Alliance Guild Reports: Alliance Character Data: General Skywalker

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Alliance Character Data: General Skywalker

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Mod Data

Mod Stat Distributions

Mod stat distributions across 2185 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 2185 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 - 82% - offense, protection, speed, defense

Typical Mods:
offense +1003, protection +2790, speed +127, defense +1
+0.08% offense
  • +1504 protection (2)
  • +0.08% protection (3)
  • +24 speed (5)
  • +85 offense (2)
+0.24% protection
  • +681 health (2)
  • +0.05% offense (4)
  • +12 defense (1)
  • +17 speed (3)
+0.2% defense
  • +23 defense (2)
  • +0.04% offense (3)
  • +23 speed (5)
  • +87 offense (2)
+0.24% protection
  • +1900 health (4)
  • +0.05% defense (2)
  • +16 speed (3)
  • +0.04% offense (3)
+0.24% protection
  • +21 speed (4)
  • +0.08% health (5)
  • +619 protection (1)
  • +0.03% offense (2)
+0.24% protection
  • +1239 health (3)
  • +26 speed (5)
  • +0.02% offense (2)
  • +0.03% health (2)
Great Mods:
offense +1678, protection +833, speed +117, defense +0
+0.08% offense
  • +0.06% health (4)
  • +191 offense (5)
  • +11 speed (2)
  • +0.02% crit chance (1)
+32 speed
  • +116 offense (3)
  • +2118 health (5)
  • +13 defense (1)
  • +0.04% offense (3)
+0.2% defense
  • +0.02% potency (1)
  • +19 speed (4)
  • +0.03% offense (2)
  • +192 offense (5)
+0.2% crit chance
  • +0.02% offense (2)
  • +161 offense (4)
  • +10 defense (1)
  • +23 speed (5)
+0.24% protection
  • +0.04% offense (3)
  • +937 health (2)
  • +15 speed (4)
  • +116 offense (3)
+0.08% offense
  • +2237 health (5)
  • +69 offense (2)
  • +679 protection (1)
  • +17 speed (4)

#2 - 18% - speed, health, protection, offense, defense

Typical Mods:
speed +94, health +8865, protection +1236, offense +65, defense +2
+0.08% offense
  • +0.03% health (2)
  • +0.03% crit chance (2)
  • +13 speed (3)
  • +9 defense (1)
+32 speed
  • +1128 health (3)
  • +0.01% health (1)
  • +24 defense (2)
  • +0.04% protection (2)
+0.2% defense
  • +15 speed (3)
  • +9 defense (1)
  • +0.05% protection (2)
  • +57 offense (2)
+0.24% protection
  • +14 speed (3)
  • +681 health (2)
  • +0.02% potency (1)
  • +21 defense (2)
+0.24% protection
  • +0.03% offense (2)
  • +0.05% crit chance (3)
  • +715 protection (1)
  • +0.03% health (2)
+0.24% protection
  • +0.04% offense (3)
  • +0.02% crit chance (1)
  • +1158 health (3)
  • +5 speed (1)
Great Mods:
speed +154, health +20890, protection +4275, offense +108, defense +2
+0.08% offense
  • +0.05% crit chance (3)
  • +0.03% potency (1)
  • +23 speed (4)
  • +1611 health (4)
+32 speed
  • +28 offense (1)
  • +47 defense (4)
  • +0.05% health (3)
  • +2742 protection (4)
+0.2% defense
  • +0.02% offense (2)
  • +0.03% health (2)
  • +24 speed (5)
  • +0.08% tenacity (3)
+0.24% protection
  • +0.06% tenacity (3)
  • +25 speed (5)
  • +0.04% potency (2)
  • +19 defense (2)
+0.24% protection
  • +0.03% offense (3)
  • +24 speed (5)
  • +73 offense (2)
  • +0.03% crit chance (2)
+0.24% protection
  • +1071 protection (2)
  • +26 speed (5)
  • +1670 health (4)
  • +0.02% defense (1)

Alliance Demographic Data

Based on 1301 units.
NameDescriptionCountPercent
Furious SlashDeal Physical damage to target enemy. This attack can't be evaded and has +65% Defense Penetration, tripled if all allies are 501st.\n\nIf this is the first ability General Skywalker uses during his turn, he immediately uses the Special ability Telekinesis, if able.\n\nTelekinesis: Deal Physical damage to target enemy. If possible, this attack will critically hit enemies with Armor Shred. If the target enemy is Dazed, reduce General Skywalker's ability cooldowns by 1.117490%
General of the 501stAll units can't be revived.\nAll 501st allies have +50% Critical Damage.\nWhen an enemy gains a buff, all 501st allies gain 2% Offense (stacking) until the end of the encounter.\n\nWhile there are other active 501st allies, General Skywalker:\n- Can't drop below 100% Health\n- Advances if he has 100% Protection and takes Cover if he has 0% Protection at the end of every turn\n- Removes all other status effects when he takes Cover\n- Leaves Cover, recovers 100% Protection, and takes a bonus turn when all other 501st allies are defeated\n\nAdvance:\n- Taunt, which can't be dispelled or prevented\n- Other 501st allies can't lose Health\nCover:\n- Can't be targeted\n- Immune to damage and status effects\n- Speed set to 0\n- Recover 10% Protection and Turn Meter at the end of every turn, doubled for allied 501st turns, which can't be prevented118091%
The Chosen OneGeneral Skywalker uses an additional ability during his turn.\n\nWhenever General Skywalker critically hits an enemy during his turn, increase their cooldowns by 1 (excluding raid bosses and Galactic Legends), which can't be resisted.\n\nIf he is critically hit, General Skywalker dispels all debuffs on himself. Enemies attacking out of turn can't critically hit.\n\nIf the target enemy has no Protection when General Skywalker uses an ability, reduce their current Max Health by 20% for rest of the battle (stacking, excluding raid bosses and Galactic Legends), which can't be resisted.118891%
Hero with no FearAt the start of battle, General Skywalker gains 25% Defense, 15% Max Protection, and 25% Tenacity for each other 501st ally until all other 501st allies are defeated.\n\nIf all allies are 501st at the start of battle, General Skywalker gains the following:\n\n- 100% counter chance and 50% Critical Chance\n\n- When all other allies are defeated, General Skywalker can't be critically hit and gains 35% Turn Meter after every enemy turn119392%



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