8 years ago
Mostly-Objective Ship-by-Ship Analysis
This guide is not meant to be a "Top 10" or a "Use these ships together for insta-win". Instead, it seeks to explore abilities, damage potential, utility options, and synergistic combos to help you get started thinking about who to use, when to use them, and how to use them. Hopefully this slightly subjective, yet mostly objective, look at the ships available will get your creative juices flowing so you can build a fleet of which you can be proud.
ALL VALUES PRESENTED ARE WITH ALL RELEVANT ASPECTS MAXED (max gear and 6 tier 5 level 15 mods on pilots, and max abilities, level 85, and 7* for both pilot and ship). Values are also natural - no buffs, no debuffs, no coconuts. Additionally, they are calculated for single-target only. Any AOEs, multi-attacks, or assists had their bonus damage values left out because they would distort the comparison. Lower level results WILL vary, primarily based on any gearing and rarity differential between pilots.
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Ahsoka Tano's Jedi Starfighter
Biggs Darklighter's X-wing
Bistan's U-wing
Clone Sergeant's ARC-170
First Order TIE Fighter
Geonosian Soldier's Starfighter
Geonosian Spy's Starfighter
Imperial TIE Fighter
Jedi Consular's Starfighter
ALL VALUES PRESENTED ARE WITH ALL RELEVANT ASPECTS MAXED (max gear and 6 tier 5 level 15 mods on pilots, and max abilities, level 85, and 7* for both pilot and ship). Values are also natural - no buffs, no debuffs, no coconuts. Additionally, they are calculated for single-target only. Any AOEs, multi-attacks, or assists had their bonus damage values left out because they would distort the comparison. Lower level results WILL vary, primarily based on any gearing and rarity differential between pilots.
Ship Name
Ability Name (damage value at max level and max stats):
Ability Name (damage value at max level and max stats):
Ability Name (damage value at max level and max stats):
Total Health Rank: Health and protection combined
Speed Rank: Because speed is very important and we cannot (yet) mod our speed
Utility: One or two tags that describe the primary focus of the ship's kit
Reinforcements: Should you use this ship in your starting lineup or as a reinforcement?
Synergies: With whom should you use this ship to achieve maximum potential performance?
Gear: Amount of (significant) gear to take your pilot from "naked" to "maxed"
Shards: Number of locations in which you can acquire the pilot's shards
Overall Access to Max Stats: This is an attempt to compare the accessibility of max stats across all pilots. It includes expected number of shards gained per day if farming for the pilot as well as a rough average on the time it would take to farm all the gear from the ground up. This is meant to be a rough guideline to see if your "dream team" will be reaching its max stats before, after, or around the same time as other fleets. The higher the number, the easier it is to reach max stats.
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Spoiler
Reflexive Shot (26,535): Ahsoka has one of the lowest effective health pools. However, her basic has a 70% chance to gain Evasion Up for 2 turns to help increase her survivability. She also has the 6th highest basic damage, so even when her high-powered dispel is on cooldown she'll still be pumping out decent damage.
Shut Down (45,925): As the only guaranteed dispel right now (Fives and Vader both require a target lock), this ability is crucial to bypassing taunts, especially when Mace uses his ultimate on a taunt while you have Geonosian Soldier out (to prevent a turn loop). Although on a 3 turn cooldown, it can be reset if the enemy reinforcements. While the AI doesn't always reinforce right away, using it shortly after you kill an enemy will often result in cooldown shorter than 3 turns. This enables Ahsoka to put out just a little more damage.
Turnabout: This ability recovers 80% protection, which sounds nice, but at only 19k protection that amounts to a measly 16k life; this makes the heal very weak. The primary benefit of the heal is that she can cleanse DoTs, target locks, and other nasty debuffs. It is also one of the only means of applying Offense Up currently.
Reinforcement: Ahsoka can work as a reinforcement, bringing in a mid or late battle push in damage. However, her cleanse is most useful up front so you can bypass the enemy taunts and blow up their attackers quickly.
Synergies: Ahsoka has no specific tags in her abilities, and with taunts being commonplace, she looks for no one in particular and is sought after by most everyone.
Ahsoka Tano
Reflexive Shot (26,535): Ahsoka has one of the lowest effective health pools. However, her basic has a 70% chance to gain Evasion Up for 2 turns to help increase her survivability. She also has the 6th highest basic damage, so even when her high-powered dispel is on cooldown she'll still be pumping out decent damage.
