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.
Effect expires on:
Death, 2xFull Turn Complete, Add Persistent Effectdispel_marker, Dodged, Dodge Post Evasion Eval, Remove Persistent Effectforesight, Encounter End
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