X-Wing Tier List Project: X-Wings

By Razgriz25thinf, in X-Wing

Same deal as with the other threads!

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 20% 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 breaks 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. Omega Leader is an example of a Rank A pilot; while he's very strong one-on-one, his locked configuration, underwhelming damage output against anyone he hasn't target locked, and sheer reputation as a game finisher draws a lot of fire at him which he can't survive easily. If a pilot has at least 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 more than 1% 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?

Rank SS:

None.

Rank S:

None.

Rank A:

None.

Rank B:

Biggs Darklighter(3.2%)
(R4-D6, IA)
Good ol' Biggles. Possibly one of the best abilities in the game, and for nary more than 26 points. Biggs is a critical affirmation that for at least one or two rounds, significantly more important pilots will stay alive to do their jobs. The importantness of saying "Hey, you see that ship you really want off the board? Like, ASAP? Yeah, Biggs says no." cannot be overstated. Ships that have regen benefit two-fold from this, because for starters, Biggs is still an X-Wing. He still throws 3 dice a turn. So while he soaks up all the damage, your entire list can lay waste to whatever you want, possibly getting ships off the board. This almost assures that regen ships will have even less trouble once Biggs finally dies, because the offensive firepower of your opponents list will decrease to a manageable level, and allow the regen ship to win in late-game. Even still, most modern builds can't use him because they rely on mobility; Something Biggs doesn't have. He's bound to drop in use overtime.
Wedge Antilles(1.1%)
(Predator, PTL, BB-8, R7-T1, R2 Astro, IA, Engine Upgrade)
Wedge has a dependable, simple ability. He's a no-nonsense Ace that makes a living out of annihilating Imperials. Unfortunately, this means he is a prime target to get off the board as soon as possible. He does cost a lot to outfit properly to take best advantage of what he can do, but when you hook him up with that PTL BB-8 combo and a boost, he's a hunter-killer that cannot be ignored. This is probably especially popular right now because a Darth Vader at agility 2 is just as vulnerable as any X-Wing, just.... with an additional action is all. He makes hard to crack targets that much easier to kill. Still, though, the combination of your opponent wanting him off the board, and the general ease with which they can make that happen means he's not particularly popular at the moment.

Rank C:

Rookie Pilot(0.8%)
(R2 Astro, IA)
A cheap, sturdy ship with a good attack power. Costs as much as a B-Wing, but with a better dial and higher agility, with only two less HP. The only weakness is the weakness of the ship it rides into battle with, and shines no negative light onto this relatively competent all-rounder. Unfortunately not as good as the Blue Squadron Novice just by sheer lack of boost and durability comparatively.
Red Squadron Pilot(0.7%)
(R2 Astro, IA)
Unfortunately, it's just a Rookie Pilot that costs more and has 2 higher PS. The Rookie Pilot is viewed as more efficient with points, and as a side-effect, allows the squad to be more versatile. Used mostly when you want to get a one-up on lower PS generics.
Garven Dreis(0.5%)
(R2-D6, EPT of your choice, maybe VI, IA)
Seen as an excellent wingman to Poe due to his focus-chucking ability, this Pilot unfortunately probably ceases to hit the table entirely if something were to happen to Poe to keep him off the table. He's mostly protected from significant focus-fire based entirely around the fact that Poe is considered more dangerous and necessary to get off the table early. I personally only think this setup really works if Poe is running Weapons Guidance or R5-P9, and neither really see too much play on Poe. He's a support craft first and foremost.
Wes Janson(0.4%)
(VI, R2 Astro, IA)
Wes Janson is possibly the only viable Rebel option to counter popular meta pilots like Poe, Omega Leader, token hoarding Aces like Soontir and Vader, and the U-Boats list. He forces the enemy, one way or another, to discard a critical defensive/offensive token, setting up his teammates(Which, being in a relatively cheap T-65 that doesnt require too many points in upgrades, you can fit some good craft in with this list) for some serious damage. He has a downside however, in that against these popular lists, the target may as well spend that important token to protect themselves rather than let Wes take it off of them and have it serve no purpose. However, either way, you're guaranteed to remove a token per round with Wes Janson, making him a very strong counter to many popular lists that rely on certain tokens. I personally expect to see use of Wes increase over time.
Tarn Mison(0.4%)
(R7 Astromech, IA)
Maybe one of the tankiest X-Wings you can run, and at a bargain 25 points. Nobody wants to shoot at him until he's the last one left, and he has the tendency to hold his own late-game, and is seen as a sort of "Clutch Comeback King" due to his ability to turn a bad game into a late game ROFLStomping. No significant weaknesses except his low pilot skill, and, of course, the ship he flies. The problem with Tarn is that he can live longer than all other X-Wings, but has trouble making that survivability into tangible results and kills. Ultimately he's just a Rookie Pilot that lives longer.
Luke Skywalker(0.3%)
(Predator, PTL, VI, R2-D2, R2 Astromech, IA)
Solid, dependable, and significantly more resilient than any average X-Wing, Luke can be counted on to be thrown up **** creek with no paddle, and he'll probably make it out ok. R2-D2 is a popular choice on him, because since he's almost guaranteed 1 evade every single defense, if not two from a natural evade or focus token, he can take one hit from an attack and then regen it immediately next turn. A solid choice, where the only counter against him is that he's flying an X-Wing. Unfortunately, he's seen as a worse Poe in a worse ship, so he's almost never brought anymore.