Shut Down (45,925): As the only guaranteed dispel right now (Fives and Vader both require a target lock), this ability is crucial to bypassing taunts, especially when Mace uses his ultimate on a taunt while you have Geonosian Soldier out (to prevent a turn loop). Although on a 3 turn cooldown, it can be reset if the enemy reinforcements. While the AI doesn't always reinforce right away, using it shortly after you kill an enemy will often result in cooldown shorter than 3 turns. This enables Ahsoka to put out just a little more damage.
Turnabout: This ability recovers 80% protection, which sounds nice, but at only 19k protection that amounts to a measly 16k life; this makes the heal very weak. The primary benefit of the heal is that she can cleanse DoTs, target locks, and other nasty debuffs. It is also one of the only means of applying Offense Up currently.
- Total Health Rank: 15th (92,880)
- Speed Rank: 5th (182)
- Utility: Dispel
Reinforcement: Ahsoka can work as a reinforcement, bringing in a mid or late battle push in damage. However, her cleanse is most useful up front so you can bypass the enemy taunts and blow up their attackers quickly.
Synergies: Ahsoka has no specific tags in her abilities, and with taunts being commonplace, she looks for no one in particular and is sought after by most everyone.
Ahsoka Tano
- Gear: 965 Purple, 440 Gold, 3 Raid
- Shards: 2 Hard Nodes, Cantina Shipments
- Overall Access to Max Stats: 5.33/10
Spoiler
Hit the Mark (21,517): Since his unique triggers on a special, giving Biggs advantage to guarantee he crits is a nice way to activate his taunt and let him do his job. Ackbar's Seize the Advantage and reinforcement bonuses work great with Biggs; the U-Wing's crew unique is the only other method of gaining Advantage right now.
Daring Assault: Biggs recovers 17,817 protection and taunts whenever a target lock lands. Using multiple ships with target locking potential increases Biggs' survivability and his usefulness. A nice bonus is that target locking someone who's already target locked will still trigger this effect.
Academy Maneuver (32,199+assist): Again, Biggs wants to working ships that provide target locks. This special has pretty poor damage for an ability on a cooldown, so you really want to get the assist from hitting a target lock if you can.
Reinforcement: Biggs is great as a reinforcement for Ackbar because he gains Advantage; attack with his basic (which the AI never does on defense) and you've got yourself an instant taunt as a back-up play. If you're not running Ackbar, you have Vader, or you plan on starting the fight with Ackbar's Seize the Advantage, then Biggs can do well as a starting ship.
Synergies: Biggs wants target locks desperately; without them he has no heal and no taunt. If you aren't running ships that can reliably target lock (Vader, Fives, and Bistan being the only guaranteed target locks), you should either pick one up or consider dropping Biggs.
Biggs Darklighter
Hit the Mark (21,517): Since his unique triggers on a special, giving Biggs advantage to guarantee he crits is a nice way to activate his taunt and let him do his job. Ackbar's Seize the Advantage and reinforcement bonuses work great with Biggs; the U-Wing's crew unique is the only other method of gaining Advantage right now.
Daring Assault: Biggs recovers 17,817 protection and taunts whenever a target lock lands. Using multiple ships with target locking potential increases Biggs' survivability and his usefulness. A nice bonus is that target locking someone who's already target locked will still trigger this effect.
Academy Maneuver (32,199+assist): Again, Biggs wants to working ships that provide target locks. This special has pretty poor damage for an ability on a cooldown, so you really want to get the assist from hitting a target lock if you can.
- Total Health Rank: 5th (122,748)
- Speed Rank: 10th (167)
- Utility: Taunt
Reinforcement: Biggs is great as a reinforcement for Ackbar because he gains Advantage; attack with his basic (which the AI never does on defense) and you've got yourself an instant taunt as a back-up play. If you're not running Ackbar, you have Vader, or you plan on starting the fight with Ackbar's Seize the Advantage, then Biggs can do well as a starting ship.
Synergies: Biggs wants target locks desperately; without them he has no heal and no taunt. If you aren't running ships that can reliably target lock (Vader, Fives, and Bistan being the only guaranteed target locks), you should either pick one up or consider dropping Biggs.
