crew - 5 dot mods
Special Offense
Damage
2085
Critical Chance
10%
Resistance Penetration
0
Survivability
Armor
27.35%
Resistance
15.11%
Dodge Chance
2%
Deflection Chance
2%
Critical Avoidance
0%
Health Steal
0%
Accuracy
0%
Physical Offense
Damage
6725
Critical Chance
24.46%
Armor Penetration
0
General
Health
78260
Protection
0
Speed
159
Potency
29.19%
Tenacity
44.19%
Critical Damage
150%
Defense Penetration
0%
Crew Gear 6
Admiral Piett - Gear 6
All crew - 5 dot mods
Special Offense
Damage
2085
Critical Chance
10%
Resistance Penetration
0
Survivability
Armor
27.35%
Resistance
15.2%
Dodge Chance
2%
Deflection Chance
2%
Critical Avoidance
0%
Health Steal
0%
Accuracy
0%
Physical Offense
Damage
6905
Critical Chance
24.46%
Armor Penetration
0
General
Health
80254
Protection
0
Speed
161
Potency
30.34%
Tenacity
45.34%
Critical Damage
150%
Defense Penetration
0%
Crew Gear 7
Admiral Piett - Gear 7
All crew - 5 dot mods
Special Offense
Damage
2085
Critical Chance
10%
Resistance Penetration
0
Survivability
Armor
27.35%
Resistance
15.4%
Dodge Chance
2%
Deflection Chance
2%
Critical Avoidance
0%
Health Steal
0%
Accuracy
0%
Physical Offense
Damage
7146
Critical Chance
24.46%
Armor Penetration
0
General
Health
82923
Protection
0
Speed
163
Potency
31.87%
Tenacity
46.87%
Critical Damage
150%
Defense Penetration
0%
Crew Gear 8
Admiral Piett - Gear 8
All crew - 5 dot mods
Special Offense
Damage
2085
Critical Chance
10%
Resistance Penetration
0
Survivability
Armor
27.35%
Resistance
15.6%
Dodge Chance
2%
Deflection Chance
2%
Critical Avoidance
0%
Health Steal
0%
Accuracy
0%
Physical Offense
Damage
7406
Critical Chance
24.46%
Armor Penetration
0
General
Health
85806
Protection
0
Speed
165
Potency
33.52%
Tenacity
48.52%
Critical Damage
150%
Defense Penetration
0%
Crew Gear 9
Admiral Piett - Gear 9
All crew - 5 dot mods
Special Offense
Damage
2085
Critical Chance
10%
Resistance Penetration
0
Survivability
Armor
27.35%
Resistance
15.8%
Dodge Chance
2%
Deflection Chance
2%
Critical Avoidance
0%
Health Steal
0%
Accuracy
0%
Physical Offense
Damage
7712
Critical Chance
24.46%
Armor Penetration
0
General
Health
89188
Protection
0
Speed
168
Potency
35.46%
Tenacity
50.46%
Critical Damage
150%
Defense Penetration
0%
Crew Gear 10
Admiral Piett - Gear 10
All crew - 5 dot mods
Special Offense
Damage
2085
Critical Chance
10%
Resistance Penetration
0
Survivability
Armor
27.35%
Resistance
16.09%
Dodge Chance
2%
Deflection Chance
2%
Critical Avoidance
0%
Health Steal
0%
Accuracy
0%
Physical Offense
Damage
8091
Critical Chance
24.46%
Armor Penetration
0
General
Health
93388
Protection
0
Speed
171
Potency
37.87%
Tenacity
52.87%
Critical Damage
150%
Defense Penetration
0%
Crew Gear 11
Admiral Piett - Gear 11
All crew - 5 dot mods
Special Offense
Damage
2085
Critical Chance
10%
Resistance Penetration
0
Survivability
Armor
27.35%
Resistance
16.47%
Dodge Chance
2%
Deflection Chance
2%
Critical Avoidance
0%
Health Steal
0%
Accuracy
0%
Physical Offense
Damage
8808
Critical Chance
24.46%
Armor Penetration
0
General
Health
101326
Protection
0
Speed
178
Potency
42.42%
Tenacity
57.42%
Critical Damage
150%
Defense Penetration
0%
Crew Gear 12
Admiral Piett - Gear 12
All crew - 6 dot mods
Special Offense
Damage
2085
Critical Chance
10%
Resistance Penetration
0
Survivability
Armor
27.35%
Resistance
17.14%
Dodge Chance
2%
Deflection Chance
2%
Critical Avoidance
0%
Health Steal
0%
Accuracy
0%
Physical Offense
Damage
9258
Critical Chance
24.46%
Armor Penetration