Rank F:

"Hobbie" Klivian(0.0%)

(R2-D6, PTL, IA; Targetting Astromech, IA)

I'm not joking. Both of the pilots in this tier have seen no competitive use this month according to ListJuggler. 0.0%. That's clearly not good. I think it's partly the fact that Hobbie lacks an EPT, and even when you slap R2-D6 on him for PTL to get a focus, TL, and then spend the TL to remove stress with his ability.... you're paying 29 points for nothing particularly special. Two actions without stress. Wedge with PTL/BB-8 gets 3, at PS 9, and has a straight offensive boost with his ability. There's no practical upside to Hobbie given the other options. His ability is difficult and expensive to make work in a sensible fashion, and has only one or two loadouts that can even take advantage of his ability.

Jek Porkins(0.0%)

(R5-D8, PTL, IA)

Jek just straight up sucks. He's seen almost 0% usage since he was released. There's basically no reason to use him whatsoever. His ability is Electronic Baffle, only a little bit better because you might not take damage. But, it's actually way, way worse than Electronic Baffle. Because Electronic Baffle only does one damage. Jek Porkins takes a FACEDOWN DAMAGE CARD when the roll fails. Whats worse is that R5-D8, Jek's astro of choice, relies on a 3/8 chance to remove that damage card. So, when you, of course, fail said 3/8 chance to heal, you are that much closer to dying. There's just no upside to using him.

Comments, concerns?

Edited by Razgriz25thinf

I feel like Hobbie deserves a second look in competitive with the Targeting Astro. He can perform consecutive K-Turn and get a Focus/TL on every one. I might have to bring him to a tracked tourney just to get him on the board :P

I feel like Hobbie deserves a second look in competitive with the Targeting Astro. He can perform consecutive K-Turn and get a Focus/TL on every one. I might have to bring him to a tracked tourney just to get him on the board :P

I know what that combo does; I listed it. And I promise you, it's not worth it.

I promise you.

The listjuggler standings agree with me.

R2-D6 Hobbie does the same thing, except that you can do it every turn, not just when you want to K-Turn, a maneuver made an average of every 2 turns by an X-Wing, sometimes more. Additionally, and this has happened to me, it being a 4-speed maneuver can mean sometimes it actually carries you out of TL range, meaning you get no actions and stay stressed. It's just. Not. Worth it.

And even R2-D6 Hobbie isn't really worth it compared to other options. Someone i know who plays Hobbie pretty regularly(never competitively though, because he doesnt actually want to lose) has never used the Targetting Astro combo because it's not as good as the alternatives.