Biggs Darklighter
- Gear: 1230 Purple, 0 Gold, 3 Raid
- Shards: 1 hard node, Cantina (10 energy), Galactic War Shipments
- Overall Access to Max Stats: 5.83/10
Spoiler
Opening Move (26,666): Although this ability does over 26k damage, Bistan's average damage output is only going to be around 18k because the primary reason to use him is his irresistible target lock, which is on a 3 turn cooldown. On the plus side, though, he can't be evaded while stealthed, which is all the time if using his target lock constantly. Additionally, while stealthed Bistan deals true damage, ignoring the enemy's armor. This makes his attacks do the same damage as attacks over 30k damage. He is a great counter to Sun Fac's 61% damage reduction while taunting (it would take an attack of almost 68k damage to achieve the same 26k true damage through Sun Fac's taunt).
Tactical Comms: Killing enemies doesn't happen super often (only up to 9 times in one battle, one of which doesn't count because it ends the fight), and on top of that 19% is a pretty inconsequential amount of turn meter to be giving when it's so infrequent. This benefit is marginal, even when Bistan also gains turn meter.
Scouting Mission: This is a solid reason to run the U-Wing. It is currently one of the only four sources of irresistible target locks in the game (Vader, Fives, and Cassian are the other two). Additionally, it grants stealth, keeping Bistan out of the line of fire and enabling his true damage.
Assault Plan: This is the primary reason to run the ship. Granting 20% turn meter to a random ally (important note is it isn't "other ally"; rather, the ship applying the target lock can also get the turn meter and Advantage) on each target lock is a great way to speed up a target lock fleet. Additionally, granting Advantage is an easy way to boost damage output. This is the machine that helps target lock fleets speed along nicely.
Reinforcements: Bistan can do fine as a reinforcement, but he doesn't benefit from any of the reinforcement bonuses. True damage can't crit, so unless you open with his basic instead of his target lock/stealth you lose out on that bonus damage. His target lock is irresistible so he doesn't need potency. And Valor benefits Mace, not Bistan. He's better suited to the starting lineup where he can target lock out of the gate for bonuses to his allies.
Synergies: Although Bistan is a Rebel and one of his abilities references Rebels, he doesn't really need to be with them. He's a solid substitute for Fives, provided you have another tank to fill in. He would prefer to be in a target locking fleet to best utilize his Assault Plan ability.
Bistan
Scarif Rebel Pathfinder
Overall Access to Max Stats: 2.23/10
Opening Move (26,666): Although this ability does over 26k damage, Bistan's average damage output is only going to be around 18k because the primary reason to use him is his irresistible target lock, which is on a 3 turn cooldown. On the plus side, though, he can't be evaded while stealthed, which is all the time if using his target lock constantly. Additionally, while stealthed Bistan deals true damage, ignoring the enemy's armor. This makes his attacks do the same damage as attacks over 30k damage. He is a great counter to Sun Fac's 61% damage reduction while taunting (it would take an attack of almost 68k damage to achieve the same 26k true damage through Sun Fac's taunt).
Tactical Comms: Killing enemies doesn't happen super often (only up to 9 times in one battle, one of which doesn't count because it ends the fight), and on top of that 19% is a pretty inconsequential amount of turn meter to be giving when it's so infrequent. This benefit is marginal, even when Bistan also gains turn meter.
Scouting Mission: This is a solid reason to run the U-Wing. It is currently one of the only four sources of irresistible target locks in the game (Vader, Fives, and Cassian are the other two). Additionally, it grants stealth, keeping Bistan out of the line of fire and enabling his true damage.
Assault Plan: This is the primary reason to run the ship. Granting 20% turn meter to a random ally (important note is it isn't "other ally"; rather, the ship applying the target lock can also get the turn meter and Advantage) on each target lock is a great way to speed up a target lock fleet. Additionally, granting Advantage is an easy way to boost damage output. This is the machine that helps target lock fleets speed along nicely.
- Total Health Rank: 11th (103,729)
- Speed Rank: 7th (175)
- Utility: Irresistible target lock, turn meter manipulation
Reinforcements: Bistan can do fine as a reinforcement, but he doesn't benefit from any of the reinforcement bonuses. True damage can't crit, so unless you open with his basic instead of his target lock/stealth you lose out on that bonus damage. His target lock is irresistible so he doesn't need potency. And Valor benefits Mace, not Bistan. He's better suited to the starting lineup where he can target lock out of the gate for bonuses to his allies.
Synergies: Although Bistan is a Rebel and one of his abilities references Rebels, he doesn't really need to be with them. He's a solid substitute for Fives, provided you have another tank to fill in. He would prefer to be in a target locking fleet to best utilize his Assault Plan ability.