0
General
Health
106309
Protection
0
Speed
182
Potency
45.28%
Tenacity
60.28%
Critical Damage
150%
Defense Penetration
0%
Crew Gear 13
Admiral Piett - Gear 13
All crew - 6 dot mods
Special Offense
Damage
2085
Critical Chance
10%
Resistance Penetration
0
Survivability
Armor
27.35%
Resistance
17.52%
Dodge Chance
2%
Deflection Chance
2%
Critical Avoidance
0%
Health Steal
0%
Accuracy
0%
Physical Offense
Damage
9393
Critical Chance
24.46%
Armor Penetration
0
General
Health
107804
Protection
0
Speed
183
Potency
46.14%
Tenacity
61.14%
Critical Damage
150%
Defense Penetration
0%
Crew Relic 1
1
Admiral Piett - Gear Relic 1
All crew - 6 dot mods
Special Offense
Damage
2085
Critical Chance
10%
Resistance Penetration
0
Survivability
Armor
27.35%
Resistance
17.71%
Dodge Chance
2%
Deflection Chance
2%
Critical Avoidance
0%
Health Steal
0%
Accuracy
0%
Physical Offense
Damage
9483
Critical Chance
24.46%
Armor Penetration
0
General
Health
108795
Protection
0
Speed
184
Potency
46.7%
Tenacity
61.7%
Critical Damage
150%
Defense Penetration
0%
Crew Relic 2
2
Admiral Piett - Gear Relic 2
All crew - 6 dot mods
Special Offense
Damage
2085
Critical Chance
10%
Resistance Penetration
0
Survivability
Armor
27.35%
Resistance
17.8%
Dodge Chance
2%
Deflection Chance
2%
Critical Avoidance
0%
Health Steal
0%
Accuracy
0%
Physical Offense
Damage
9572
Critical Chance
24.46%
Armor Penetration
0
General
Health
109786
Protection
0
Speed
185
Potency
47.27%
Tenacity
62.27%
Critical Damage
150%
Defense Penetration
0%
Crew Relic 3
3
Admiral Piett - Gear Relic 3
All crew - 6 dot mods
Special Offense
Damage
2085
Critical Chance
10%
Resistance Penetration
0
Survivability
Armor
27.35%
Resistance
17.8%
Dodge Chance
2%
Deflection Chance
2%
Critical Avoidance
0%
Health Steal
0%
Accuracy
0%
Physical Offense
Damage
9662
Critical Chance
24.46%
Armor Penetration
0
General
Health
110776
Protection
0
Speed
185
Potency
47.84%
Tenacity
62.84%
Critical Damage
150%
Defense Penetration
0%
Crew Relic 4
4
Admiral Piett - Gear Relic 4
All crew - 6 dot mods
Special Offense
Damage
2085
Critical Chance
10%
Resistance Penetration
0
Survivability
Armor
27.35%
Resistance
17.89%
Dodge Chance
2%
Deflection Chance
2%
Critical Avoidance
0%
Health Steal
0%
Accuracy
0%
Physical Offense
Damage
9751
Critical Chance
24.46%
Armor Penetration
0
General
Health
111767
Protection
0
Speed
186
Potency
48.41%
Tenacity
63.41%
Critical Damage
150%
Defense Penetration
0%
Crew Relic 5
5
Admiral Piett - Gear Relic 5
All crew - 6 dot mods
Special Offense
Damage
2085
Critical Chance
10%
Resistance Penetration
0
Survivability
Armor
27.35%
Resistance
17.99%
Dodge Chance
2%
Deflection Chance
2%
Critical Avoidance
0%
Health Steal
0%
Accuracy
0%
Physical Offense
Damage
9921
Critical Chance
24.46%
Armor Penetration
0
General
Health
113648
Protection
0
Speed
188
Potency
49.49%
Tenacity
64.49%
Critical Damage
150%
Defense Penetration
0%
Crew Relic 6
6
Admiral Piett - Gear Relic 6
All crew - 6 dot mods
Special Offense
Damage
2085
Critical Chance
10%
Resistance Penetration
0
Survivability
Armor
27.35%
Resistance
18.17%
Dodge Chance
2%
Deflection Chance
2%
Critical Avoidance
0%
Health Steal
0%
Accuracy
0%
Physical Offense
Damage
10091
Critical Chance
24.46%
Armor Penetration
0
General
Health
115528
Protection
0
Speed
189
Potency
50.57%
Tenacity
65.57%
Critical Damage
150%
Defense Penetration
0%
Crew Relic 7
7
Admiral Piett - Gear Relic 7
All crew - 6 dot mods
Special Offense
Damage
2085
Critical Chance
