Based on 2563 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: crit damage +30, crit chance +8, protection +1772, offense +273, speed +64, health +1440
| Great Mods: crit damage +30, crit chance +0, protection +1327, offense +488, speed +127, health +6193
|
Typical Mods: speed +95, health +5721, offense +7, protection +2877, crit chance +0
| Great Mods: speed +177, health +5248, offense +5, protection +5111, crit chance +0
|
Name | Description | Count | Percent |
---|---|---|---|
![]() | Wicket gains 10% Critical Damage for each living Ewok ally and each Stealthed ally. At the end of his turn, Wicket has a 50% chance to take another turn. This chance is reduced to 10% if this effect triggered in the previous turn. Whenever Wicket scores a Critical Hit, all Ewok allies recover 4% Health and 2% Protection. | 834 | 49% |