Bistan
- Gear: 1650 Purple, 330 Gold, 2 Raid
- Shards: 2 Hard Nodes, Fleet Shipments
Scarif Rebel Pathfinder
- Gear: 1290 Purple, 220 Gold, 3 Raid
- Shards: 3 Hard Nodes, Cantina (8 energy), Fleet Shipments
Overall Access to Max Stats: 2.23/10
Spoiler
Wing Cannons (22,181): Although his basic hits for relatively low damage, he has a chance to create a target lock, which benefits his crew ability. Since he's usually used in Republic fleets, the added source of target locks is nice because they don't have many (outside of Mace's basic and Fives' 5 turn cooldown).
Overcharge: This ability keeps Sarge in the fight and gives him some teeth. Every 4th turn he recovers 31,628 protection and gets 50% increased damage on his special and one hit from his basic.
Torpedo Strike (34,759): With his basic possibly creating a target lock, this is a nice punch every 3rd turn. If this comes up in rotation when he has a target lock present, you get bonus damage. If it doesn't, it's still a solid chunk of damage considering he's a tank. If you're dueling, make sure this ability is used while you have offense up to help guarantee the victory.
Reinforcements: Clone Sergeant can play either side of the line. He has the most health, so he can withstand a lot of punishment at the start of a fight. He can also come in late in the battle when the enemy doesn't have all their best damage around, keeping him alive longer and giving him more opportunities to use his special and crew abilities.
Synergies: Clone Sergeant is a tank without a taunt. This is okay late game because he trades the lack of a self-taunt for damage and protection recovery. However, early game he wants to see a taunt over his head, so he's looking to pair up with Plo Koon and/or Mace Windu. Those are the only two who can drop a taunt on him. He wouldn't mind playing some shenanigans with Maul's Retribution buff either, especially if he has a chance to activate his Offense Up first.
Clone Sergeant - Phase 1
Wing Cannons (22,181): Although his basic hits for relatively low damage, he has a chance to create a target lock, which benefits his crew ability. Since he's usually used in Republic fleets, the added source of target locks is nice because they don't have many (outside of Mace's basic and Fives' 5 turn cooldown).
Overcharge: This ability keeps Sarge in the fight and gives him some teeth. Every 4th turn he recovers 31,628 protection and gets 50% increased damage on his special and one hit from his basic.
Torpedo Strike (34,759): With his basic possibly creating a target lock, this is a nice punch every 3rd turn. If this comes up in rotation when he has a target lock present, you get bonus damage. If it doesn't, it's still a solid chunk of damage considering he's a tank. If you're dueling, make sure this ability is used while you have offense up to help guarantee the victory.
- Total Health Rank: 1st (150,052)
- Speed Rank: 20th (141)
- Utility: High health
Reinforcements: Clone Sergeant can play either side of the line. He has the most health, so he can withstand a lot of punishment at the start of a fight. He can also come in late in the battle when the enemy doesn't have all their best damage around, keeping him alive longer and giving him more opportunities to use his special and crew abilities.
Synergies: Clone Sergeant is a tank without a taunt. This is okay late game because he trades the lack of a self-taunt for damage and protection recovery. However, early game he wants to see a taunt over his head, so he's looking to pair up with Plo Koon and/or Mace Windu. Those are the only two who can drop a taunt on him. He wouldn't mind playing some shenanigans with Maul's Retribution buff either, especially if he has a chance to activate his Offense Up first.
Clone Sergeant - Phase 1
- Gear: 1160 Purple, 330 Gold, 4 Raid
- Shards: 3 Hard Nodes
- Overall Access to Max Stats: 2.95/10
Spoiler
Target Acquired (24,284): As one of 3 ships with multi-attack basics (Falcon and Slave 1) and the ability to apply target lock on each hit, FOTP can land some solid damage on his basic. Ideally his proc chance on both effects would be higher, but even so he has a 66% chance to land his target lock (sticking it through tenacity is another animal).
Relentless Pursuit: If FOTP is flying in a fleet that hands out target locks frequently so that this can activate on every allied turn, FOTP will double his speed (82.5% TM gain outside his turn and 16.5% TM gain on his turn), which is already the 3rd fastest in the game. He doesn't have the most health, but if you can keep him hidden behind a taunt, he will activate twice as often as the enemy.