Well, I am enthused to see others helping out, particularly with the Rebel pilots (in which I am not well versed!) And I want to make it clear that the following comments are NOT meant to discourage you, but to try and get things to a consistent format for ease of collating all of this stuff later. Trust me, I know exactly how annoying it is to tease these numbers out of List Juggler and it's nice to have another hand willing to do just that.

But there's a couple things -

I was trying to have the Ranking tier for each ship equal to what it would finally be when every pilot was put together in a final faction list. So (to compare what I've already done) Howlrunner and Wampa are Rank A pilots in the whole faction, Rear Admiral Chiraneau is a Rank S pilot in the Imperial faction as a whole, and so on. That way it'd be nice and quick to collate them without having to rerank all of the pilots against each other - the ranking would be done already.

(That's why I'm a little depressed in working on the Firespray-31 (Imperial) article because EVERYTHING is C-Rank.)

The exact methodology I was doing was to:

1) Roughly determine the total ship use average over the last 3 complete months (eyeball math)

2) Get the rough average of what usage each pilot has among all pilots of its ships - I note that down for later use.

2) Use those two numbers to roughly determine for each pilot what its percentage for the whole FACTION usage is. So if an X-Wing has an average of about 6.5%, and Biggs makes up 40% of that, then Biggs is roughly 2.5%.

4) Then use that number to determine what rank it MAY be in. Between 5-10% is S rank possible, between 3-5% is A-Rank, between 1-3% is B-rank, and below that is C or F. Yeah, it's changed since I typed up that bloody header. I'm fixing that right now.

I was using SIZE 18 BOLD CAPITALS for the overall and ship-specific header, BOLD CAPITALS for the Rank headers, Bold for the pilot names, and underline for the configurations (with points value after for reference). A brief paragraph about the X-Wing overall would also be nice under the ship-specific header; you mention several times that a pilot is only bad because of the X-Wing but fail to mention why .

I also like your evaluations. Bumping everything down one tier (Biggs in Rank A definitely, Wedge in Rank A or B depending on what everyone says is good or not) should actually put all of them in their final, overall Rebel tiers.

Gods, by the standard I've been using everyone but Biggs and Wedge are C-Rank, and they're only B. Strangely... that makes sense. I think that Wes Jansen might start moving up, his ability is definitely good anti-meta and I would hate to see it on the other side of the table, but that's for later revisions of the list when/if his use picks up.

I like your list. Just out of curiosity, if hobbie had a native EPT how much do you think that would raise him up?

Well, I am enthused to see others helping out, particularly with the Rebel pilots (in which I am not well versed!) And I want to make it clear that the following comments are NOT meant to discourage you, but to try and get things to a consistent format for ease of collating all of this stuff later. Trust me, I know exactly how annoying it is to tease these numbers out of List Juggler and it's nice to have another hand willing to do just that.

But there's a couple things -

I was trying to have the Ranking tier for each ship equal to what it would finally be when every pilot was put together in a final faction list. So (to compare what I've already done) Howlrunner and Wampa are Rank A pilots in the whole faction, Rear Admiral Chiraneau is a Rank S pilot in the Imperial faction as a whole, and so on. That way it'd be nice and quick to collate them without having to rerank all of the pilots against each other - the ranking would be done already.

(That's why I'm a little depressed in working on the Firespray-31 (Imperial) article because EVERYTHING is C-Rank.)

The exact methodology I was doing was to:

1) Roughly determine the total ship use average over the last 3 complete months (eyeball math)

2) Get the rough average of what usage each pilot has among all pilots of its ships - I note that down for later use.

2) Use those two numbers to roughly determine for each pilot what its percentage for the whole FACTION usage is. So if an X-Wing has an average of about 6.5%, and Biggs makes up 40% of that, then Biggs is roughly 2.5%.

4) Then use that number to determine what rank it MAY be in. Between 5-10% is S rank possible, between 3-5% is A-Rank, between 1-3% is B-rank, and below that is C or F. Yeah, it's changed since I typed up that bloody header. I'm fixing that right now.

