X-Wing Pilot Tier Project: TIE/FO

By iamfanboy, in X-Wing

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/FIRST ORDER (FO)

For the last few months, the TIE/FO has cruised along at about 11% of total Imperial usage. It may never replace the humble TIE/LN for players thanks to costing a few more points, it does have advantages: two Segnor's Loops in exchange for a K-turn, green 2-turns on the dial, a Target Lock action, and that lone Shield token. It also has a number of interesting pilots and possesses the Tech slot, though that has only two options.

RANK S

Omega Leader (6.4%)

Juke, Comm Relay (26)

What a surprise, OL's on top of the list! OmegaL does one thing, and does it well: shuts down dice modification one-on-one. No Focus, no Predator, no Guidance Chips, no Poe's ability - the only exceptions are Kanan (taking dice away doesn't count as modification) and Emperor Palpatine (unless OmegaL's locked onto the ship Palp is on). This lets OmegaL win versus virtually any pilot - even Aces at much higher PS! - as his ability combined with Juke removes an evade result every turn. Plus he's on average ten points cheaper than most Aces, making him a cheap go-to answer for lists needing anti-Ace tech. This 1v1 reputation makes him a high-priority target, however, and because he can only shut down one pilot he's vulnerable to being focused down.

RANK A

Zeta Leader (1.8%)

Predator (23)

Crack Shot (21)

Wired (21)

In the same ability-space as the offense-boosting TIE/LNs, ZetaL stands out above thanks to durability and his ability not being conditional on the enemy's status, but on his own: Take a stress during combat if unstressed, roll an extra attack die. Combined with the /FO's solid greens it makes him an excellent choice for adding more attack power on a budget. A lot of folks use Wired, but it never seems to come through for me personally.

RANK B

Omega Squadron Pilot (1.8%)

Crack Shot (18)

OmegaP, for 3 points more than a BSP, gives +1 Shield - a good tradeoff? Kinda not, as you can only fit 3 CrackOmegas in the same space as 4 CrackBlacks, and that extra damage and CS adds up. Most Crack Shot lists actually mix the two together, with 2-3 Blacks and 2-3 OmegaPs backed up by Howlrunner, leveraging the OmegaP's greater survivability with the BSP's cheapness.

RANK C

Epsilon Ace (.3%)

17

EpsilonA is an interesting pilot: As long as he's got no damage cards, he's PS12. With the /FO's dial and barrel roll, it's usually not to hard to stay out of arc - the problem is that he's got no EPT and without that he's just rolling two dice.

Epsilon Leader (.1%)

EpsilonL is the EPT Wingman on steroids, removing Stress at the start of combat from each ship in Range 1 (including himself). Youngster Rage comes to mind as a possible combo, and he's excellent anti-Stresshog tech. However, the lack of an EPT and his middling PS makes it hard to use him by himself - he's strictly a combo and support pilot.

Epsilon Squad Pilot (.4%)

ESP is a filler/blocker on the same order as an Academy Pilot, but what it gains in toughness it loses in budget - at the same price as a CrackBlack it's hard to justify an ESP.

Omega Ace (.1%)

Push The Limit, TIE Engines Mk II (24)

OmegaA... seems good on first glance, particularly when paired with PTL. No worries about rolling dice, just crits all day every day? However, he is essentially an actionless ship restricted to the /FO's (admittedly good) greens, and unlike ZetaL can't barrel roll for arc dodging or spend focus on defense. If your dice hate you, this isn't a bad ship to take, but there are better options for luckier players.

Zeta Ace (0%)

Crack Shot (19)

When viewed properly, ZetaA is a straight upgrade to the Omega generic: +1 PS and an interesting (if situational) ability that could get him out of danger. ZetaA isn't used, however, because 3 BSPs and 2 Omegas fit perfectly in a list with Howlrunner. Still ,for one point more than an Omega he's a possible fit into a weirdly rounded list, and he has potential.

Zeta Squadron Pilot (0%)

All the problems of the OSP in the current meta, at three points more - when there are a LOT of competitive TIES fighting for that points value. Give ZSP a pass, just like everyone else does.

Edited by iamfanboy

+3 points for +1 shield?

Does the sexy dial not exist?

with systems officer now spoiled, one could argue for Omega Ace's 'revival'* (*not sure you can revive someone that was never played) shuttle + Officerx2 (fleet & system) to immediately trigger his ability. Also with VI and Comms relay, you now have a PS9 (essentially) 2/3/3/2 ship and the one shield is regenerative.

also at 26 points, i feel as if O Leader should easily be SS, the ability to remove mod reliant aces is amazing, and cannot be understated. OL Single Handedly** brought down brobots in my SC victory. (** other than maybe two or three shields)

Edited by Panic 217

The tier list goes by overall %use apparently

Not actually a direct indication of power as much as an indirect indication of power via popularity

IMO, nothing's bringing Omega A anywhere near the limelight. Simple fact is he costs the same as Zeta L

Zeta Leader looks definitely like an A to me. Ps7, terrific dial, solid durability, and an open EPT slot.

