Based on 2704 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: speed +151, health +595, protection +2583, potency +15
| Great Mods: speed +176, health +5233, protection +4765, potency +0
|
Typical Mods: offense +1072, speed +159, defense +0, potency +15, health +4246, protection +2855
| Great Mods: offense +1136, speed +149, defense +2, potency +0, health +8149, protection +1384
|
Name | Description | Count | Percent |
---|---|---|---|
![]() | First Order allies have +20% Potency, gain Advantage for 2 turns at the start of each encounter, and can't be critically hit while they have Advantage. Whenever an ally attacks, they have a 20% chance to call a random ally to assist. This chance is tripled if the attacking ally is First Order. If that ally had Advantage, they regain it for 2 turns.\n\nWhile in Territory Wars: Additional +10% chance to call a random ally to assist. Captain Phasma has +100 Speed. Whenever a First Order ally attacks out of turn, First Order allies recover 5% Health and Protection. Whenever a First Order ally gains Advantage, they also gain 10% Offense (stacking) for the rest of battle and all First Order allies gain 7.5% Turn Meter. | 1066 | 62% |