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Remodding would help. Here's your SLKR mods -- which I looked at first since he can beat Rey pretty easily.
Look at the triangle. It has a Crit Chance primary. yet the single toon in the game most likely to have Advantage (which causes your character to auto-crit if at all possible) is SLKR. Crit Chance is entirely irrelevant to SLKR. That primary might as well not exist.
Most of the rest of your modding is good, but I note that your circle mod has no %Offense. Not a tragedy. You used %Off primary on the cross and made sure that your arrow and diamond had good %Off secondaries. If you're not killing the enemy quickly enough, though, that wasted Triangle primary and the missing %Off secondary on the circle might be part of why.
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More concerning is this:
Look at how many Speed Set mods you have with zero speed on them. This isn't the end, either. Another 7 speed set mods with zero speed came after that last one.
And above these are plenty more speed set mods with less than +10 speed, which just shouldn't happen on a purple or gold mod. Once you get that high, if your mod couldn't hit +10, it should be sold. There are 85 mods with +3 to +9 speed that are above this, only 5 of which are blue or purple. that means 80 mods which should be sold to make room for something better.
Finally, let's look at the tank you will most likely be using against Rey: Kylo Ren Unmasked.
KRU doesn't need speed. Against one of the most powerful attackers in the game, what he needs is survivability. But you're using Speed Set mods in four slots here rather that could be used for Defense or Health sets.
Moreover, there's a 6-dot gold mod with +8 speed and a 6-dot blue mod with +10. Those are far too slow considering the resources you put into them combined with the fact that these are speed set mods. The one and only thing they're supposed to do well is be blazingly fast. To keep a 5-dot/gold speed set with +10 speed is understandable, practical. Put it on a toon you never use and wait until slicing and calibration materials are so cheap you can't help but succeed in building a fast mod out of the bones.
But because there's a +1 speed when you go from 5-dot to 6-dot, that means you took a +7 speed mod and spent the resources to take it from 5-dot to the absolute max. This is a phenomenal waste of credits, slicing, and probably some calibration mats just to get a mod to a speed that is still too slow to be put on a toon that needs speed enough to use a speed set on it.
Other have suggested you use StarKiller, and that's a good idea. But none of your teams will be effective against well-modded enemies if you don't mod equally well yourself.
And as a final thought, now that Relic Delta is active, Don't forget to double check how that will affect your counter. An r5 StarKiller squad going up against an r8 Rey is going to seriously struggle, no matter the modding.
So buck up. This is all doable, but you have to pick your counter-squads carefully, make sure their relic levels are up to the task, and mod each toon with what they need. Tanks should rarely have speed sets. Battlefield control units often want Potency mods, etc. etc.
Most of all, just sell the bad mods to make room for all the new you'll be getting. Focus on slicing materials in the mod battles and purchasing mods from the Mod Store. You'll get this back in shape soon enough.
Wow. That is some absolutely trash modding. KRU is worse but SLKR doesn't have 5 good mods out of 6. The arrow is fine. The others have lots of protection and tenacity; these are wasted stats on SLKR. He wants health, defense, offense. KRU is just... tragic.
- 1eec3cd2899174b92 months agoSeasoned Newcomer
Kinda harsh... he's actually not that bad for me
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