I was using SIZE 18 BOLD CAPITALS for the overall and ship-specific header, BOLD CAPITALS for the Rank headers, Bold for the pilot names, and underline for the configurations (with points value after for reference). A brief paragraph about the X-Wing overall would also be nice under the ship-specific header; you mention several times that a pilot is only bad because of the X-Wing but fail to mention why .

I also like your evaluations. Bumping everything down one tier (Biggs in Rank A definitely, Wedge in Rank A or B depending on what everyone says is good or not) should actually put all of them in their final, overall Rebel tiers.

Gods, by the standard I've been using everyone but Biggs and Wedge are C-Rank, and they're only B. Strangely... that makes sense. I think that Wes Jansen might start moving up, his ability is definitely good anti-meta and I would hate to see it on the other side of the table, but that's for later revisions of the list when/if his use picks up.

Ah. Alright. Lemme make the edits.

I like your list. Just out of curiosity, if hobbie had a native EPT how much do you think that would raise him up?

Not much, honestly. I think Hobbie's flaw is his pilot ability, same with porkins. Stress-based abilities just aren't good on X-Wings, because X-Wings can't really use PTL because of only having 2 actions, and the only red maneuver they have is their K-Turn. Having an EPT would help, but i doubt it would change much.

Edited by Razgriz25thinf

I like your list. Just out of curiosity, if hobbie had a native EPT how much do you think that would raise him up?

Not much, honestly. I think Hobbie's flaw is his pilot ability, same with porkins. Stress-based abilities just aren't good on X-Wings, because X-Wings can't really use PTL because of only having 2 actions, and the only red maneuver they have is their K-Turn. Having an EPT would help, but i doubt it would change much.
Edited by rubberduck

i like that you've directly posted the percentages here. =)

i like that you've directly posted the percentages here. =)

I actually added that in the TIE Fighter thread, if you're interested. :)

Porkins is the cheapest T-65 pilot with an EPT. If you want EPT take Porkie and forget about his ability. Still not spectacular for the points but I would use him over Hobbie at the very least.

Porkins is the cheapest T-65 pilot with an EPT. If you want EPT take Porkie and forget about his ability. Still not spectacular for the points but I would use him over Hobbie at the very least.

Or i could take the sensible route, and bump 1 or 2 points up to a pilot with an EPT and an ability i can actually use, instead of a points bloated Rookie Pilot with an EPT.

I feel like Hobbie deserves a second look in competitive with the Targeting Astro. He can perform consecutive K-Turn and get a Focus/TL on every one. I might have to bring him to a tracked tourney just to get him on the board :P

Or Hobbie with R3-A2 and Flechette Torpedoes ^^

I do play a lot of T65 and have different opinions.

[...]

Rank C:

[...]
Wes Janson is possibly the only viable Rebel option to counter popular meta pilots like Poe, Omega Leader, token hoarding Aces like Soontir and Vader, and the U-Boats list. He forces the enemy, one way or another, to discard a critical defensive/offensive token, setting up his teammates(Which, being in a relatively cheap T-65 that doesnt require too many points in upgrades, you can fit some good craft in with this list) for some serious damage. He has a downside however, in that against these popular lists, the target may as well spend that important token to protect themselves rather than let Wes take it off of them and have it serve no purpose. However, either way, you're guaranteed to remove a token per round with Wes Janson, making him a very strong counter to many popular lists that rely on certain tokens. I personally expect to see use of Wes increase over time.
[...]

Wes is just awsome IMHO. My oponents usually target him first since they hate his token stripping ability. This is a behaviour you can exploit very well.

Yes, he might not do any damage in terms of shied or hull points but he messes with the plans of people. I would at least rank him B.

[...}

Rank F:

[...]