Zeta Ace is in no way an F. Omega Squadron Pilots are B, and Zeta Ace is identical except for 1 point more, one more PS, and a cool ability. They are simply not different enough to merit this difference in ranking.

Edited by Biophysical

Going by the definition laid forth in the op, there's reason to label Zeta A an F

Course we don't have to agree (or with the merits of tier lists in general) but it is nicely laid out

Zeta Leader looks definitely like an A to me. Ps7, terrific dial, solid durability, and an open EPT slot.

Zeta Leader is in no way an F. Omega Squadron Pilots are B, and Zeta Ace is identical except for 1 point more, one more PS, and a cool ability. They are simply not different enough to merit this difference in ranking.

Different enough that nobody uses Zeta Ace, and people use Omega Squads, apparently. You may think certain things about a pilot, but the meta as a whole will support that thinking or it won't; And the meta is usually right.

The meta isn't particularly right

The moment someone comes along and upends it, like heaver's done a few times in a row, really shows that it's nothing to be limited by

Far more useful to look at zeta A as an upgrade over Omega S in competition with crackshot. That comparison is far more illuminating than just going by what people believe to be worth using

Zeta Leader looks definitely like an A to me. Ps7, terrific dial, solid durability, and an open EPT slot.

Zeta Leader is in no way an F. Omega Squadron Pilots are B, and Zeta Ace is identical except for 1 point more, one more PS, and a cool ability. They are simply not different enough to merit this difference in ranking.

Different enough that nobody uses Zeta Ace, and people use Omega Squads, apparently. You may think certain things about a pilot, but the meta as a whole will support that thinking or it won't; And the meta is usually right.
Edited by Biophysical

No word of a lie, Zeta Leader is my favourite /fo. OL is better, of course, but Zeta's low cost lets him slip easily into lots of builds. Give that boy crackshot and he only comes in 3pts more expensive than a crack-omega, yet he gets +3 PS and an extra red die on attack.

The meta isn't particularly right

The moment someone comes along and upends it, like heaver's done a few times in a row, really shows that it's nothing to be limited by

Far more useful to look at zeta A as an upgrade over Omega S in competition with crackshot. That comparison is far more illuminating than just going by what people believe to be worth using

So I was going into my binder to pull out the Zeta Ace card, and I spotted something:

It IS a 'may' ability. I must confess, in my testing before rejecting it I was using it as a "must". My mistake! So for 1 point more, it gets the barrel roll OPTION and wins the PS war against PS4 generics. That... isn't terrible. I can see why it isn't used to mix it up a bit, as Howlrunner+3 Crackblacks+2 CrackOmegas is exactly 100 points, but it's not BROKEN per se.

And it looks like enough people agree with my gut instinct that ZetaL belongs in Rank A.

As far as OmegaL being Rank SS...

Well, I'm establishing my baseline SS Rank as using up 10%+ of a faction's total points. At the height of Whisper's popularity, before the Phantom nerf, he was close to 25% of Imperial ships used, with the Decimator beating him in use because it was the only thing that COULD beat him.

OmegaL may be unbeatable one on one, but he's very killable by massed fire - heck, I lost one to a large base boosted Dengar turn 1.

Somehow can't think of deploying named TIE/fo without Comms, because of how it's essentially a "free shield" that can potentially even get back.

I like my Zeta Leader with Cool Hand and either Tech. He's kind of a special case where Weapons Guidance actually makes a lot of sense because of the synergy with innate Stress+Cool Hand (free focus). Kind of like an imperial Glitterstim.

Comms is like r2d2

Don't matter how good it is if the bearer is made of paper/hits like a wet noodle

Omega L exploits it to the max, the others just get a bit better with it

Edited by ficklegreendice

Comms is like r2d2

Don't matter how good it is if the bearer is made of paper/hits like a wet noodle

Comms gives you the extra shield before you start taking damage, D2 gives it to you the turn after you start taking damage, theres a big difference.

Not much of a difference when the dice crap out and you explode regardless

3 points is a lot and it's not worth it on a ship that won't make the most of it.

Edited by ficklegreendice

Comms is like r2d2

Don't matter how good it is if the bearer is made of paper/hits like a wet noodle

Comms gives you the extra shield before you start taking damage, D2 gives it to you the turn after you start taking damage, theres a big difference.

Comms also helps avoid being hit at all, which will be huge when Ion Cannons and Tractor Beams get more common.

with systems officer now spoiled, one could argue for Omega Ace's 'revival'* (*not sure you can revive someone that was never played) shuttle + Officerx2 (fleet & system) to immediately trigger his ability. Also with VI and Comms relay, you now have a PS9 (essentially) 2/3/3/2 ship and the one shield is regenerative.

also at 26 points, i feel as if O Leader should easily be SS, the ability to remove mod reliant aces is amazing, and cannot be understated. OL Single Handedly** brought down brobots in my SC victory. (** other than maybe two or three shields)

Omega L is an A at best. His usefulness drops exponentially the more ships he's up against and he has a two dice primary that he can't reroll with his TL if he wants to use his ability. He's a good ship but hardly game altering.

