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coolnessda
Seasoned Newcomer
6 years ago

Best mod set up for gm yoda

I've heard that gm Yoda is better suited with purely offensive mods and not so much speed. As probably the heaviest hitting jedi toon I can definitely see why that would be the case but is speed still necessary? And would going after critical damage/ chance be a bad idea? I just think that a toon like him would benefit from having the most potential damage output.
  • If you follow the graphs then Offense set with crit damage triangle assuming that the current crit chance is 65 to 95%. We are talking marginally better, probably 5 to 10% more comparable damage output to a CD set with CD triangle with crit chance being somewhere between 65 to 95%, all at g12. My current GMY is 250 speed. Could I drop that for an offense arrow with a speed secondary to 235? Probably. I do think that going all offense and speed and not even thinking about crit might be better for GMY Revan teams against a GK team.

    Offense % arrow , triangle , cross, and as much + speed + offense as possible. I'd argue that the circle's primary should probably be based off of which raw stat your other mods boosted more: +protection or + health.

    A lot of my mods bring + health and + health % besides what I was looking for like + offense or potency. I think making the circle primary logic based off of that is almost always smart except with tanks. I think all tanks shoud go primary protection circle unless they have a health regen ability and no protection rege .
  • I still think speed helps, maybe instead of an Offense triangle use a crit damage that way those hits are heavier.
  • And if you run him under a Padme lead you also want speed right? (Because neither of his bonus turn meters happen under her lead.)
  • I leave him with Speed to counter DR teams. Just switch to offense for P2 of Heroic Sith raid.
  • I think the arrow should be speed in any case. It helps the other 50% TM grow faster when hitting >50% health enemy and of course when below. With % offense secondary boosted top as %offense can get to 8.46% on 6E secondary
  • "Juzz;c-1870813" wrote:
    I think the arrow should be speed in any case. It helps the other 50% TM grow faster when hitting >50% health enemy and of course when below. With % offense secondary boosted top as %offense can get to 8.46% on 6E secondary


    I think +offence might be better no? 6e secondary flat offence of 190+
  • "Treeburner;c-1871619" wrote:
    "Juzz;c-1870813" wrote:
    I think the arrow should be speed in any case. It helps the other 50% TM grow faster when hitting >50% health enemy and of course when below. With % offense secondary boosted top as %offense can get to 8.46% on 6E secondary


    I think +offence might be better no? 6e secondary flat offence of 190+


    Because of his high special damage , he gains more from a decent offence % (needs to be 6e to be decent though)
  • "Treeburner;c-1871619" wrote:
    "Juzz;c-1870813" wrote:
    I think the arrow should be speed in any case. It helps the other 50% TM grow faster when hitting >50% health enemy and of course when below. With % offense secondary boosted top as %offense can get to 8.46% on 6E secondary


    I think +offence might be better no? 6e secondary flat offence of 190+


    Yoda has a base especial damage of around 4k
    If you get to 8% on secondary:
    4k * 0.08 = 320
    Even only to 6%:
    4k * 0.06 = 240

    Max flat, perfect, for 6e is 253

    ...and you don't have to grind 2 mods for Yoda's arrow
  • If he is being used in a JKR team vs other JKR teams, you can safely 100% IGNORE speed.
    Go 100% offensive primaries and secondaries stacked as much and as high as you can. In those fights he is called to assist so much and gaining bonus TM that speed is made largely irrelevant, and imo becomes a wasted stat. You can also safely ignore crit chance/damage as JKR teams have high up time of crit immunity and don't forget about Jolee's natural crit avoidance.
    In a JKR+Thrawn team being used to climb through Malak teams then you want him very fast again, faster than enemy DR when speed bonus from JKR lead is added in. Then focus on offensive secondaries.
    If used in a Padme team then I'm not sure what his optimal mod set should be. When I mess around with that team I use a mix of speed/offense with mixed results.

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