Strafe (47,114): This ability is almost broken. No other ship in the game can do an average damage of 47k each turn (natural/unbuffed). Add to the non-existent cooldown the fact that FOTP activates twice as often as your enemy and you are doing almost 100k damage (unbuffed, pre-armor) for each round the enemy takes (when most ships are around 30-35k natural). Out of a single ship.
Reinforcements: This guy wants to see the bulk of the action. While he can work as a nice backup punch, he is best used in the beginning where he can start flexing his speed and abusing his unique and crew abilities for as long as possible.
Synergies: Get this man some target locks and a drink. He'll earn it. If you're not running a target lock-heavy fleet, though, abandon this guy (or at least abandon any hopes of seeing his best results). He does not benefit from Tarkin's or Vader's Empire bonuses, but he wants to be joined to Vader's hip for the target locks; since Vader obeys Tarkin's orders, FOTP is best used along with Vader under a Tarkin lead. He can certainly be viable elsewhere, but you absolutely must have constant target locks on at least 1-2 enemies if you want to see FOTP's true potential.
First Order TIE Pilot
Target Acquired (24,284): As one of 3 ships with multi-attack basics (Falcon and Slave 1) and the ability to apply target lock on each hit, FOTP can land some solid damage on his basic. Ideally his proc chance on both effects would be higher, but even so he has a 66% chance to land his target lock (sticking it through tenacity is another animal).
Relentless Pursuit: If FOTP is flying in a fleet that hands out target locks frequently so that this can activate on every allied turn, FOTP will double his speed (82.5% TM gain outside his turn and 16.5% TM gain on his turn), which is already the 3rd fastest in the game. He doesn't have the most health, but if you can keep him hidden behind a taunt, he will activate twice as often as the enemy.
Strafe (47,114): This ability is almost broken. No other ship in the game can do an average damage of 47k each turn (natural/unbuffed). Add to the non-existent cooldown the fact that FOTP activates twice as often as your enemy and you are doing almost 100k damage (unbuffed, pre-armor) for each round the enemy takes (when most ships are around 30-35k natural). Out of a single ship.
- Total Health Rank: 17th (92,057)
- Speed Rank: 3rd (188)
- Utility: Speed, sustained damage
Reinforcements: This guy wants to see the bulk of the action. While he can work as a nice backup punch, he is best used in the beginning where he can start flexing his speed and abusing his unique and crew abilities for as long as possible.
Synergies: Get this man some target locks and a drink. He'll earn it. If you're not running a target lock-heavy fleet, though, abandon this guy (or at least abandon any hopes of seeing his best results). He does not benefit from Tarkin's or Vader's Empire bonuses, but he wants to be joined to Vader's hip for the target locks; since Vader obeys Tarkin's orders, FOTP is best used along with Vader under a Tarkin lead. He can certainly be viable elsewhere, but you absolutely must have constant target locks on at least 1-2 enemies if you want to see FOTP's true potential.
First Order TIE Pilot
- Gear: 1010 Purple, 110 Gold, 4 Raid
- Shards: 2 Hard Nodes
- Overall Access to Max Stats: 2.07/10
Spoiler
Front Line (27,067): One of the stronger hitting basic attacks. The bonus turn meter reduction is one of the only forms of manipulating the opponent's turn meter (Vader, Maul, and Resistance Pilot are the others). It is also the only one on a basic that will trigger every time, resulting in consistent reductions, albeit not the highest. The single downside to this is when you're attacking a ship buffed with Mace's ultimate (damage immunity). The target ship takes longer to activate, resulting in bonus damage immunity.
Swarm Aggression: Auto-assist. Cool. The 45% damage reduction reduces the effectiveness of this, but free damage is always welcome and the turn meter reduction on the basic can really help slow down your enemy. If you are fighting Mace, stick Soldier in reinforcements so this doesn't trigger and stick you in a loop fighting against a damage immune taunt.
Separatist Assault (41,221+assist): This crew ability has slightly better-than-average damage and calls a random ally to assist. That bonus 25% damage adds up thanks to the assist, so try to attack a target locked enemy if you can.
Reinforcements: Geonosian Soldier can go anywhere. Ackbar's and Tarkin's reinforcement bonus both work, though Tarkin's will likely be wasted as you use Soldier's crew ability on entry. Mace's ability continues to only help himself, selfish bugger. He also works well as some turn meter reduction and extra attacks from the start.
