Based on 1097 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: health +6300, speed +77, protection +2934, offense +7, crit chance +8, defense +0, tenacity +0
| Great Mods: health +18116, speed +110, protection +4465, offense +4, crit chance +0, defense +1, tenacity +0
|
Typical Mods: crit damage +30, protection +935, crit chance +8, offense +386, speed +42, health +1194
| Great Mods: crit damage +30, protection +5520, crit chance +8, offense +830, speed +113, health +354
|
Name | Description | Count | Percent |
---|---|---|---|
![]() | All allies gain 50% Tenacity. Whenever an ally Resists a detrimental effect they gain Advantage for 2 turns. | 117 | 7% |
![]() | Luke has +25% Critical Chance. At the start of each of his turns, Luke gains 10% Critical Damage (stacking) until the end of the encounter.\n\nWhile in Territory Wars: Luke gains 30% Defense, Max Health, and Tenacity. At the start of each of his turns, Luke gains 10% Defense and Offense (stacking) until the end of the encounter. Whenever Luke scores a critical hit during his turn, he gains 20% Turn Meter, and Critical Damage Up and Offense Up for 2 turns. When Luke is prevented from using an ability during his turn, he recovers 50% Health and Protection. | 141 | 8% |