X-wing Pilot Tier Project
Tier lists are about top-level competitive play: which pilots are easiest to use, most consistently effective when used, and most popular... and which are the opposite. This is not saying that you should ONLY use top-ranked pilots, or that you should NEVER use low-ranked pilots; rather, this is to help players be aware of the difference between pilots, when lower-ranked pilots can help them win - and know what is most likely to hit the tables near them.
While tier lists are always somewhat subjective, the goal of the X-Wing Pilot Tier Project is to be as objective as possible, starting with the usage on the
List Juggler Time Series Charts
, specifically looking at ships which "Made The Cut" and proceeding from there.
As time goes by and different pilots move up and down in usage, the tier list itself will change along with that usage. Ideally, at the start of a new month, the tier rankings will be recompiled with last month's data now included.
I'll start by examining each ship's pilots, opening that examination to community approval, then compiling that into a general faction tier list and moving onto the next faction. Each pilot will have listed in their ranking common upgrades, because judging pilots naked might as well not judge them at all.
In the overview a rough average percentage of use by points spent among top cut players over the last three months will be mentioned, and in each entry will mention the average percentage
among pilots used for that ship
. So, for example,if the Decimator uses 10% of total Imperial player points, and Rear Admiral Chiraneau is an average of 55% of those points spent, then RAC uses 5.5% of average Imperial player points spent.
For those not familiar with a tier ranking system, here's a brief explanation:
Rank SS
is for pilots that are almost unbeatable, with highly specific counters that even then aren't sure things. With Rank SS pilots, a meta either uses them or uses the counter to them (if one exists), with no middle ground. If a pilot is Rank SS, then it needs to be nerfed ASAP.
Whisper
, prior to the TIE/Phantom nerf, is a perfect example of a Rank SS pilot. If a pilot breaks 10% of overall faction usage, it's a candidate for Rank SS.
Rank S
is for pilots which are strong and consistent on their own, requiring little outside support to inflict damage and dodge it, and at an acceptable points cost.
Darth Vader
is a Rank S pilot; with good action economy, high PS, solid damage output (with ATC), and an EPT slot that's completely open he's always a good choice for a squadron. If a pilot falls between 5% and 10% of overall usage, it's possibly Rank S.
Rank A
is for pilots that are pretty good and can function well enough on their own, but either have solid counters or well-known weaknesses.
Zeta Leader
is an example of a Rank A pilot; he's very strong for his points, has an entirely open EPT for anything but PTL (VI, Predator, Adaptability, Crack Shot, Wired), and his sole downside is being limited to his greens. If a pilot has between 3-5% of overall usage, it may be Rank A.
Rank B
is for pilots which are average - neither good or bad - and have downsides to match their upsides, need support to function well, OR are support themselves.
Omicron Group Pilot
is an example of a Rank B pilot; as the cheapest carrier of Emperor Palpatine he can swing a game in the player's favor but his low durability, terrible dial, and low PS make him vulnerable if used wrong - or if he's your final ship. If a pilot has 1-3% of overall usage then it's probably Rank B.
Rank C
is for pilots that a competitive would use only for funsies; they may have highly specific uses but there are just better options to take.
Kath Scarlett (Imperial)
is an example of a Rank C pilot; while she has an interesting ability, it's so situational that it will rarely get used and she requires so many upgrade points to use when you could get a Decimator/Whisper for just a few points more or Vader/Palpshuttle for a few points less. Anywhere between 0% and 1% of usage gets into Rank C, unless...
Rank F
is for "Failure" "Fix me" or "F 'em" depending on your point of view. There is never any reason to take these guys because they're strictly worse than almost anything else.
Fel's Wrath
is an example of a Rank F pilot; not only is it competing against Fel himself, a non-EPT TIE/IN whose ability only kicks in AFTER it's destroyed - assuming it even has an enemy in arc?
The previous Imperial tier listings are here:
TIE Fighter
VT-49 Decimator
Firespray-31
TIE/FO
TIE Phantom
And the Rebels have been started here:
X-Wing
Now, for the tier listing!
TIE/LN FIGHTER PILOT TIERS
Starting with a big one here. The TIE/LN has the most different pilot cards of any ship and has rarely dipped below 15% of total Imperial pilot usage. Quite aside from being iconic, it has excellent points economy, a number of useful pilots, and a versatile dial. Also note that despite only being used by 16% of total players, it has made 20% of top cuts. However, its complete dependence on Agility as a defense, lack of greens maneuvers, only two damage dice, and almost no upgrade slots limit it in many ways.
RANK S
None.
RANK A
Black Squadron Pilot (7%)
Crack Shot (15)
Since Crack Shot was released, the BSP has been the most popular carrier of said EPT, AKA the CrackBlack. It allows the BSP to push damage through on harder to hit targets, and even the
threat
of it is often enough to force a Focus/Evade token spent defensively. Being able to put 5-6 CrackBlacks in a squadron is a very effective swarm. The BSP's downsides are that once it cracks it's just a TIE Fighter offensively and its mediocre PS4 - the reason it's not an S-Rank is because its numbers are artifically boosted by swarms.
Howlrunner (3.8%)
Empty (18)
Swarm Tactics (20)
Crack Shot (19)
Swarm Tactics, Hull Upgrade/Stealth Device (23)
Crackshot, Hull Upgrade/Stealth Device (22)
Howlie-chan's ability to modify dice has made her popular since Wave 1, for good reason - it's statistically better than having another dice, and works on any friendly ship except herself. It's a very strong ability. However, the 10cm bubble of effect makes using her an exercise in formation flying, her lack of self-buffing makes it difficult to profit by using just her, and the fact that she's a single TIE Fighter upon which your strategy hinges draws a LOT of focus fire.