Synergies: When you first see "double assist chance for Geonosians", you might be tempted to go for all three Geonosians. The problem with this is they are the 3 slowest ships in the game. Pairing Geonosian Soldier with Sun Fac is, however, a decent early-ships option right now, especially if you already have Soldier from early Cantina farming to help get through early stages. He is great in an Ackbar-led assist team, with his entire kit focused around those extra attacks.
Geonosian Soldier
Front Line (27,067): One of the stronger hitting basic attacks. The bonus turn meter reduction is one of the only forms of manipulating the opponent's turn meter (Vader, Maul, and Resistance Pilot are the others). It is also the only one on a basic that will trigger every time, resulting in consistent reductions, albeit not the highest. The single downside to this is when you're attacking a ship buffed with Mace's ultimate (damage immunity). The target ship takes longer to activate, resulting in bonus damage immunity.
Swarm Aggression: Auto-assist. Cool. The 45% damage reduction reduces the effectiveness of this, but free damage is always welcome and the turn meter reduction on the basic can really help slow down your enemy. If you are fighting Mace, stick Soldier in reinforcements so this doesn't trigger and stick you in a loop fighting against a damage immune taunt.
Separatist Assault (41,221+assist): This crew ability has slightly better-than-average damage and calls a random ally to assist. That bonus 25% damage adds up thanks to the assist, so try to attack a target locked enemy if you can.
- Total Health Rank: 12th (101,127)
- Speed Rank: 22nd (137)
- Utility: Assists
Reinforcements: Geonosian Soldier can go anywhere. Ackbar's and Tarkin's reinforcement bonus both work, though Tarkin's will likely be wasted as you use Soldier's crew ability on entry. Mace's ability continues to only help himself, selfish bugger. He also works well as some turn meter reduction and extra attacks from the start.
Synergies: When you first see "double assist chance for Geonosians", you might be tempted to go for all three Geonosians. The problem with this is they are the 3 slowest ships in the game. Pairing Geonosian Soldier with Sun Fac is, however, a decent early-ships option right now, especially if you already have Soldier from early Cantina farming to help get through early stages. He is great in an Ackbar-led assist team, with his entire kit focused around those extra attacks.
Geonosian Soldier
- Gear: 550 Purple, 220 Gold, 2 Raid
- Shards: Cantina (8 energy), Fleet Shipments
- Overall Access to Max Stats: 8.75/10
Spoiler
Undermine (22,920): On the lower end of the damage range for basic attacks, Spy has to be attacking someone with buffs in order for his basic to be relevant. Otherwise he just doesn't do much damage with this attack, especially for being an attacker.
Clandestine Operations: A 20% chance to stealth on being damaged is nice, but Spy doesn't have a lot of health to begin with. He can't afford to have this not trigger more than a couple of times before he's in the red and waiting to die. +35% critical damage helps in pumping out damage, but with only around 30-40% crit chance and no way to increase that, the damage gained isn't significant (40% chance after a 20% chance is an 8% chance to deal 23% additional damage).
Surprise Shot (38,195): Spy has one of the only 2 turn cooldown crew abilities. Being able to attack every other turn sounds amazing. However, the attack itself does only medium damage. Additionally, the nice "wombo-combo" option can only be achieved when combined with Maul AND an active target lock. If there were more ways to generate stealth on multiple allies, this would be far more plausible, but since the stealth only lasts for 2 turns anyway and Spy is slow, you will only get one massive shot off per Maul's stealth usage, which is a 3 turn cooldown. It's a fun way to wreck a tank in one activation, but you can't use it every other turn like this ability's cooldown suggests, and it doesn't always work; when it doesn't, you have a fragile attacker sitting there doing mediocre damage.
Reinforcements: Due to his slow speed, Spy could benefit from being a reinforcement simply so he gets to shoot once before getting blown up. He also benefits from both Advantage (Ackbar) and Potency Up (Tarkin) upon entering the battle. If, however, you're going for the big combo, he probably needs to be in your starting fleet.
Synergies: He has the same health as FOTP but without the damage or good synergy options. Once there are more options for applying stealth to ships, Spy could be extremely valuable since he could pull multiple ships every two turns, producing huge damage spikes. Until that time, though, Spy is too situational. He's looking for Maul, ideally an irresistible target lock, and a fast enough taunt setup that he can live to pull off the combo.
Geonosian Spy
Undermine (22,920): On the lower end of the damage range for basic attacks, Spy has to be attacking someone with buffs in order for his basic to be relevant. Otherwise he just doesn't do much damage with this attack, especially for being an attacker.
