Alliance Guild Reports: Alliance Character Data: Grand Inquisitor

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Alliance Character Data: Grand Inquisitor

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Mod Data

Mod Stat Distributions

Mod stat distributions across 1692 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 1692 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 - 95% - offense, speed, health

Typical Mods:
offense +873, speed +128, health +6561
+0.08% offense
  • +0.09% tenacity (4)
  • +13 defense (1)
  • +18 speed (4)
  • +0.07% crit chance (3)
+32 speed
  • +0.13% defense (5)
  • +0.04% crit chance (2)
  • +0.08% tenacity (4)
  • +0.02% offense (1)
+0.2% defense
  • +915 health (3)
  • +16 speed (3)
  • +0.07% protection (3)
  • +0.04% offense (3)
+0.08% offense
  • +0.04% crit chance (2)
  • +0.03% defense (1)
  • +0.13% protection (5)
  • +16 speed (4)
+0.24% protection
  • +34 defense (3)
  • +506 protection (1)
  • +22 speed (5)
  • +512 health (1)
+0.08% offense
  • +2952 protection (4)
  • +24 speed (5)
  • +0.03% defense (1)
  • +0.05% protection (2)
Great Mods:
offense +1532, speed +153, health +6416
+0.08% offense
  • +0.03% health (2)
  • +172 offense (4)
  • +26 speed (5)
  • +0.02% potency (1)
+32 speed
  • +0.07% offense (5)
  • +505 health (1)
  • +93 offense (3)
  • +0.06% protection (3)
+0.2% defense
  • +95 offense (2)
  • +27 speed (5)
  • +0.02% potency (1)
  • +0.05% offense (4)
+0.42% crit damage
  • +21 speed (5)
  • +0.03% offense (2)
  • +132 offense (4)
  • +0.02% crit chance (1)
+0.24% protection
  • +25 speed (5)
  • +0.05% offense (4)
  • +465 health (1)
  • +0.02% health (2)
+0.08% offense
  • +2363 protection (3)
  • +284 health (1)
  • +22 speed (4)
  • +163 offense (4)

Alliance Demographic Data

Based on 638 units.
NameDescriptionCountPercent
Pain Can Break AnyoneDeal Physical damage to target enemy. If all allies are Inquisitorius, inflict a stack of Purge (max 6), which can't be resisted. Reduce the target enemy's Critical Damage by 15% (stacking) for 2 turns per attack, which can't be resisted. On Grand Inquisitor's turn:\n\n- If the enemy has at least 3 stacks of Purge at the start of turn: Attack a second time always scoring a critical hit if able.\n\n- If the enemy has 6 stacks of Purge at the start of turn: Attack a third time dealing true damage instead, which can't be evaded.62598%
Master InquisitoriusEmpire allies gain 20% Max Health and Max Protection and 10 Speed. If all allies are Inquisitorius at the start of battle, they gain an additional 46% Max Health and Max Protection and 15 Speed, and they are immune to Ability Block. Also, Grand Inquisitor gains Defense Penetration Up and Offense Up for 2 turns, which can't be dispelled or prevented.\n\nAdditionally, if all allies are Inquisitorius at the start of battle, whenever Purge is inflicted, Inquisitorius allies gain benefits based on their role for the rest of the encounter (stacking, max 200%):\n- Attackers: +2% Critical Damage\n- Healers and Supports: +2% Potency\n- Tanks: +2% Defense\n\nIf the enemy Leader is Jedi, Inquisitorius allies start the battle with buffs based on their role for 1 turn:\n- Attackers: Advantage\n- Healers and Supports: Foresight\n- Tanks: Taunt\n\nWhile in Territory Wars: While Grand Inquisitor is active, whenever an enemy loses Purge, they regain it at the end of the turn. On their turn, Inquisitorius allies can ignore Taunt to target an enemy with 6 stacks of Purge.29146%
Compassion Leaves a TrailFor each Inquisitorius ally, enemies with Purge have -10% Defense and -5 Speed.\n\nIf an enemy evades an Inquisitorius ally's attack, all other enemies take true damage and dispel Foresight from themselves.\n\nThe first time each enemy reaches 6 stacks of Purge, Grand Inquisitor takes a bonus turn and gains 10% Critical Avoidance, Health Steal, and Offense and 5 Speed until the end of the encounter (stacking, max 6). These bonuses are doubled if the enemy is Jedi.\n\nWhile in Territory Wars: Whenever Jedi enemies with Purge gain Protection Up, they take damage equal to 25% of their Max Health at the end of that turn. This damage can't defeat enemies. If an enemy with 6 stacks of Purge were to reduce Grand Inquisitor to 1% Health, he recovers 100% Health and Protection (limit once per enemy).19731%



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