Based on 1060 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 +150, health +908, protection +2407, defense +2
| Great Mods: speed +190, health +7727, protection +5643, defense +0
|
Typical Mods: health +15271, speed +101, tenacity +19, protection +3751, defense +0, offense +80
| Great Mods: health +22985, speed +135, tenacity +0, protection +6536, defense +1, offense +150
|
Name | Description | Count | Percent |
---|---|---|---|
![]() | Call a random other ally to assist, dealing 50% more damage. Grant Tusken allies 2 stacks of Momentum for 3 turns. | 329 | 26% |
![]() | Whenever an enemy gains bonus Turn Meter, grant Tusken allies 1 stack of Momentum for 3 turns. At the end of each turn, Tusken allies gain 20% Defense and Tenacity for each stack of Momentum on them until the end of the next turn.\n\nWhenever a Tusken ally is targeted by an enemy and they have at least 10 stacks of Momentum, remove all stacks of Momentum, Stun all attacking enemies for 1 turn, which can't be resisted, and the targeted Tusken ally takes a bonus turn. For each stack of Momentum removed this way, there is a 20% chance (+5% per Relic Amplifier level, max 50% total) to inflict a stack of Damage Over Time on each attacking enemy for 2 turns.\n\nWhile in 3v3 Grand Arenas: Boba Fett, Scion of Jango counts as a Tusken ally if there is no character that summons at the start of battle. Boba Fett, Scion of Jango's Payout is active and he can't lose Momentum stacks except through expiration. | 36 | 3% |