Jek Porkins(0.0%)

(R5-D8, PTL, IA)

Jek just straight up sucks. He's seen almost 0% usage since he was released. There's basically no reason to use him whatsoever. His ability is Electronic Baffle, only a little bit better because you might not take damage. But, it's actually way, way worse than Electronic Baffle. Because Electronic Baffle only does one damage. Jek Porkins takes a FACEDOWN DAMAGE CARD when the roll fails. Whats worse is that R5-D8, Jek's astro of choice, relies on a 3/8 chance to remove that damage card. So, when you, of course, fail said 3/8 chance to heal, you are that much closer to dying. There's just no upside to using him.

Comments, concerns?

R5-D8 has a 5/8 chance to remove the damage.

r5-d8.png

Also Jek' ability is great it is just that he is to expensive coupled with the cards he synergized well with.

Edited by Kroc

I like your list. Just out of curiosity, if hobbie had a native EPT how much do you think that would raise him up?

Not much, honestly. I think Hobbie's flaw is his pilot ability, same with porkins. Stress-based abilities just aren't good on X-Wings, because X-Wings can't really use PTL because of only having 2 actions, and the only red maneuver they have is their K-Turn. Having an EPT would help, but i doubt it would change much.

Hobbie takes Targeting Astromech, giving him an even more powerful version of the TIE defender's signature ability.

Porkins is a very good value EPT X-wing as his ability comes free. His use is the same way EPT Imperial Kath was used back when Super Expert Handling was a thing.

Gods, by the standard I've been using everyone but Biggs and Wedge are C-Rank, and they're only B. Strangely... that makes sense. I think that Wes Jansen might start moving up, his ability is definitely good anti-meta and I would hate to see it on the other side of the table, but that's for later revisions of the list when/if his use picks up.

That's because the standard you're using is wrong, for all the reasons I listed and because List Juggler is taking stats for full lists: pilots like Wampa will see better representation because they're in Palp-Aces but Wampa is not an "S-pilot" by himself. He's a Black Squadron with no EPT and an unreliable ability that won't be sniping any regenerators without dealing a single shield damage.

Put everything at B by default, bump things with crippling flaws down and things with above the watermark usefulness up. Use Juggler as supporting evidence if at all, not as your initial benchmark.

Edited by Blue Five

Same deal as with the other threads!

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 20% 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 breaks 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. Omega Leader is an example of a Rank A pilot; while he's very strong one-on-one, his locked configuration, underwhelming damage output against anyone he hasn't target locked, and sheer reputation as a game finisher draws a lot of fire at him which he can't survive easily. If a pilot has at least 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 more than 1% 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?

Rank SS:

None.

Rank S:

None.

Rank A:

None.

Rank B:

Biggs Darklighter(3.2%)
(R4-D6, IA)
Good ol' Biggles. Possibly one of the best abilities in the game, and for nary more than 26 points. Biggs is a critical affirmation that for at least one or two rounds, significantly more important pilots will stay alive to do their jobs. The importantness of saying "Hey, you see that ship you really want off the board? Like, ASAP? Yeah, Biggs says no." cannot be overstated. Ships that have regen benefit two-fold from this, because for starters, Biggs is still an X-Wing. He still throws 3 dice a turn. So while he soaks up all the damage, your entire list can lay waste to whatever you want, possibly getting ships off the board. This almost assures that regen ships will have even less trouble once Biggs finally dies, because the offensive firepower of your opponents list will decrease to a manageable level, and allow the regen ship to win in late-game. Even still, most modern builds can't use him because they rely on mobility; Something Biggs doesn't have. He's bound to drop in use overtime.
Wedge Antilles(1.1%)
(Predator, PTL, BB-8, R7-T1, R2 Astro, IA, Engine Upgrade)
Wedge has a dependable, simple ability. He's a no-nonsense Ace that makes a living out of annihilating Imperials. Unfortunately, this means he is a prime target to get off the board as soon as possible. He does cost a lot to outfit properly to take best advantage of what he can do, but when you hook him up with that PTL BB-8 combo and a boost, he's a hunter-killer that cannot be ignored. This is probably especially popular right now because a Darth Vader at agility 2 is just as vulnerable as any X-Wing, just.... with an additional action is all. He makes hard to crack targets that much easier to kill. Still, though, the combination of your opponent wanting him off the board, and the general ease with which they can make that happen means he's not particularly popular at the moment.