For 26 points, you won't find more game altering than omega L

For 26 points, you won't find more game altering than omega L

Well, there IS Wampa, the Stresshog, N'Dru with Lone Wolf, Clusters, GC, and Glitterstim...

But yeah, he is that good. I love him because he messes with target priority - in a list with Wampa, OL, ZL, and Palpshuttle, which do you shoot first? Is he broken good? I don't think so. Unlike Whisper, whose only potential counter was a PWT, all it takes is enough focused fire to down OmegaL.

I AM not sure about whether he's Rank A or S - as far as usage goes (6-7% of total ships) he's in potential Rank S territory, but he does have a number of weaknesses, has only basic arc-dodging when facing a swarm list, and he IS a well-known quantity with only a Mod slot free. On the other hand, he's super-cheap for what he does, is more versatile than I gave him credit for, and it's not like he can't focus down one target after another.

I completely disagree on Omega Ace, having flying it successfully several times. An actionless ship? It's a PTL ship, and you don't plan on using his ability every single turn. In fact, you only care for his ability once the enemy shields are down. So you can easily start by barrel rolling into position and pushing for TL, then barrel rolling again next turn and see if focusing takes you anywhere.

But where it shines is mid- to late game. I once had Omega Ace single-shot kills a shieldless Y-Wing by shooting at range 1 and revealing two Direct Hits. Lucky? Yes, but how many ships can threaten up to 6 damage to low-agility ships without even rolling the dice? And even if no Direct Hits are involved, a range-1 OA has 62.5% of leaving an Y-Wing with 3 face-up damage cards, 100% of leaving it with 2. That's still crippling.

You just have to bring it into the thick of battle, then maneuvering into range 1 without bumping, then you PTL and that's it, the trick is done. The only reason is not used more is because OL exists, and I suspect because you need to learn to use it properly, and it's easy to dismiss on paper. I think it's on the same level as Zeta Leader, with higher peaks of efficiency, a slightly inferior average, compensated by being a PTL ship with a good range of actions and excellent dial.

I don't get Epsilon Ace, instead. It's sort of a joke to me, or maybe a lesson: he's always the highest PS on board... and he does nothing, because you can't upgrade him. He'll reposition last, but pointlessly. He'll shoot first, but poorly. He doesn't combo with anything, is not supported by anything. It's an F, in my opinion.

Edited by Kumagoro

Epsilon Ace is....mostly just there to annoy people with Darth Vader, I think. He's not bad, given how cheap he is, but not exactly game altering.

Epsilon Leader..... great ability, but in a pure First Order squad there isn't really the means to take advantage of it yet. His ability doesn't trigger in time to let you get actions after segnor loops, triggers too early to help Zeta Leader (unless you want to take him with Push The Limit which seems like a fragile combo to spread across two TIE fighters), and a TIE/fo has no real trouble shedding stress in the next maneuver phase.

I think you're right about the Systems Officer. Omega Ace and Omega Leader both want to pick up Target Locks early and ideally as free bonuses. A TIE shuttle, or Lambda, with Fleet/Systems Officers aboard can provide these 'on spec' and let Omega Ace use his native action to barrel roll, lining up the shot, or evade, to make sure he can survive return fire.

I'm hoping for an Upsilon shuttle for First Order completeness, but I might try it with the current version.

Eps Ace is alright for a gimmicky Decoy Phantom build or as filler (though why not Night Beast/Dark Curse/Backstabber instead?), but that's about all I'd use him for.

Epsilon Ace is a powerful support ship for Vessery. He gets a guaranteed Target Lock that opening round of combat to start triggering Vessery as early as possible.

Epsilon Ace is a powerful support ship for Vessery. He gets a guaranteed Target Lock that opening round of combat to start triggering Vessery as early as possible.

What does moving last and shooting first have to do with acquiring a target lock for Vessery's sake? If anything, it's preferable to acquire a TL with a ship that'll shot AFTER Vessery, this way that ship will be able to actually spend the TL rather than just keeping it alive for him.

Epsilon Ace is a powerful support ship for Vessery. He gets a guaranteed Target Lock that opening round of combat to start triggering Vessery as early as possible.

What does moving last and shooting first have to do with acquiring a target lock for Vessery's sake? If anything, it's preferable to acquire a TL with a ship that'll shot AFTER Vessery, this way that ship will be able to actually spend the TL rather than just keeping it alive for him.

He makes sure that you have a lock on the first exchange, and for the first exchange and all other exhanges, he doesn't telegraph where that lock will be. Epsilon Ace is a not-terrible source of Phantom insurance in his own right, as well.