Deal Physical damage to all enemies and apply a Damage Over Time effect to all other ships for 2 turns, which can't be Resisted. (4 Turn Cooldown)
Level
Unit Level
Ability Material
Credits
Adds
8
85
30
30
20
15
78500
+30% Damage
7
83
20
20
15
5
45000
+15% Damage
6
80
15
15
10
21250
+10% Damage
5
75
15
10
5
13750
+5% Damage
4
70
10
10
7500
+15% Damage
3
60
10
5
5000
+10% Damage
2
50
10
5
5000
+5% Damage
1
Description: Deal Physical damage to all enemies and apply a Damage Over Time effect to all other ships for 2 turns, which can't be Resisted. (4 Turn Cooldown)
Concussion Missile Special • Level 8 3 Turn Cooldown
First Order SF TIE Pilot Crew
Deal Physical damage to target enemy, inflict Ability Block for 1 turn, and call target ally to Assist, dealing 50% less damage. If that ally is First Order grant them Advantage for 2 turns.
Deal Physical damage to target enemy, inflict Ability Block for 1 turn, and call target ally to Assist, dealing 50% less damage. If that ally is First Order grant them Advantage for 2 turns.
Target Lock: Gain 20% Turn Meter. (3 Turn Cooldown)
Level
Crew Gear Level
Ability Material
Credits
Adds
8
11
30
30
20
15
78500
+10% Damage and +10% Turn Meter Gain
7
11
20
20
15
5
45000
+5% Turn Meter gain
6
10
15
15
10
21250
+5% Damage
5
9
15
10
5
13750
+5% Turn Meter gain
4
8
10
10
7500
+5% Damage
3
7
10
5
5000
+5% Turn Meter gain
2
6
10
5
5000
+5% Damage
1
Description: Deal Physical damage to target enemy, inflict Ability Block for 1 turn, and call target ally to Assist, dealing 50% less damage. If that ally is First Order grant them Advantage for 2 turns.
Target Lock: Gain 5% Turn Meter. (3 Turn Cooldown)
Superior Precision Reinforcement • Level 3
Enter Battle: All allies gain 40% Potency, doubled for First Order allies. All active enemies have -20% Tenacity, doubled against Resistance enemies.
All active enemies have -20% Tenacity, doubled against Resistance enemies
2
75
25
175000
+20% Potency
1
Description:Enter Battle: All allies gain 20% Potency, doubled for First Order allies.
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
L-s9.6 Laser Cannons
Basic
25
25
10
15
?
?
?
Double Offensive
Special
30
30
20
15
?
?
?
Concussion Missile
Special
30
30
20
15
?
?
?
Superior Precision
Reinforcement
75
?
?
?
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 First Order SF TIE Fighter 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
L-s9.6 Laser Cannons -
Double Offensive -
Concussion Missile -
Superior Precision -
Notes
Lore
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E.G. Learn more about Revan at https://starwars.fandom.com/wiki/Revan.
Trivia
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