Alliance Guild Reports: Alliance Character Data: Hondo Ohnaka

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Alliance Character Data: Hondo Ohnaka

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Mod Data

Mod Stat Distributions

Mod stat distributions across 1273 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 1273 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 - 80% - speed, health, offense

Typical Mods:
speed +106, health +4359, offense +249
+0.08% offense
  • +0.02% protection (1)
  • +15 speed (3)
  • +0.04% crit chance (3)
  • +114 offense (3)
+30 speed
  • +0.03% protection (2)
  • +0.04% tenacity (3)
  • +43 offense (1)
  • +11 defense (2)
+0.12% defense
  • +10 speed (2)
  • +0.01% health (2)
  • +80 offense (2)
  • +0.01% offense (2)
+0.12% defense
  • +0% offense (1)
  • +14 defense (2)
  • +0.02% health (2)
  • +12 speed (3)
+0.24% protection
  • +13 speed (3)
  • +0.02% potency (1)
  • +0.03% tenacity (2)
  • +0.02% health (2)
+0.06% offense
  • +13 speed (3)
  • +9 defense (1)
  • +1145 protection (2)
  • +0.04% crit chance (2)
Great Mods:
speed +183, health +0, offense +311
+0.08% offense
  • +28 speed (5)
  • +0.04% potency (2)
  • +0.03% defense (1)
  • +0.07% crit chance (4)
+32 speed
  • +0.05% offense (4)
  • +0.02% crit chance (1)
  • +644 protection (1)
  • +0.1% defense (3)
+0.2% defense
  • +0.02% crit chance (1)
  • +0.03% protection (1)
  • +28 speed (5)
  • +0.06% offense (5)
+0.2% crit chance
  • +28 speed (5)
  • +0.08% potency (3)
  • +639 protection (1)
  • +0.01% offense (1)
+0.24% protection
  • +219 offense (5)
  • +0.01% crit chance (1)
  • +26 speed (5)
  • +0.01% offense (1)
+0.08% offense
  • +69 offense (2)
  • +28 speed (5)
  • +0.06% crit chance (4)
  • +13 defense (1)

#2 - 18% - offense, speed, health

Typical Mods:
offense +1261, speed +96, health +5771
+0.06% offense
  • +18 defense (2)
  • +0.04% potency (2)
  • +0.01% health (1)
  • +12 speed (3)
+32 speed
  • +0.03% defense (1)
  • +739 health (2)
  • +0.03% health (2)
  • +32 defense (3)
+0.12% defense
  • +336 health (1)
  • +13 speed (3)
  • +20 defense (3)
  • +0.01% potency (1)
+0.08% offense
  • +0.06% potency (2)
  • +0.07% protection (3)
  • +8 speed (2)
  • +0.03% defense (1)
+0.24% protection
  • +75 offense (2)
  • +17 speed (4)
  • +26 defense (2)
  • +0.02% tenacity (1)
+0.08% offense
  • +340 health (1)
  • +14 speed (3)
  • +0.02% tenacity (1)
  • +3024 protection (4)
Great Mods:
offense +1953, speed +86, health +5624
+0.08% offense
  • +169 offense (4)
  • +299 health (1)
  • +0.04% health (2)
  • +5 speed (1)
+32 speed
  • +860 protection (1)
  • +0.03% crit chance (2)
  • +142 offense (4)
  • +0.03% offense (2)
+0.2% defense
  • +167 offense (4)
  • +10 speed (2)
  • +0.02% offense (1)
  • +0.04% crit chance (2)
+0.42% crit damage
  • +12 speed (3)
  • +367 health (1)
  • +115 offense (3)
  • +0.04% health (2)
+0.16% health
  • +0.05% potency (2)
  • +9 speed (2)
  • +92 offense (2)
  • +0.06% defense (2)
+0.16% health
  • +85 offense (2)
  • +0.06% offense (5)
  • +448 health (1)
  • +18 speed (4)

Alliance Demographic Data

Based on 1327 units.
NameDescriptionCountPercent
I Don't Want to Kill You Per SeRemove 20% Turn Meter from all enemies. Hondo gains Outmaneuver for 2 turns, which can't be copied. Inflict Captive on the target enemy (excluding Galactic Legends), which can't be copied, dispelled, evaded, prevented, or resisted, until the start of Hondo's second turn, enemies gain 25 buffs, or Hondo is defeated, and remove it from all other enemies. Whenever Captive expires, Hondo gains 10 stacks of Ransom.\n\nCaptive on characters: Speed set to 0, can't bonus attack or gain bonus Turn Meter\n\nCaptive on raid bosses: -30% Critical Damage, Defense, and Offense35627%
That's Just Good BusinessHondo has 100% Health Steal. Whenever Hondo evades an attack, he gains a stack of Ransom. If a Captive enemy is defeated and Hondo does not have at least 10 stacks of Ransom, Hondo escapes from battle.\n\nHondo gains bonuses based on the amount of stacks of Ransom:\n\n- 5+ Stacks: Add Expose to the target enemy for 1 turn and gain Foresight for 1 turn on his Basic ability\n- 10+ Stacks: Immune to critical hits\n- 15+ Stacks: Recover 20% Health at the start of his turn\n- 20+ Stacks: Recover 20% Protection at the start of his turn\n\nAt the start of his turn, if there is an enemy with the Captive debuff, Hondo gains 15% Critical Chance, Critical Damage, and Defense Penetration (stacking, max 150%), and 3 Speed (stacking, max 30) for the rest of the encounter.\n\nWhile in Grand Arenas: Hondo starts the encounter with 25% Turn Meter for each other Scoundrel or Smuggler ally. If there is an enemy with the Captive debuff at the start of Hondo's turn, Hondo gains an additional 15% Critical Chance, Critical Damage, and Defense Penetration per turn (stacking, max 150%) and 3 Speed (stacking, max 30).927%



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