10%
Resistance Penetration
0
Survivability
Armor
27.35%
Resistance
18.26%
Dodge Chance
2%
Deflection Chance
2%
Critical Avoidance
0%
Health Steal
0%
Accuracy
0%
Physical Offense
Damage
10341
Critical Chance
24.46%
Armor Penetration
0
General
Health
118299
Protection
0
Speed
192
Potency
52.15%
Tenacity
67.15%
Critical Damage
150%
Defense Penetration
0%
Crew Relic 8
8
Admiral Piett - Gear Relic 8
All crew - 6 dot mods
Special Offense
Damage
2085
Critical Chance
10%
Resistance Penetration
0
Survivability
Armor
27.35%
Resistance
18.54%
Dodge Chance
2%
Deflection Chance
2%
Critical Avoidance
0%
Health Steal
0%
Accuracy
0%
Physical Offense
Damage
10618
Critical Chance
24.46%
Armor Penetration
0
General
Health
121366
Protection
0
Speed
194
Potency
53.91%
Tenacity
68.91%
Critical Damage
150%
Defense Penetration
0%
Crew Relic 9
9
Admiral Piett - Gear Relic 9
All crew - 6 dot mods
Special Offense
Damage
2085
Critical Chance
10%
Resistance Penetration
0
Survivability
Armor
27.35%
Resistance
18.72%
Dodge Chance
2%
Deflection Chance
2%
Critical Avoidance
0%
Health Steal
0%
Accuracy
0%
Abilities
Unorthodox Methods Basic • Level 8
Deal Physical damage and inflict Expose for 1 turn on target enemy. Deal 5% more damage for each active Empire ally. Deal 25% more damage for each active Bounty Hunter ally.
More Details
Crew Member: [[{{{crew}}}]]
Level 7:
Deal Physical damage and inflict Expose for 1 turn on target enemy. Deal 5% more damage for each active Empire ally. Deal 5% more damage for each active Bounty Hunter ally.
Level
Unit Level
Ability Material
Credits
Adds
8
85
150
150000
+20% Damage; +20% damage for each active Bounty Hunter
7
85
80
80000
+15% Damage
6
85
60
60000
+15% Damage
5
81
40
40000
+5% Damage; inflict Expose for 1 turn
4
77
30
30000
+10% Damage
3
72
20
20000
+10% Damage
2
68
10
10000
+5% Damage
1
Description: Deal Physical damage to target enemy. Deal 5% more damage for each active Empire ally. Deal 5% more damage for each active Bounty Hunter ally.
Breach of Protocols Special • Level 8 4 Turn Cooldown
Dispel Tenacity Up and deal Physical damage to all enemies. Call all Bounty Hunter allies to assist, dealing 10% more damage. If the target enemy is Breached, assisting Bounty Hunter allies deal 25% more damage instead. If the target enemy is Target Locked, call all Empire allies to assist, dealing 30% less damage.
More Details
Crew Member: [[{{{crew}}}]]
Level 7:
Deal Physical damage to all enemies. Call all Bounty Hunter allies to assist. If the target enemy is Target Locked, call all Empire allies to assist, dealing 30% less damage. (4 Turn Cooldown)
Level
Unit Level
Ability Material
Credits
Adds
8
85
150
150000
+30% Damage; dispel Tenacity Up from all enemies; assisting Bounty Hunter allies deal 10% more damage; if the target enemy is Breached, assisting Bounty Hunter allies deal 25% more damage instead
7
85
80
80000
+15% Damage; -25% Damage penalty for Bounty Hunter allies
6
85
60
60000
+15% Damage
5
82
40
40000
+5% Damage; -20% Damage penalty for Empire allies
4
78
30
30000
+10% Damage
3
73
20
20000
+10% Damage
2
69
10
10000
+5% Damage
1
Description: Deal Physical damage to all enemies. Call all Bounty Hunter allies to assist, dealing 25% less damage. If the target enemy is Target Locked, call all Empire allies to assist, dealing 50% less damage. (4 Turn Cooldown)
We Only Need to Keep Them from Escaping Special • Level 8 5 Turn Cooldown
Bounty Hunter allies gain Potency Up for 1 turn.
