Based on 1392 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 +15960, potency +0
| Great Mods: health +25356, potency +0
|
Typical Mods: protection +1418, potency +15, health +5750, tenacity +20, speed +46
| Great Mods: protection +7737, potency +15, health +12997, tenacity +0, speed +72
|
Typical Mods: speed +114, defense +2, health +7223, protection +241, offense +154
| Great Mods: speed +160, defense +0, health +5344, protection +21, offense +103
|
Typical Mods: health +6126, potency +15, speed +133, offense +9, protection +5260, tenacity +20, defense +1
| Great Mods: health +17984, potency +0, speed +136, offense +505, protection +2255, tenacity +0, defense +0
|
Name | Description | Count | Percent |
---|---|---|---|
![]() | Inflict 2 stacks of Plague on all enemies for 3 turns and all Nightsister allies recover 10% Health and Protection. Merrin dispels all buffs and debuffs on herself and gains Magick Stealth. The next time another ally is inflicted with a debuff or defeated, Merrin loses Magick Stealth, dispels all debuffs on all allies, and revives a random Nightsister ally with 50% Health.\n\nMagick Stealth: Can't be targeted, defeated, damaged, or gain Turn Meter; immune to buffs, debuffs, and taunt effects; if no allies are present, lose Magick Stealth | 678 | 42% |
![]() | Whenever an ally is inflicted with a debuff, if Merrin has 0% Turn Meter, dispel all debuffs from that ally and Merrin gains 25% Turn Meter, which can't be prevented. If Merrin has more than 0% Turn Meter, she gains 10% Turn Meter instead, which can't be prevented.\n\nWhenever an enemy is damaged, all Nightsister allies recover 5% Protection.\n\nWhenever a Nightsister ally is revived, grant all allies Instant Defeat Immunity for 2 turns, which can't be copied, dispelled, or prevented, and there is a 20% chance (+10% per Relic Amplifier level, max 100% total) to inflict all enemies with 1 stack of Plague for 3 turns at the end of the turn. | 772 | 48% |