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