Based on 2362 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: offense +1230, potency +15, speed +93
| Great Mods: offense +1826, potency +0, speed +81
|
Typical Mods: speed +75, health +6004, potency +0, offense +96
| Great Mods: speed +164, health +6540, potency +0, offense +1514
|
Typical Mods: crit damage +30, speed +100, offense +94, crit chance +8, health +724
| Great Mods: crit damage +30, speed +124, offense +446, crit chance +8, health +2733
|
Name | Description | Count | Percent |
---|---|---|---|
![]() | Nightsister allies have +50% Potency and +30 Speed. When a Nightsister ally uses a Special ability, they inflict Plague on the selected target for 3 turns, which can't be Evaded. When an enemy Resists a detrimental effect, Nightsister allies gain 5% Turn Meter. When a Nightsister ally uses a Basic ability during their turn, a random defeated Nightsister ally is Revived with 50% Health and called to Assist, then the Revived ally is immediately defeated unless an enemy was defeated (the Revived ally can't be Revived by this effect again until the end of the next turn). | 1066 | 64% |
![]() | At the start of each enemy turn, if they are Plagued and Talzin is active, they inflict Plague on another random enemy, which can't be Evaded or Resisted. When any unit falls below half health, Talzin gains 35% Turn Meter. | 858 | 52% |