Template:First Order SF TIE Fighter Abilities

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Tex.ability fosf tiefighter basic.png

L-s9.6 Laser Cannons
Basic • Level 8 Game-Icon-Ship Ability Material Omega.png

Deal Physical damage to target enemy. If this attack scores a Critical Hit, inflict Target Lock for 2 turns. This attack has +25% Critical Chance.
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Tex.ability fosf tiefighter special01.png

Double Offensive
Special • Level 8 Game-Icon-Ship Ability Material Omega.png
4 Turn Cooldown

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.
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Tex.ability fosf tiefighter special02.png

Concussion Missile
Special • Level 8 Game-Icon-Ship Ability Material Omega.png
3 Turn Cooldown

Unit-Character-First Order SF TIE Pilot-portrait.png
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.

Target Lock: Gain 30% Turn Meter.
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Tex.abilityui passive potency.png

Superior Precision
Reinforcement • Level 3 Game-Icon-Ship Ability Material Reinforcement Materials.png

Enter Battle: All allies gain 40% Potency, doubled for First Order allies. All active enemies have -20% Tenacity, doubled against Resistance enemies.
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Crew Member: [[{{{crew}}}]]
Level Unit
Level
Ability Material Credits Adds
3 85
Game-Icon-Ship Ability Material Reinforcement Materials.png
75
525000 All active enemies have -20% Tenacity, doubled against Resistance enemies
2 75
Game-Icon-Ship Ability Material Reinforcement Materials.png
25
175000 +20% Potency
1 Description: Enter Battle: All allies gain 20% Potency, doubled for First Order allies.