Based on 1919 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 +908, health +6379, speed +82
| Great Mods: offense +1464, health +7806, speed +91
|
Typical Mods: speed +90, health +5258, offense +70
| Great Mods: speed +169, health +6307, offense +38
|
Name | Description | Count | Percent |
---|---|---|---|
![]() | If all allies are Sith at the start of battle (excluding summoned allies), whenever the Leader is damaged, all allies gain 5% Turn Meter. The first time they would be defeated while Darth Talon is active, they dispel all debuffs on themselves, recover 100% Health, and gain 100% Turn Meter; then, Darth Talon gains 3 stacks of Loyal Hand (max 20), loses 50% Health, and gains Stealth for 1 turn. Darth Talon can't be defeated by this damage. Additionally, Dark Frenzy's cooldown is refreshed. | 940 | 58% |