Dispel Outmaneuver and Stealth from all enemies, and dispel all debuffs from Bounty Hunter allies.
Target ally recovers 100% Health and Protection. If the target ally is a Bounty Hunter, they gain Foresight for 2 turns, and if they are also a Tank they gain Taunt for 2 turns.
More Details
Crew Member: [[{{{crew}}}]]
Level 7:
Bounty Hunter allies gain Potency Up for 1 turn.
Dispel Outmaneuver and Stealth from all enemies, and dispel all debuffs from Bounty Hunter allies.
Target ally recovers 50% Health and Protection. If the target ally is a Bounty Hunter, they gain Foresight for 2 turns, and if they are also a Tank they gain Taunt for 2 turns. (5 Turn Cooldown)
Level
Unit Level
Ability Material
Credits
Adds
8
85
150
150000
+50% Health and Protection recovery
7
85
80
80000
If the target ally is a Bounty Hunter, they gain Foresight for 2 turns, and if they are also a Tank they gain Taunt for 2 turns
6
85
60
60000
+15% Health and Protection recovery
5
83
40
40000
Dispel Outmaneuver and Stealth from all enemies
4
79
30
30000
+10% Health and Protection recovery
3
74
20
20000
Dispel all debuffs from Bounty Hunter allies
2
70
10
10000
+15% Health and Protection recovery
1
Description: Bounty Hunter allies get Potency Up for 1 turn.
Target ally recovers 10% Health and Protection. (5 Turn Cooldown)
Something Special Planned Special • Level 8 20 Turn Cooldown
Destroy the enemy Capital Ship and Stun all enemies for 1 turn. Allies gain Protection Up (35%) for 2 turns. If there is no enemy Capital Ship, destroy all active enemy ships instead. This ability can't be evaded or resisted, starts on cooldown, and is reduced by 1 each time Breach is inflicted on an enemy ship.
More Details
Crew Member: [[{{{crew}}}]]
Level 7:
Destroy the enemy Capital Ship. Allies gain Protection Up (35%) for 2 turns. If there is no enemy Capital Ship, destroy all active enemy ships instead. This ability can't be evaded or resisted, starts on cooldown, and is reduced by 1 each time Breach is inflicted on an enemy ship. (20 Turn Cooldown)
Level
Unit Level
Ability Material
Credits
Adds
8
85
150
150000
Stun all enemies for 1 turn
7
85
80
80000
+15% Protection Up
6
85
60
60000
-3 Cooldown
5
84
40
40000
-3 Cooldown
4
80
30
30000
-2 Cooldown
3
75
20
20000
+10% Protection Up
2
71
10
10000
-2 Cooldown
1
Description: Destroy the enemy Capital Ship. Allies gain Protection Up (10%) for 2 turns. If there is no enemy Capital Ship, destroy all active enemy ships instead. This ability can't be evaded or resisted, starts on cooldown, and is reduced by 1 each time Breach is inflicted on an enemy ship. (30 Turn Cooldown)
Vader's Bounty Commander • Level 8
Admiral Piett Crew
Bounty Hunter allies have +35% Max Health, Max Protection, and Offense, and ignore Taunt on Crewless or Droid ships. At the start of battle, Bounty Hunter allies gain Tenacity Up for 2 turns, and Empire allies gain We Don't Need Their Scum for the rest of the battle, which can't be copied, dispelled, or prevented. Enemies attacking out of turn deal 50% less damage to Tank allies. Whenever an enemy reinforces, Bounty Hunter allies gain Evasion Up for 1 turn. Whenever an ally applies Breach to an enemy, they dispel all debuffs on themselves.
Whenever a Bounty Hunter ally deals damage with a Basic ability, they inflict Target Lock on the target enemy for 1 turn. The first time allies inflict Target Lock 20 times on enemies, dispel Breach Immunity and Chaff from all enemies, then each active enemy, enemies who are called in from Reinforcements, or summoned, are inflicted with Breach and Target Lock. These effects can't be prevented, dispelled, evaded, or resisted, and last until the end of the battle.
