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7 years ago
"Cassius97;c-1586627" wrote:"NicolasRage;c-1586552" wrote:
The only thing that makes a mod relevant is a high speed secondary. Nothing else really matters.
That's essentially true but there are exceptions.
For instance on a guy Resistance trooper I would take a 5 speed mod with 7% crit chance over a 10 speed mod with 1% crit chance.
Generally you want mods to have high speed secondaries though. That's the biggest determiner of power.
Other things to look for would be potency, crit chance, protection % over 5. Health % over 3%.
Offence over 100.
Flat health over 1500. Flat protection over 2000.
These of course are numbers you will see after the mod is upgraded.
Generally when looking to upgrade mods these are what I am looking at the most:
speed secondary at the top.
Flat offence, crit chance and potency.
health and protection.
Defence/Offence %/ tenacity. Least useful.
Read this mod guide for more help as there as more things to look for:
gaming-fans.com/swgoh-101/swgoh-101-comprehensive-mod-guide/
This. High speed is the baseline for what constitutes a good mod. However specific teams/characters/raid setups might actually call for other secondaries more than speed. However, this is really only true in the Sith Raid at this point (HAAT used to require tenacious jedi in P1, potent Zader teams in P2. Long time ago Rancor was all about Potency mods, but as we get new, better characters they seem to slowly remove the necessity for specialized mod sets and just lead to getting them to go faster so you can hit more). Currently though, Sith Raid teams are a great example of why you might want something other than Speed. Chex Mix calls for massive offense secondaries for the team and speed matters far less as long as your turn order is still correct and you can set it up. Speed is really not great for Han in this case as you just want him to sit there and counterattack. RJT teams in P1 want really high CC on their team to increase the chance of getting an expose on DN. NS in P4 generally want offense as well as they reach focus more on TM gain looping their turns and thus don't need to be super speedy. Some tanks like Baze especially, you just want to load up with protection as he gets TM from his unique so speed isn't as important.
Basically, if the character or the team doesn't have inherit TM gain, you want speed. If they do, you probably want to just increase their specialized stat (Offense for most attackers, protection for tanks).
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