Rank C:

Rookie Pilot(0.8%)
(R2 Astro, IA)
A cheap, sturdy ship with a good attack power. Costs as much as a B-Wing, but with a better dial and higher agility, with only two less HP. The only weakness is the weakness of the ship it rides into battle with, and shines no negative light onto this relatively competent all-rounder. Unfortunately not as good as the Blue Squadron Novice just by sheer lack of boost and durability comparatively.
Red Squadron Pilot(0.7%)
(R2 Astro, IA)
Unfortunately, it's just a Rookie Pilot that costs more and has 2 higher PS. The Rookie Pilot is viewed as more efficient with points, and as a side-effect, allows the squad to be more versatile. Used mostly when you want to get a one-up on lower PS generics.
Garven Dreis(0.5%)
(R2-D6, EPT of your choice, maybe VI, IA)
Seen as an excellent wingman to Poe due to his focus-chucking ability, this Pilot unfortunately probably ceases to hit the table entirely if something were to happen to Poe to keep him off the table. He's mostly protected from significant focus-fire based entirely around the fact that Poe is considered more dangerous and necessary to get off the table early. I personally only think this setup really works if Poe is running Weapons Guidance or R5-P9, and neither really see too much play on Poe. He's a support craft first and foremost.
Wes Janson(0.4%)
(VI, R2 Astro, IA)
Wes Janson is possibly the only viable Rebel option to counter popular meta pilots like Poe, Omega Leader, token hoarding Aces like Soontir and Vader, and the U-Boats list. He forces the enemy, one way or another, to discard a critical defensive/offensive token, setting up his teammates(Which, being in a relatively cheap T-65 that doesnt require too many points in upgrades, you can fit some good craft in with this list) for some serious damage. He has a downside however, in that against these popular lists, the target may as well spend that important token to protect themselves rather than let Wes take it off of them and have it serve no purpose. However, either way, you're guaranteed to remove a token per round with Wes Janson, making him a very strong counter to many popular lists that rely on certain tokens. I personally expect to see use of Wes increase over time.
Tarn Mison(0.4%)
(R7 Astromech, IA)
Maybe one of the tankiest X-Wings you can run, and at a bargain 25 points. Nobody wants to shoot at him until he's the last one left, and he has the tendency to hold his own late-game, and is seen as a sort of "Clutch Comeback King" due to his ability to turn a bad game into a late game ROFLStomping. No significant weaknesses except his low pilot skill, and, of course, the ship he flies. The problem with Tarn is that he can live longer than all other X-Wings, but has trouble making that survivability into tangible results and kills. Ultimately he's just a Rookie Pilot that lives longer.
Luke Skywalker(0.3%)
(Predator, PTL, VI, R2-D2, R2 Astromech, IA)
Solid, dependable, and significantly more resilient than any average X-Wing, Luke can be counted on to be thrown up **** creek with no paddle, and he'll probably make it out ok. R2-D2 is a popular choice on him, because since he's almost guaranteed 1 evade every single defense, if not two from a natural evade or focus token, he can take one hit from an attack and then regen it immediately next turn. A solid choice, where the only counter against him is that he's flying an X-Wing. Unfortunately, he's seen as a worse Poe in a worse ship, so he's almost never brought anymore.

Rank F:

"Hobbie" Klivian(0.0%)

(R2-D6, PTL, IA; Targetting Astromech, IA)

I'm not joking. Both of the pilots in this tier have seen no competitive use this month according to ListJuggler. 0.0%. That's clearly not good. I think it's partly the fact that Hobbie lacks an EPT, and even when you slap R2-D6 on him for PTL to get a focus, TL, and then spend the TL to remove stress with his ability.... you're paying 29 points for nothing particularly special. Two actions without stress. Wedge with PTL/BB-8 gets 3, at PS 9, and has a straight offensive boost with his ability. There's no practical upside to Hobbie given the other options. His ability is difficult and expensive to make work in a sensible fashion, and has only one or two loadouts that can even take advantage of his ability.

