Alliance Guild Reports: Alliance Character Data: Carth Onasi

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Alliance Character Data: Carth Onasi

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Mod Data

Mod Stat Distributions

Mod stat distributions across 2400 units from the alliance and top guilds. The bonuses are shown as applied to an R5 unit. Specific distributions are shown below by common mod configurations.

Mod Recommendations (External)

Mod Recommendations (Alliance + Top Guilds)

Based on 2400 units. This shows the priorities used in assigning mods to the characters. For example: speed, offense would prefer speed over all else and then offense next. These are not necessarily good mod setups, but they are commonly used.

The example stats are shown for these mods being applied to an R5 character.

#1 - 58% - crit damage, protection, potency, offense, health, speed, crit chance

Typical Mods:
crit damage +30, protection +2586, potency +0, offense +6, health +603, speed +53, crit chance +8
+0.06% offense
  • +1239 protection (2)
  • +5 speed (1)
  • +19 defense (3)
  • +0.02% defense (2)
+0.06% offense
  • +0.02% defense (2)
  • +1238 protection (2)
  • +5 speed (1)
  • +0.01% health (1)
+0.12% defense
  • +7 defense (1)
  • +0.03% crit chance (2)
  • +578 health (2)
  • +13 speed (3)
+0.36% crit damage
  • +8 speed (2)
  • +0.03% protection (2)
  • +0.01% health (2)
  • +12 defense (2)
+0.24% protection
  • +13 speed (3)
  • +0.03% potency (2)
  • +0.02% health (2)
  • +0.02% crit chance (1)
+0.24% potency
  • +9 speed (2)
  • +0.04% defense (3)
  • +0.02% tenacity (1)
  • +0.02% health (2)
Great Mods:
crit damage +30, protection +1577, potency +0, offense +250, health +6814, speed +104, crit chance +0
+0.08% offense
  • +38 offense (1)
  • +14 speed (3)
  • +0.02% protection (1)
  • +1079 health (3)
+32 speed
  • +0.01% health (1)
  • +0.04% offense (3)
  • +1462 protection (2)
  • +871 health (2)
+0.2% defense
  • +0.02% protection (1)
  • +14 speed (3)
  • +0.02% tenacity (1)
  • +115 offense (3)
+0.2% crit chance
  • +27 offense (1)
  • +0.02% potency (1)
  • +17 speed (4)
  • +0.02% offense (2)
+0.24% protection
  • +63 offense (2)
  • +0.03% health (2)
  • +15 speed (3)
  • +0.02% tenacity (1)
+0.16% health
  • +12 speed (2)
  • +419 health (1)
  • +0.03% potency (1)
  • +0.09% crit chance (4)

#2 - 37% - speed, offense, health, protection, crit chance

Typical Mods:
speed +111, offense +277, health +1589, protection +1313, crit chance +8
+0.08% offense
  • +14 speed (3)
  • +1499 health (3)
  • +0.02% tenacity (1)
  • +0.03% defense (1)
+32 speed
  • +0.01% offense (1)
  • +102 offense (3)
  • +0.07% defense (2)
  • +0.03% health (2)
+0.2% defense
  • +24 defense (2)
  • +0.01% offense (1)
  • +110 offense (3)
  • +10 speed (2)
+0.24% protection
  • +12 defense (2)
  • +60 offense (2)
  • +0.03% tenacity (2)
  • +7 speed (2)
+0.24% protection
  • +16 speed (4)
  • +0.02% crit chance (1)
  • +1120 protection (2)
  • +0.02% health (1)
+0.16% health
  • +15 speed (3)
  • +19 defense (2)
  • +0.04% tenacity (2)
  • +0.04% defense (1)
Great Mods:
speed +160, offense +161, health +4728, protection +3141, crit chance +0
+0.08% offense
  • +20 speed (4)
  • +0.05% protection (2)
  • +0.1% crit chance (5)
  • +46 offense (1)
+32 speed
  • +0.05% tenacity (2)
  • +0.01% offense (1)
  • +0.03% protection (1)
  • +0.07% crit chance (4)
+0.2% defense
  • +0.02% offense (2)
  • +109 offense (3)
  • +0.04% tenacity (2)
  • +25 speed (5)
+0.42% crit damage
  • +15 speed (3)
  • +360 health (1)
  • +0.04% crit chance (2)
  • +1293 protection (2)
+0.24% protection
  • +27 speed (5)
  • +0.1% tenacity (4)
  • +0.04% potency (2)
  • +0.01% offense (1)
+0.35% tenacity
  • +0.03% health (2)
  • +0.04% crit chance (2)
  • +24 speed (5)
  • +1719 protection (3)

Alliance Demographic Data

Based on 1673 units.
NameDescriptionCountPercent
Soldier of the Old RepublicOld Republic allies gain 30% Potency, Tenacity and Critical Avoidance. Whenever an enemy is inflicted with a Damage Over Time effect, all Old Republic allies recover 3% Health and Protection.\n\nWhen an Old Republic ally uses their Basic ability during their turn, they have an 80% chance to call another Old Republic ally to assist, dealing 50% less damage (limit once per turn).\n\nWhile in Territory Battles: Old Republic allies have +20% counter chance, Defense, and Max Health for each Old Republic ally. Whenever an Old Republic ally uses a Special ability, they inflict 4 Damage Over Time effects on the target enemy, which can't be evaded, and then Carth is called to assist. Whenever an Old Republic ally attacks out of turn, they recover 5% Health and Protection and gain 25% Offense (stacking) until the end of the encounter.107064%



Generated 2024-07-22 15:54:58 +0000