Deal Physical damage to target enemy with a 50% chance to attack again. This chance is doubled if First Order TIE Pilot has Advantage. If the second attack scores a Critical Hit, gain Advantage for 2 turns.
Gun Down
Deal Physical damage to target enemy and inflict Offense Down for 2 turns on a Critical Hit. If First Order TIE Pilot has Advantage, also inflict Buff Immunity and Health Down for 2 turns.
Keen Eye
First Order TIE Pilot has +30% Critical Chance and +30% Critical Damage, and gains Advantage for 3 turns whenever an enemy falls below 100% Health. First Order TIE Pilot has a 70% chance to gain Foresight for 2 turns whenever they lose Advantage. While in Grand Arenas if there are no Galactic Legend allies and all allies are First Order: First Order TIE Pilot instead has 100% chance to gain Foresight. At the start of the encounter: - All allies gain 50% Max Health - Whenever an ally has Advantage, they have +50% Critical Damage and +100 Speed - At the start of each character's turn, if an ally doesn't have Advantage, they have +100% Tenacity until they gain Advantage - Whenever an ally loses Advantage, they recover 20% Health and Protection - Whenever First Order TIE Pilot gains bonus Turn Meter, they gain Advantage for 1 turn if they didn't already have it - Whenever First Order TIE Pilot gains Foresight, all allies gain Foresight for 2 turns