Based on 2125 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.
Name | Description | Count | Percent |
---|
Ardent Bladework | Deal Physical damage to target enemy and if the target was Dark Side, inflict Ability Block for 1 turn (excludes Galactic Legends). The weakest Light Side ally without Defense Penetration Up gains it for 2 turns. If this ability is used during Jedi Master Kenobi's turn, he gains 9% Ultimate Charge. | 762 | 99% |
Harmonious Will | All Light Side allies have +25% Mastery, +30 Speed, and +25% Max Health. Galactic Republic allies gain Protection Up (75%, can't be dispelled) for 4 turns.\n\nWhile Jedi Master Kenobi has the High Ground, Light Side allies take 20% less damage, ignore Taunt, resist all debuffs, and Jedi Master Kenobi is called to assist when a Galactic Republic ally uses an ability during their turn.\n\nAt the start of battle if all allies are Light Side, Galactic Republic allies can't be Critically Hit while they have Protection Up, Galactic Republic Tanks gain Taunt for 2 turns at the start of each encounter if they did not have it, and when they lose Taunt they gain it for 2 turns if they have Protection but did not have Taunt. At the start of battle if all allies are Galactic Republic or Light Side Unaligned Force Users, the first time another ally reaches 1% Health, they dispel all debuffs on themself, recover 50% Health and Protection, and gain Protection Up (50%) for 2 turns.\n\nWhenever another Light Side ally uses a Basic ability, Jedi Master Kenobi gains 3% Ultimate Charge, doubled if it was during their turn.\n\nJedi allies' Armor Penetration is doubled when targeting a Sith enemy. Enemies and allies are immune to Turn Meter manipulation (excludes raid bosses). | 771 | 100% |
I Will Do What I Must | Deal Physical damage to target enemy and inflict Vulnerable and Healing Immunity for 2 turns, which can't be dispelled or resisted. Call target Light Side ally to assist, dealing 50% more damage. If Jedi Master Kenobi was selected, he is not called to assist and instead gains 12% Ultimate Charge, doubled if he is the Leader, and this ability deals 50% more damage on subsequent uses (stacking, max 10 stacks). | 769 | 100% |
Hello There | Light Side allies recover 40% Health and Protection and gain Foresight and Tenacity Up for 3 turns. Galactic Republic and Light Side Unaligned Force User allies gain Protection Up (20%) for 2 turns. Target other Galactic Republic ally gains Damage Immunity for 1 turn, which can't be copied, dispelled, or prevented, and their cooldowns are reset (excludes granted abilities).\n\nJedi Master Kenobi gains 1% Ultimate Charge (max 30%) for each buff on all Light Side allies. | 771 | 100% |
Galactic Legend | This unit takes reduced damage from percent Health damage effects and massive damage effects. They take massive damage from destroy effects (excludes raid bosses) and are immune to stun effects.\n\nThis unit has +10% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 30%. | 771 | 100% |
May The Force Be With You | Jedi Master Kenobi ignores Taunt effects during his turn. While Jedi Master Kenobi has the High Ground, he dispels Stealth from all enemies at the start of his turn.\n\nWhen another Light Side ally targets Jedi Master Kenobi with an ability, dispel all debuffs on him and he gains Mastery (stacking) equal to 10% of their current Mastery for the rest of the encounter. When Jedi Master Kenobi targets another Galactic Republic or Light Side Unaligned Force User ally with an ability, dispel all debuffs on them and they gain Mastery (stacking) equal to 20% of his current Mastery for the rest of the encounter. These effects can't be triggered by granted abilities and the Mastery gain will only trigger if the user has more than 0 Mastery.\n\nWhen a Galactic Republic ally attacks out of turn, all Galactic Republic allies recover 2% Health and Protection and call the weakest other Light Side ally to assist dealing 20% less damage (limit once per turn). | 770 | 100% |