Jek Porkins(0.0%)

(R5-D8, PTL, IA)

Jek just straight up sucks. He's seen almost 0% usage since he was released. There's basically no reason to use him whatsoever. His ability is Electronic Baffle, only a little bit better because you might not take damage. But, it's actually way, way worse than Electronic Baffle. Because Electronic Baffle only does one damage. Jek Porkins takes a FACEDOWN DAMAGE CARD when the roll fails. Whats worse is that R5-D8, Jek's astro of choice, relies on a 3/8 chance to remove that damage card. So, when you, of course, fail said 3/8 chance to heal, you are that much closer to dying. There's just no upside to using him.

Comments, concerns?

I agree with pretty much everything but one thing got a bee in my bonnet....

You don't think Hobbie is worth it???? He is the best 27 points in the game with TA and IA. He was an F until the T-70 came out but now I would put him at B or C...The X-wing is all about jousting, and okay it might be predictable, but to have a TL and focus after doing a K-turn guarantees rewards. He is perfect alongside another two aces.

I took him, Wedge and Wes to the last winter tournament and the store...People were in bits deciding who needed to die first out of Wes and Wedge, Hobbie came through every game alive, and most of the time winning the game.

At the top level I can see that he might be a bit to easy to predict, but you can counter that by not always using it (like with everything). It shocks a lot of people when they first see it. He also becomes the only viable x-wing (I think?) to have torps on.

Edited by Obi Juan Kenobi

Wes is gonna go up in the world with U boats around. A lot.

I agree with pretty much everything but one thing got a bee in my bonnet....

You don't think Hobbie is worth it???? He is the best 27 points in the game with TA and IA. He was an F until the T-70 came out but now I would put him at B or C...The X-wing is all about jousting, and okay it might be predictable, but to have a TL and focus after doing a K-turn guarantees rewards. He is perfect alongside another two aces.

The approach for these threads is to take ListJuggler's numbers on % reported use in tournaments, treat popularity as power (something I've gone into great detail on the flaws of) and then try to justify the findings. If Soontir Fel himself clocks in low one month they'll find a reason he sucks.

Edited by Blue Five

Wes is gonna go up in the world with U boats around. A lot.

But the question has to be why did he not go up in the world when Phantoms and other Aces were the meta....Any ships that depend on tokens will find it tough against Wes alongside other Rebel Aces. Having VI on him is normally a must.

But the question has to be why did he not go up in the world when Phantoms and other Aces were the meta....Any ships that depend on tokens will find it tough against Wes alongside other Rebel Aces. Having VI on him is normally a must.

Because a token on an Ace is some dice modification. A token on a U-boat is a fully modified Proton Torpedo.

I agree with pretty much everything but one thing got a bee in my bonnet....

You don't think Hobbie is worth it???? He is the best 27 points in the game with TA and IA. He was an F until the T-70 came out but now I would put him at B or C...The X-wing is all about jousting, and okay it might be predictable, but to have a TL and focus after doing a K-turn guarantees rewards. He is perfect alongside another two aces.

The approach for these threads is to take ListJuggler's numbers on % reported use in tournaments, treat popularity as power (something I've gone into great detail on the flaws of) and then try to justify the findings.

Fair enough! I guess as the build is still relatively new it is still a bit unknown (because T-65s need fixing apparently)...Because of the Meta the old wave 1 X-wing is being completely overlooked and it really frustrates me... The new upgrades coming out offer a fair bit to them.

I still haven't used Jek yet and I plan on trying him soon. I think it might cost a bit too much to make the negative side of his ability mitigated, but in casual play he will probably do alright.

But the question has to be why did he not go up in the world when Phantoms and other Aces were the meta....Any ships that depend on tokens will find it tough against Wes alongside other Rebel Aces. Having VI on him is normally a must.

Because a token on an Ace is some dice modification. A token on a U-boat is a fully modified Proton Torpedo.

He is a good pilot who's ability is useful against any list though, so I am surprised he hasn't seen more use.

