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 INTERCEPTOR
The TIE/IN is the TIE/LN turned up to the max - maneuverable, deadly, and fragile. It commands about 13% of usage from players that make the cut, and almost all of that is concentrated in one pilot, Soontir Fel. Using one means trying to arc-dodge most attacks, which is helped by the fact that many of its pilots can take PTL, and those can also take Royal Guard TIE title to add Autothrusters and another modification. However, the lesser pilots are all in the shadow of Baron Fel who can do what they can do but far better.
RANK S
Soontir Fel (10%)
Push the Limit, Royal Guard TIE, Autothrusters, Stealth Device (35)
Push the Limit, Royal Guard TIE, Autothrusters, Targeting Computer (34)
Soontir Fel is one of the top Imperial pilots because he is highly maneuverable, his ability turns a negative (Stress) into a positive (Focus), has Pilot Skill 9 natively, and when PTL is added to him has a total of 3 actions every turn - when paired with the great greens of the TIE/In the stress is no downside at all. When he needs to arc-dodge, Barrel+Boost can get him out of trouble; if he needs to turtle up, he can Focus+Evade+Focus and it's nearly impossible to wound him through that. That being said, his negatives are that he HAS to take PTL as his EPT and is reliant on agility and arc dodging to defend his 3 HP - which usually means bringing along Emperor Palpatine to ease dice problems. Also, he's a well-known and feared quantity, which means that anti-Soontir tech (PS8-9+VI, Darth Vader crew, Wampa+Palpatine, Connor Nets, Blount to knock off SD, Oicunn, Autoblaster Turret) are common sights at tournaments.
RANK A
Carnor Jax (2%)
Push the Limit, Royal Guard TIE, Autothrusters, Stealth Device (34)
Carnor Jax stands out from the other Interceptors because of his ability to shut down tokens. His "bubble of suck" hurts alpha strike lists dependent on Deadeye to get their first launch away, and as the threat of that rises people are finding other creative ways to include Carnor into lists.
RANK B
Turr Phenirr (.7%)
Veteran Instincts, Royal Guard TIE, Autothrusters, Targeting Computer (30)
Turr has excellent action economy, piloted well. His after-firing barrel/boost combined with VI makes him a fearsome jouster that can turn what would be a simple exchange of fire into a situation where Turr did damage, his enemy did not. With Initiative bids, this becomes even more deadly - he fires first, then rolls out of the way, denying an answering shot, though this is complicated by the fact that with init Turr also MOVED first, meaning he might be arc dodged in this miracle situation...
RANK C
Alpha Squadron Pilot (.1%)
Autothrusters (20)
You can fit 5 Alphas into a single list, which is the most you can say about the basic TIE/IN. It's pretty good when stacked up against its fellow jousters, but the game is no longer about raw jousting stats.
Kir Kanos (0%)
Kir Kanos is just on the borderline of being bad: he spends an Evade (which if he still has he probably doesn't need given his medium PS) to add a Hit result to the attack roll. But with no EPT he can't take PTL, which prevents him from adding a Focus to his offense, and although he CAN take RGT there's nothing there to really help him boost his offense either.
Royal Guard Pilot (.2%)
Push the Limit, Royal Guard TIE, Autothrusters, Hull Upgrade (30)
So these guys are usually used as Soontir-lites when they're used at all, as the highest PS generic in the game - or when someone wants a 'fluffy' list of all TIE/INs but doesn't want to suck. However, they still lose to a lot of named pilots, and once again, the Soontir problem creeps up: Why not use the best if you have him available?
RANK F
Avenger Squadron Pilot (0%)
Avenger's problem is pretty simple: if you want a generic TIE/IN, you can either spend the same amount and get an AT-equipped Alpha, or spend 2 points more and get a Royal Guard TIE with the title and an EPT. It's not good.
"Fel's Wrath" (0%)
Fel's Wrath is named as the archetypical Rank F pilot for a reason: he can only use his ability after dying, assuming he even has anyone in arc. No EPT? No RGT? NTY.
Lieutenant Lorrir (0%)
The problem with all of the named TIE/IN pilots is the same: they're not Soontir Fel, and if they're not Fel what are they bringing to the table? Lorrir gets to use the 1-bank for barrel rolls at the cost of a Stress: in a one-on-one, equal PS straight joust that'd be to Lorrir's advantage but in a real game? Not so much. The lack of EPT and being below PS6 so he can't take RGT title cements him as sub-par.
Saber Squadron Pilot (0%)
Straight obsoleted by Royal Guard Pilot. EPT, yes, but for one point more getting access to a double-modification and 2 more PS? It's a no brainer, pick the RGP every time.
Tetran Kowell (0%)
So, Tetran's ability lets him modify his dial - as long as it's a K-turn, and only in increments of 1, 3, or 5. The problem is that TIE/INs want PTL, and his ability does not mesh even slightly with PTL. On another ship (like the Defender) he'd be awesome, but a TIE/IN? Not so much.
Frankly, I feel like Tetran and Lorrir should be in Rank F too. There's literally no situation where they are any good, and their abilities are downright detrimental to them - the only reason a TIE/In should take stress is for PTL or if being shot at by a stresshog.