Alliance Guild Reports: Alliance Character Data: Admiral Trench

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Alliance Character Data: Admiral Trench

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Mod Data

Mod Stat Distributions

Mod stat distributions across 1282 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 (Alliance + Top Guilds)

Based on 1282 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 - 73% - speed, health, offense

Typical Mods:
speed +147, health +6587, offense +197
+0.08% offense
  • +0.06% crit chance (3)
  • +17 speed (4)
  • +29 defense (3)
  • +1526 protection (2)
+32 speed
  • +0.07% health (4)
  • +0.05% tenacity (3)
  • +24 defense (2)
  • +130 offense (3)
+0.2% defense
  • +822 health (2)
  • +19 speed (4)
  • +0.03% offense (2)
  • +2381 protection (4)
+0.24% protection
  • +23 speed (5)
  • +1508 protection (2)
  • +0.04% offense (3)
  • +55 offense (2)
+0.16% health
  • +22 speed (5)
  • +0.02% potency (1)
  • +25 defense (2)
  • +2402 protection (4)
+0.16% health
  • +17 speed (4)
  • +1043 health (3)
  • +17 defense (2)
  • +0.09% defense (3)
Great Mods:
speed +150, health +17666, offense +191
+0.08% offense
  • +23 speed (5)
  • +1367 protection (2)
  • +27 offense (1)
  • +0.04% protection (2)
+0.24% protection
  • +79 offense (2)
  • +26 speed (5)
  • +1400 health (3)
  • +0.02% crit chance (1)
+0.2% defense
  • +0.04% tenacity (2)
  • +26 speed (5)
  • +1401 health (3)
  • +0.03% crit chance (2)
+0.24% protection
  • +833 health (2)
  • +0.07% health (4)
  • +50 offense (1)
  • +25 speed (5)
+0.24% protection
  • +1267 protection (2)
  • +26 speed (5)
  • +0.04% defense (2)
  • +29 offense (1)
+0.24% protection
  • +24 speed (5)
  • +0.02% tenacity (1)
  • +335 health (1)
  • +0.06% health (4)

#2 - 27% - offense, speed, health

Typical Mods:
offense +1197, speed +112, health +8549
+0.08% offense
  • +0.03% crit chance (2)
  • +0.05% protection (2)
  • +958 health (3)
  • +23 speed (5)
+0.08% offense
  • +0.01% health (1)
  • +8 speed (2)
  • +774 health (2)
  • +0.07% potency (3)
+0.2% defense
  • +26 speed (5)
  • +10 defense (1)
  • +964 health (2)
  • +0.01% crit chance (1)
+0.08% offense
  • +20 speed (4)
  • +1207 health (3)
  • +0.05% crit chance (2)
  • +0.06% protection (3)
+0.16% health
  • +0.03% offense (3)
  • +18 speed (4)
  • +0.06% protection (3)
  • +23 defense (2)
+0.3% potency
  • +0.05% health (3)
  • +2160 protection (3)
  • +0.07% tenacity (3)
  • +17 speed (3)
Great Mods:
offense +1682, speed +126, health +4998
+0.08% offense
  • +0.03% health (2)
  • +1956 health (5)
  • +1995 protection (3)
  • +10 speed (2)
+32 speed
  • +0.03% crit chance (2)
  • +0.07% defense (2)
  • +0.02% potency (1)
  • +0.03% offense (3)
+0.2% defense
  • +1326 health (3)
  • +136 offense (3)
  • +0.02% potency (1)
  • +26 speed (5)
+0.08% offense
  • +124 offense (3)
  • +14 speed (3)
  • +0.07% protection (3)
  • +0.04% health (3)
+0.16% health
  • +189 offense (5)
  • +483 protection (1)
  • +21 speed (4)
  • +0.05% potency (2)
+0.3% potency
  • +0.04% protection (2)
  • +1610 health (4)
  • +23 speed (5)
  • +43 offense (1)

Alliance Demographic Data

Based on 336 units.
NameDescriptionCountPercent
Feared TacticianSeparatist allies have +30% Max Health, Max Protection, and Potency and they have +10% Speed (excludes Galactic Legend allies) for each ally with Tech and each enemy with Extortion.\n\nWhenever a Separatist ally inflicts a debuff on an enemy, they gain 20% Offense for 3 turns (stacking, limit once per turn). While a Separatist ally has a Tech, they have +100% Potency. When a non-Geonosian Separatist ally gains Baktoid Shield Generator Tech, they dispel Stealth from themselves and while they have Baktoid Shield Generator Tech, they are immune to Stealth and gain 100% Critical Avoidance and Defense.\n\nWhile a Separatist ally has a Heal Over Time, they have +30% Counter Chance, and while they have a Protection Over Time, they have +30% Defense Penetration. While an enemy has Burning, they can't assist, counter attack, or gain bonus Turn Meter.\n\nWhile in Territory Wars: Non-Droid Separatist allies have +50% Mastery, and +75% Max Health and Max Protection. Separatist allies with Tech can't have their turn meter reduced. Enemies with Extortion will be critically hit if able.\n\nWhenever an enemy dispels a debuff, Separatist allies gain 10% turn meter (limit once per turn). The first time each enemy is reduced below 100% Health (excluding summons), Separatist allies gain 20% Offense (stacking) and +5 Speed (stacking) until the end of the battle.5717%
Net PositiveDispel buffs, deal Special damage to target enemy, inflict Stagger for 2 turns and call all other non-Droid Separatist allies to assist.\n\nNon-Droid Separatist allies gain Tactical Supremacy for 2 turns, which can't be copied. Trench gains Protection Up (40%) for 2 turns and other Separatist allies gain Protection Up (20%) for 2 turns.\n\nTactical Supremacy: +30% Critical Damage and Potency; recover 10% Protection at the start of turn; if dispelled, recover 40% Health then gain Advantage and Foresight for 2 turns at the end of that turn16449%
I Smell Fear, and It Smells GoodAt the start of battle, Admiral Trench loses 50% Max Health and gains that much Max Protection. While Trench is active, Separatist allies have +50% Potency. At the start of his turn, he gains a Protection Over Time (10%) for 2 turns. While Trench has Protection Up, he is immune to Buff Immunity and Healing Immunity.\n\nThe first time each enemy loses all Protection, at the end of that turn they are Feared for 1 turn which can't be dispelled, evaded, or resisted.\n\nWhenever another non-Droid Separatist ally is damaged by an attack, defeated, or evades, Trench has a 50% chance to gain 100% Turn Meter (limit once per turn). Whenever an enemy dispels Protection Up from Trench, they are inflicted with Shock for 2 turns which can't be evaded or resisted.\n\nWhile in Territory Wars: Whenever an enemy resists a debuff from a Separatist ally, they lose 10% Critical Damage (stacking) and 10% Tenacity (stacking) for 3 turns. The first time Trench's Health is reduced below 75%, he recovers 100% Health and gains Foresight, Protection Up (50%), and Tenacity Up for 2 turns. While a Separatist ally has a Heal Over Time, Health recovery on them is increased by 15%. While a Separatist ally has a Protection Over Time, Protection recovery on them is increased by 15%.\n\nAllies with Tactical Supremacy have +25 Speed.3410%



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