Clandestine Operations: A 20% chance to stealth on being damaged is nice, but Spy doesn't have a lot of health to begin with. He can't afford to have this not trigger more than a couple of times before he's in the red and waiting to die. +35% critical damage helps in pumping out damage, but with only around 30-40% crit chance and no way to increase that, the damage gained isn't significant (40% chance after a 20% chance is an 8% chance to deal 23% additional damage).
Surprise Shot (38,195): Spy has one of the only 2 turn cooldown crew abilities. Being able to attack every other turn sounds amazing. However, the attack itself does only medium damage. Additionally, the nice "wombo-combo" option can only be achieved when combined with Maul AND an active target lock. If there were more ways to generate stealth on multiple allies, this would be far more plausible, but since the stealth only lasts for 2 turns anyway and Spy is slow, you will only get one massive shot off per Maul's stealth usage, which is a 3 turn cooldown. It's a fun way to wreck a tank in one activation, but you can't use it every other turn like this ability's cooldown suggests, and it doesn't always work; when it doesn't, you have a fragile attacker sitting there doing mediocre damage.
- Total Health Rank: 13th (93,080)
- Speed Rank: 21st (140)
- Utility: Combo potential
Reinforcements: Due to his slow speed, Spy could benefit from being a reinforcement simply so he gets to shoot once before getting blown up. He also benefits from both Advantage (Ackbar) and Potency Up (Tarkin) upon entering the battle. If, however, you're going for the big combo, he probably needs to be in your starting fleet.
Synergies: He has the same health as FOTP but without the damage or good synergy options. Once there are more options for applying stealth to ships, Spy could be extremely valuable since he could pull multiple ships every two turns, producing huge damage spikes. Until that time, though, Spy is too situational. He's looking for Maul, ideally an irresistible target lock, and a fast enough taunt setup that he can live to pull off the combo.
Geonosian Spy
- Gear: 1550 Purple, 330 Gold, 3 Raid
- Shards: Cantina (10 energy), Fleet Shipments
- Overall Access to Max Stats: 4.11/10
Spoiler
L-s1 Laser Cannon (25,312): A 70% chance to inflict target lock is solid, especially since there's only one chance to dodge the attack (unlike FOTP where the chance is 80% total but two separate attacks that can be dodged).
T-s8 Targeting Computer (37,715): The only source of Foresight so far, this guarantees that TFP's crew ability will trigger at least once, helping to speed up your fleet commander to get better turn meter positioning against your opponent.
Control Thrusters: All ships other than the Imperial TIE Fighter have 2% dodge/deflect chance; the Imperial TIE has 43% each. It might not have shields, but can evade far more frequently; when it does, it helps speed up your capital ship to hopefully gain an advantage on the enemy's capital ship, ideally reaching your ultimate first.
Reinforcements: TFP can really go in either location. Poe's special will almost, but not entirely, kill TFP, so he can go in your starting lineup and live long enough to at least get 1 attack and one dodge activation. If the enemy doesn't have Poe in their starting lineup, TFP can start planting target locks and giving his commander speed from turn 1. TFP also works as a reinforcement, preferring that position if Poe is present. He can also wait in reinforcement with a Vader/Tarkin fleet to wait for the target locks to be distributed so he can reach maximum damage potential.
Synergies: TFP loves Vader, who speeds him up, and Tarkin, who gives him very sharp fangs. Under Tarkin, TFP's basic can hit as hard as 63,275 on a non-crit if every enemy is debuffed. Side-by-side with Vader, TFP will move 10% faster, putting him over Poe in speed (barring turn meter manipulation on the opponent's side). Due to Foresight guaranteeing at least one activation of his crew ability, TFP could work in a non-Tarkin fleet as a means of gaining the speed advantage over an equal speed enemy fleet commander.
TIE Fighter Pilot
L-s1 Laser Cannon (25,312): A 70% chance to inflict target lock is solid, especially since there's only one chance to dodge the attack (unlike FOTP where the chance is 80% total but two separate attacks that can be dodged).
T-s8 Targeting Computer (37,715): The only source of Foresight so far, this guarantees that TFP's crew ability will trigger at least once, helping to speed up your fleet commander to get better turn meter positioning against your opponent.
