Based on 1891 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: health +17590, protection +4688, defense +0, speed +57
| Great Mods: health +24880, protection +2530, defense +1, speed +91
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Name | Description | Count | Percent |
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![]() | At the start of battle, Gamorrean Guard gains 10% Max Health for each other Hutt Cartel ally and a stack of My Kind of Scum. While he is active, enemies have -20% Tenacity.\n\nIf the ally in the Leader slot is Jabba the Hutt: While Gamorrean Guard has Defense Up, he gains 50% Critical Avoidance. Whenever Gamorrean Guard loses Taunt, he gains Defense Up for 2 turns and whenever Jabba uses a Special ability, if Gamorrean Guard is Taunting he recovers 20% Health.\n\nIf the ally in the Leader slot is Hutt Cartel, whenever another Hutt Cartel ally falls below 70% Health while Gamorrean Guard has Defense Up, he Taunts and gains Protection Up (100%) for 2 turns.\n\nWhile in Territory Battles: Gamorrean Guard has +50% Critical Avoidance, Defense, and Tenacity. Other Hutt Cartel allies have +50% Max Health and Max Protection. The first time each other Hutt Cartel ally falls below 50% Health, they gain Damage Immunity for 1 turn, which can't be copied, dispelled, or prevented. If the ally in the Leader slot is Hutt Cartel and not Gamorrean Guard, whenever they use an ability, Gamorrean Guard assists. | 25 | 2% |