Reinforcement Bonus: Reinforcements gain Breach Immunity and Chaff for 2 turns
We Don't Need Their Scum: Immune to Turn Meter manipulation; whenever a Bounty Hunter ally is defeated, recover 25% Health and Protection; TIE Advanced x1 instead recovers 10% Health and Protection
Bounty Hunter allies have +20% Max Health, Max Protection, and Offense, and ignore Taunt on Crewless or Droid ships. At the start of battle, Bounty Hunter allies gain Tenacity Up for 2 turns, and Empire allies gain We Don't Need Their Scum for the rest of the battle, which can't be copied, dispelled, or prevented. Whenever an enemy reinforces, Bounty Hunter allies gain Evasion Up for 1 turn. Whenever an ally applies Breach to an enemy, they dispel all debuffs on themselves.
Whenever a Bounty Hunter ally deals damage with a Basic ability, they inflict Target Lock on the target enemy for 1 turn. The first time allies inflict Target Lock 20 times on enemies, dispel Breach Immunity and Chaff from all enemies, then each active enemy, enemies who are called in from Reinforcements, or summoned, are inflicted with Breach and Target Lock. These effects can't be prevented, dispelled, evaded, or resisted, and last until the end of the battle.
Reinforcement Bonus: Reinforcements gain Breach Immunity and Chaff for 2 turns
We Don't Need Their Scum: Immune to Turn Meter manipulation; whenever a Bounty Hunter ally is defeated, recover 25% Health and Protection; TIE Advanced x1 instead recovers 10% Health and Protection
Level
Crew Gear Level
Ability Material
Credits
Adds
8
11
150
150000
+15% Max Health, Max Protection, and Offense; enemies attacking out of turn deal 50% less damage to Tank allies
7
11
80
80000
Whenever an ally applies Breach to an enemy, they dispel all debuffs on themselves
6
10
60
60000
Whenever an enemy reinforces, Bounty Hunter allies gain Evasion Up for 1 turn
5
9
40
40000
+5% Max Health and Max Protection
4
8
30
30000
+5% Offense
3
7
20
20000
+5% Offense
2
6
10
10000
+5% Max Health and Max Protection
1
Description: Bounty Hunter allies have +10% Max Health, Max Protection, and Offense, and ignore Taunt on Crewless or Droid ships. At the start of battle, Bounty Hunter allies gain Tenacity Up for 2 turns, and Empire allies gain We Don't Need Their Scum for the rest of the battle, which can't be copied, dispelled, or prevented.
Whenever a Bounty Hunter ally deals damage with a Basic ability, they inflict Target Lock on the target enemy for 1 turn. The first time allies inflict Target Lock 20 times on enemies, dispel Breach Immunity and Chaff from all enemies, then each active enemy, enemies who are called in from Reinforcements, or summoned, are inflicted with Breach and Target Lock. These effects can't be prevented, dispelled, evaded, or resisted, and last until the end of the battle.
Reinforcement Bonus: Reinforcements gain Breach Immunity and Chaff for 2 turns
We Don't Need Their Scum: Immune to Turn Meter manipulation; whenever a Bounty Hunter ally is defeated, recover 25% Health and Protection; TIE Advanced x1 instead recovers 10% Health and Protection
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
Unorthodox Methods
Basic
150
?
?
?
Breach of Protocols
Special
150
?
?
?
We Only Need to Keep Them from Escaping
Special
150
?
?
?
Something Special Planned
Special
150
?
?
?
Vader's Bounty
Unique
150
?
?
?
Synergy
<<<ADD INFO>>>Image or list of specific character synergy.
Paragraph for each faction this unit has synergy with.
Example Jedi - High Synergy
Paragraph Light Side - Low Synergy
Paragraph Any Faction - Very Low Synergy
Paragraph.
Unit Strategy
<<<<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 Executor 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
<<<ADD INFO>>> Information on abilities or mechanics that can counter the buffs, debuffs, and mechanics in this units kit
Unorthodox Methods -
Breach of Protocols -
We Only Need to Keep Them from Escaping -
Something Special Planned -
Vader's Bounty -
Notes
Lore
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Trivia
something special planed is when the death star 2 attacked the rebels in episode VI