Based on 2993 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: crit damage +30, speed +114, offense +131, crit chance +7, protection +5811, health +1296
| Great Mods: crit damage +30, speed +122, offense +744, crit chance +0, protection +1578, health +6851
|
Typical Mods: offense +1100, speed +134, crit damage +0
| Great Mods: offense +1583, speed +42, crit damage +0
|
Typical Mods: speed +91, health +426, offense +123, protection +4439
| Great Mods: speed +183, health +5225, offense +207, protection +51
|
Name | Description | Count | Percent |
---|---|---|---|
![]() | Scoundrel allies have +30 Speed. Enemies have -20% Potency for each debuff on all Bounty Hunter allies and -40% Tenacity. Enemies that are Burning can't gain bonus Turn Meter. Bounty Hunters have +35% Offense while they have Bounty Hunter's Resolve. When Jango Fett is in the Leader slot, and not the Ally slot, the following Contract is active:\n\nContract: Damage a debuffed enemy 20 times. Enemies must be debuffed before the start of an attack to count progress. (Only Bounty Hunter allies can contribute to the Contract.)\n\nReward: All Bounty Hunters gain Bounty Hunter's Resolve at the start of their next turn and +25% Critical Chance. All Bounty Hunters have their Payouts activated. | 776 | 45% |
![]() | Jango Fett has +100% Defense Penetration and +50% Max Health. Enemies defeated on his turn cannot be Revived.\n\nAt the start of encounter, and whenever he defeats an enemy, Jango Fett recovers 100% Protection and gains Bounty Hunter's Resolve until he is defeated.\n\nBounty Hunter's Resolve: this unit ignores Taunts during their turn. When defeated, revive at 100% Health. Can't be Dispelled or prevented. | 1008 | 59% |