"Wampa" (2%)
Empty (14)
Targeting Computer (16)
Wampa is a psychological threat that few opponents can laugh off - by himself, Range 2-3 shots have a 23% to trigger his ability which is pretty good for his mere 14 points, but when backed up by Emperor Palpatine his every shot turns into an instant damage card. Adding a TC gives his ability even more reliability - remember that you can reroll ALL dice looking for a crit. His ability draws a lot of fire on him, but unlike Howlrunner a strategy is rarely centered around just him - and him drawing disproportionate fire for his points can help out many lists. His sole downside is that he requires Sheev's help to be reliable, but at the price he's hard to beat as a quick add to any force.
Rank B
Academy Pilot (2.6%)
(12)
The humble Academy Pilot has been blocking enemy ships and swarming opponents since the game began. Since the advent of the mid-level PS wars, CrackBlacks, and Wampa their stock has fallen somewhat, but the AP has its place as a dirt-cheap PS1 blocker that can fit into any list which wants one more ship for next to nothing - as long as you don't expect it to do a great deal of damage.
"Backstabber" (.2%)
(16)
Backstabber is one of three Damage-buffing TIEs, and of the three his is the least conditional to activate: just be out of your target's firing arc. However, his lack of an EPT does make him less consistent initially than a CrackBlack, and his middling PS can make his ability difficult to trigger against Aces.
"Dark Curse" (.35%)
(16)
Dark Curse is the defensive half of an Omega Leader for 60% of the price. While DC's ability affects all incoming fire and isn't restricted to a target lock, her lack of EPTs, middling PS, and complete inability to buff her own attack makes her an average choice: she's a survivor, not an attacker.
"Scourge" (.2%)
Crack Shot (18)
Adaptability (17)
Scourge is the second Damage-buffing TIE/LN, and is a rare pilot that
suffers
from a high PS; as his bonus die triggers only when the enemy has a damage card, it requires PS7+ wingmates to reliably cut through shields and deal at least one damage card. In most circumstances, Scourge is a 'winmore' pilot as few ships have more than 4 Hull, but when combined with Wampa or when up against any ship with Hull 5+ (which is also a sign of low agility) Scourge can deal a LOT of damage for a ship under 20 points. CS is the standard "Oh, I've got a TIE with an EPT" fare, but Adaptability giving -1 PS still puts him at PS6 and gives more room for wingmates to trigger his ability.
RANK C
"Chaser" (0%)
(14)
I don't even know what to say about Chaser. He gets Focus tokens when a friendly within R1 spends a Focus token - good? Sure. But on a PS3 TIE there's only so many ways to spend said Focus tokens, and there are just better options surrounding him.
"Mauler Mithel" (.3%)
Crack Shot (18)
Veteran Instincts (18)
The final of three TIE/LNs that buff their Damage, Mauler's ability arguably requires the best flying, as he only gets the bonus die in Range 1, making him a much harder pilot to use. However, he does have an EPT slot for only one point more than Backstabber, and several interesting choices: VI for maneuvering into R1 against Aces, or CS for pushing through more damage.
"Night Beast" (0%)
(15)
Night Beast has action economy: Perform a green, get a free Focus action. But with a TIE/LN's mediocre greens, it's hard to do and keep him in a knife fight, and why get him when you could get a CrackBlack? TIE Engines Mk. II make him marginally easier to use, but it also puts him at the same price as Backstabber, Wampa with TC,
Obsidian Squadron Pilot (3%)
(13)
The OSP has an identity crisis going on. While a fine choice if needing to win a PS war against PS1-2, right now the PS to beat is 3 - leaving this ship tying with its opponents. For one point less, you get an Academy Pilot to block with (and an init bid if it's your last 13 points). For one point more, you get Wampa. For two points more, you get BSP with Crackshot. The percentage bump comes from a few months ago; without that it'd be sitting at a 2% usage.
"Winged Gundark" (0%)
(15)
Winged Gundark is... interesting. Changing a hit to a crit is never a bad ability, even restricted to Range 1. Of all the pilots, this is the one I feel least certain about putting in Rank C, but honestly I'd rather pick a CrackBlack for reliability over WG's ability, and his standings are the lowest of any named TIE since he's been introduced - usually at 0%.
"Youngster" (.2%)
Rage (16)
Marksmanship, Hull Upgrade (21)
Youngster is going to be broken someday, I am sure of it. That day is not today. His ability is to grant any EPT with the
Action
header to any TIE/LNs or /FOs within Range 1-3, a huge radius of effect, and if there is ever released a perfect EPT he will bring TIE swarms back
with a vengeance.
Right now, he's a fun guy with potential, but his standard TIE limits and the fact his ability only works with other basic TIEs is kind of a cramp. The following EPTs are examined more closely:
Daredevil:
No. Dealing damage to your frail TIES for Boost?
Expert Handling:
No. If Deadeye weren't a thing, this would be okay for countering low-PS ordnance.
Expose:
...Maybe. TIEs are gonna die anyway, and buffing their damage in a big swarm would be pretty scary. Backstabber with 5 dice?
Marksmanship:
...Maybe. A buffed Focus action that gives Crits? About the best general option, though don't forget that you lose the defensive aspect of Focus.
Rage:
...Maybe. In a TIE/FO swarm with Epsilon Leader helping to remove the stress, giving a TL+Focus Action is not terrible - but the double stress hurts regular TIEs badly with their underwhelming greens. And it's cheap.
Squad Leader:
Hahaha, no.
RANK F
So, any thoughts? Remember that the tiering isn't against the pilots of the same ships, but viewed as an Imperial whole. Youngster may be fun, but he's pretty limited and there are just better options, for example - even if I do
love
Rage Swarms.