Based on 2809 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.
Typical Mods: offense +1273, speed +82, health +664, crit chance +8
| Great Mods: offense +1833, speed +84, health +83, crit chance +8
|
Typical Mods: crit damage +30, offense +250, speed +102, health +1962, crit chance +8
| Great Mods: crit damage +30, offense +277, speed +155, health +6444, crit chance +0
|
Typical Mods: potency +45, offense +289, speed +106, crit damage +0
| Great Mods: potency +15, offense +1718, speed +115, crit damage +0
|
Name | Description | Count | Percent |
---|---|---|---|
![]() | Clone Trooper and 501st allies have +20% Critical Chance. When an enemy evades an attack from a Clone Trooper or 501st ally, Echo deals damage to them equal to 20% of their Max Health, which can't be evaded.\n\nIf Fives is present, Echo deals +100% more damage when Fives is Taunting, or has +100% Defense when Fives is not Taunting. | 1078 | 63% |