Alliance Guild Reports: Alliance Character Data: Krrsantan

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Alliance Character Data: Krrsantan

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Mod Data

Mod Stat Distributions

Mod stat distributions across 1888 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 1888 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 - 74% - health, protection, defense, speed

Typical Mods:
health +19695, protection +3242, defense +2, speed +86
+0.06% offense
  • +315 health (1)
  • +15 defense (2)
  • +9 speed (2)
  • +0.03% health (3)
+30 speed
  • +0.05% tenacity (3)
  • +0.01% health (1)
  • +719 health (2)
  • +0.03% defense (2)
+0.12% defense
  • +10 speed (2)
  • +23 defense (3)
  • +0.02% tenacity (1)
  • +1066 protection (2)
+0.24% protection
  • +0.03% tenacity (2)
  • +0.02% defense (2)
  • +1384 protection (2)
  • +10 speed (2)
+0.24% protection
  • +117 offense (3)
  • +5 defense (1)
  • +12 speed (3)
  • +474 protection (1)
+0.2% defense
  • +15 speed (3)
  • +0.03% tenacity (1)
  • +802 health (2)
  • +23 defense (2)
Great Mods:
health +26291, protection +8643, defense +0, speed +81
+0.08% offense
  • +16 speed (3)
  • +0.03% health (2)
  • +0.11% tenacity (4)
  • +1285 health (3)
+0.16% health
  • +926 health (2)
  • +12 speed (3)
  • +72 offense (2)
  • +3077 protection (4)
+0.2% defense
  • +2346 protection (3)
  • +1536 health (4)
  • +15 speed (3)
  • +0.03% health (2)
+0.16% health
  • +0.11% protection (5)
  • +1656 health (4)
  • +10 speed (2)
  • +8 defense (1)
+0.24% protection
  • +20 speed (4)
  • +16 defense (2)
  • +1286 health (3)
  • +0.06% tenacity (3)
+0.16% health
  • +8 speed (2)
  • +2981 protection (4)
  • +0.04% potency (2)
  • +1442 health (4)

#2 - 20% - tenacity, protection, speed

Typical Mods:
tenacity +60, protection +2376, speed +92
+0.08% offense
  • +40 defense (3)
  • +0.04% health (3)
  • +16 speed (3)
  • +0.03% crit chance (2)
+0.24% protection
  • +1386 protection (2)
  • +17 speed (4)
  • +0.02% health (1)
  • +0.03% crit chance (2)
+0.2% defense
  • +0.04% health (3)
  • +0.03% tenacity (1)
  • +17 speed (3)
  • +1352 health (3)
+0.24% protection
  • +10 speed (2)
  • +0.08% potency (4)
  • +0.01% health (1)
  • +0.04% tenacity (2)
+0.24% protection
  • +23 speed (5)
  • +786 health (2)
  • +0.02% tenacity (1)
  • +470 protection (1)
+0.35% tenacity
  • +0.01% offense (1)
  • +9 speed (2)
  • +0.09% defense (3)
  • +0.05% protection (2)
Great Mods:
tenacity +60, protection +10393, speed +120
+0.08% offense
  • +20 speed (4)
  • +1629 protection (2)
  • +383 health (1)
  • +0.11% tenacity (5)
+0.24% protection
  • +22 speed (5)
  • +2741 protection (4)
  • +0.02% offense (1)
  • +0.07% defense (2)
+0.2% defense
  • +0.04% offense (3)
  • +0.04% tenacity (2)
  • +20 speed (4)
  • +0.07% protection (3)
+0.24% protection
  • +17 speed (3)
  • +48 offense (1)
  • +0.09% tenacity (4)
  • +2669 protection (4)
+0.24% protection
  • +17 speed (3)
  • +0.04% health (3)
  • +2141 protection (3)
  • +0.07% potency (3)
+0.35% tenacity
  • +0.05% health (3)
  • +0.06% potency (3)
  • +24 speed (5)
  • +679 protection (1)

Alliance Demographic Data

Based on 1489 units.
NameDescriptionCountPercent
Champion of the Fighting PitsAt the start of battle, Krrsantan gains 30% Defense and Max Health. Whenever Krrsantan loses Taunt, he recovers 10% Health and Protection.\n\nIf all allies were Hutt Cartel at the start of battle: At the start of each encounter, Krrsantan Taunts and gains Speed Up for 2 turns. Whenever he loses Taunt, he gains it for 1 turn if the ally in the Leader slot has more than 50% Protection. The first time he is defeated, he revives with 60% Health and recovers 60% Protection at the end of the ally in the Leader slot's turn. Dismember no longer starts on cooldown, and its cooldown is reset at the start of each encounter.\n\nWhile in Grand Arenas: At the start of battle, Krrsantan gains 40% Max Protection. While he is active, all enemies have -30% Potency.\n\nIf all allies were Hutt Cartel at the start of battle: Krrsantan is immune to Ability Block and cooldown increase and the first time the ally in the Leader slot (excluding himself) falls below 50% Health, Krrsantan Taunts for 2 turns and the ally in the Leader slot recovers 50% Protection.31121%



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