I still haven't used Jek yet and I plan on trying him soon. I think it might cost a bit too much to make the negative side of his ability mitigated, but in casual play he will probably do alright.

Or just don't build around his ability. His ability is free. Treat him as a PS7 generic. He's only 26 points rather than the 27 you'd expect from interpolating the other X-wings: two cheaper than Luke for only one less PS. If you want to play to his ability, use something that'll only stress you once, like Lightning Reflexes.

Jek's Diet (28)

Jek Porkins (26)

Crack Shot/Lightning Reflexes/Veteran Instincts (1)

R4-D6 (2)

Integrated Astromech (0)

R4-D6 won't trigger much but he's a better call than R5 (not that useful on an X) or R2 (Porkins is probably going to ditch most of his stress) because of the minor synergy with Porkins's ability: he can turn the third hit and up into stress tokens or into 3/8s chance of damage. Turning 100% chance into 37.5% chance isn't bad.

The highest risk I'd go is this:

He Can Hold It (30)

Jek Porkins (26)

Stay On Target (2)

Targeting Astromech (2)

Integrated Astromech (0)

This Porkins can roll his 3/8s chance of damage to fully modify an attack and change his bearing if he so desires.

When he maneuvers, he can:

  • Not activate SoT, behave as normal.
  • Activate SoT, gain a target lock from Targeting Astro, gain a stress .
  • Activate SoT, change bearing , gain a target lock from Targeting Astro, gain a stress .
  • Activate SoT, gain a target lock from Targeting Astro, 3/8s chance of damage , take focus .
  • Activate SoT, change bearing , gain a target lock from Targeting Astro, 3/8s chance of damage , take focus .

But the question has to be why did he not go up in the world when Phantoms and other Aces were the meta....Any ships that depend on tokens will find it tough against Wes alongside other Rebel Aces. Having VI on him is normally a must.

Because a token on an Ace is some dice modification. A token on a U-boat is a fully modified Proton Torpedo.

He is a good pilot who's ability is useful against any list though, so I am surprised he hasn't seen more use.

To some extent I am too, but he's a T65 pilot in the end, and even with a stolen token, Soontir or Vader or Whisper just murders him.

But when he stops a third of your list from shooting meaningfully, he's proper scary.

I still haven't used Jek yet and I plan on trying him soon. I think it might cost a bit too much to make the negative side of his ability mitigated, but in casual play he will probably do alright.

Or just don't build around his ability. His ability is free. Treat him as a PS7 generic. He's only 26 points rather than the 27 you'd expect from interpolating the other X-wings: two cheaper than Luke for only one less PS. If you want to play to his ability, use something that'll only stress you once, like Lightning Reflexes.

Jek's Diet (28)

Jek Porkins (26)

Crack Shot/Lightning Reflexes/Veteran Instincts (1)

R4-D6 (2)

Integrated Astromech (0)

R4-D6 won't trigger much but he's a better call than R5 (not that useful on an X) or R2 (Porkins is probably going to ditch most of his stress) because of the minor synergy with Porkins's ability: he can turn the third hit and up into stress tokens or into 3/8s chance of damage. Turning 100% chance into 37.5% chance isn't bad.

The highest risk I'd go is this:

He Can Hold It (30)

Jek Porkins (26)

Stay On Target (2)

Targeting Astromech (2)

Integrated Astromech (0)

This Porkins can roll his 3/8s chance of damage to fully modify an attack and change his bearing if he so desires.

When he maneuvers, he can:

  • Not activate SoT, behave as normal.
  • Activate SoT, gain a target lock from Targeting Astro, gain a stress .
  • Activate SoT, change bearing , gain a target lock from Targeting Astro, gain a stress .
  • Activate SoT, gain a target lock from Targeting Astro, 3/8s chance of damage , take focus .
  • Activate SoT, change bearing , gain a target lock from Targeting Astro, 3/8s chance of damage , take focus .

That "He can hold it" list is something I have never thought about! But it fits perfectly with my style of play....I will certainly try that, thanks!