Control Thrusters: All ships other than the Imperial TIE Fighter have 2% dodge/deflect chance; the Imperial TIE has 43% each. It might not have shields, but can evade far more frequently; when it does, it helps speed up your capital ship to hopefully gain an advantage on the enemy's capital ship, ideally reaching your ultimate first.
- Total Health Rank: 20th (72,723)
- Speed Rank: 2nd (190)
- Utility: Boost capital ship speed
Reinforcements: TFP can really go in either location. Poe's special will almost, but not entirely, kill TFP, so he can go in your starting lineup and live long enough to at least get 1 attack and one dodge activation. If the enemy doesn't have Poe in their starting lineup, TFP can start planting target locks and giving his commander speed from turn 1. TFP also works as a reinforcement, preferring that position if Poe is present. He can also wait in reinforcement with a Vader/Tarkin fleet to wait for the target locks to be distributed so he can reach maximum damage potential.
Synergies: TFP loves Vader, who speeds him up, and Tarkin, who gives him very sharp fangs. Under Tarkin, TFP's basic can hit as hard as 63,275 on a non-crit if every enemy is debuffed. Side-by-side with Vader, TFP will move 10% faster, putting him over Poe in speed (barring turn meter manipulation on the opponent's side). Due to Foresight guaranteeing at least one activation of his crew ability, TFP could work in a non-Tarkin fleet as a means of gaining the speed advantage over an equal speed enemy fleet commander.
TIE Fighter Pilot
- Gear: 1170 Purple, 220 Gold, 3 Raid
- Shards: Cantina (10 energy)
- Overall Access to Max Stats: 5.59/10
Spoiler
Republic Defender (15,510): This is a laughable amount of damage. It's only boosted to 20k under Tarkin (2 taunts) and 21k under Mace, with their respective uniques active. It is for this reason that Consular is not a threat outside of his special and his crew abilities.
Guarded Assault (38,531+assist): This is ability has amazing utility. Under an Ackbar lead, it can pull a tank to give 65-90% protection up to greatly extend their taunting services. It can also pull Sun Fac specifically as an additional means of generating a target lock. Wedge gets 25% turn meter on use. There are a lot of flexible options here. And don't let the sub-40k damage fool you - this is one of the few ship attacks in the game that deals special damage. Most ships' Resistance is 10% or more under their Armor, so this value won't be reduced as much as most other special attacks.
Stabilize: 65% protection recovery is solid, and 90% on a Republic ship is wonderful. Standard heal, though it might be best to use this on a tank because they have higher max protection, resulting in more total health given.
Reinforcements: Consular can sit in the wings for a while, but he prefers to be out for the starting pitch; his main form of utility and damage is on a long 4 turn cooldown, so the sooner you use it the sooner it will come up again.
Synergies: JC loves to play with everyone. He gives an extra 25% protection recovery to Republic allies, but fits easily into most fleets due to his targetable assist and decent heal.
Jedi Consular
Republic Defender (15,510): This is a laughable amount of damage. It's only boosted to 20k under Tarkin (2 taunts) and 21k under Mace, with their respective uniques active. It is for this reason that Consular is not a threat outside of his special and his crew abilities.
Guarded Assault (38,531+assist): This is ability has amazing utility. Under an Ackbar lead, it can pull a tank to give 65-90% protection up to greatly extend their taunting services. It can also pull Sun Fac specifically as an additional means of generating a target lock. Wedge gets 25% turn meter on use. There are a lot of flexible options here. And don't let the sub-40k damage fool you - this is one of the few ship attacks in the game that deals special damage. Most ships' Resistance is 10% or more under their Armor, so this value won't be reduced as much as most other special attacks.
Stabilize: 65% protection recovery is solid, and 90% on a Republic ship is wonderful. Standard heal, though it might be best to use this on a tank because they have higher max protection, resulting in more total health given.
- Total Health Rank: 8th (104,920)
- Speed Rank: 15th (155)
- Utility: Targetable assist, protection recovery
Reinforcements: Consular can sit in the wings for a while, but he prefers to be out for the starting pitch; his main form of utility and damage is on a long 4 turn cooldown, so the sooner you use it the sooner it will come up again.
Synergies: JC loves to play with everyone. He gives an extra 25% protection recovery to Republic allies, but fits easily into most fleets due to his targetable assist and decent heal.
Jedi Consular
- Gear: 1000 Purple, 220 Gold, 3 Raid
- Shards: 3 Hard Nodes, Cantina (10 energy)
- Overall Access to Max Stats: 5.83/10