SWGoH: Best Mods for Darth Maul

Welcome to article number four in a series about Star Wars Galaxy of Heroes where we take a look at the best mods for individual characters. While I do not claim to have all of the answers in this game, I do my research and have used every toon I write about extensively.

Darth Maul - SWGOH - ModsToday’s toon to review mods for will be Darth Maul, a Sith attacker who was highly underused in the movies, brought back to life in the Clone Wars, and later a major player in the Rebels series. Maul has basically been exclusive for Pay To Play (PTP) gamers after not being available to FTP players throughout 2016. While he is now available from time-to-time in the Guild Store, Maul is easily one of the toughest characters to farm in the game. In addition, he is the biggest challenge I have faced when it comes to how to Mod a toon in SWGoH.

Note: While researching and preparing this article I chose to re-Mod Maul myself to increase his Critical Damage.

Main Focus: While every character needs speed (yes, I do say this every time because it is true), Darth Maul needs it even more. He is one of the slowest toons in Star Wars Galaxy of Heroes and one of the squishiest. Because of his Unique Ability, Power of Hatred, investing into health mods and mods which are high in health seems wise. Darth Maul Mods - SWGOHMaul “gains 20% Max Health, gains Max Health equal to 10% of the damage he deals, and Potency equal to 0.3% of his Max Health.” Yeah, that one is tricky, but in a nutshell, more health is good for Maul.

Additional Areas to Focus: Offense, Defense, Potency and Critical Damage. This is all about what you want to do with Maul. If you want him to go all-out and destroy everyone you can focus on offense. If you are looking at more of a long-term use in battle, the Galactic War, etc. you may want more defense. Potency should not be ignored since the Daze debuff he inflicts with his Whirling Blades attack is awesome, especially against Wiggs, Fives, Dooku, Sun Fac and others, but the unique ability boosts potency a good deal so I have chosen not to focus on higher potency numbers.

One huge wildcard with Darth Maul is his incredibly high Critical Chance number. My Maul was at 52.65% CC with no CC mods on him and just small boosts from the secondary stats when I started this piece. The use of a high Critical Damage triangle or CD mods proved VERY wise as I re-modded Maul to get his the Crit Dmg up to 186%. Push this to 216% and see what you think about his damage at that point.


Ideal Mod Setup for SWGoH Darth Maul:

The “ideal mod setup” can be interpreted a few different ways. If you target speed, potency and health through the mods this could work out well a number of different ways. Here is my (new) setup:

  • Transmitter (Square) – Potency mod with offense primary and a focus on health and defense
  • Receiver (Arrow) – Potency mod with +30 speed (if you can get it)
  • Processor (Diamond) – Defense mod with defense primary and a focus on defense, health, potency and speed
  • Holo-Array (Triangle) – Defense mod with+36% Critical Damage primary and anything you can get from speed, potency, CC and health is a bonus
  • Data-Bus (Circle) – Potency mod with Health/Protection primary and defense, speed and health focus
  • Multiplexer (Plus) – Potency mod with defense primary and focus on health, potency and speed

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Mods are obviously individual and maul is very open to different approaches as you said. No “right way”. Having said that, with all your focus on potency in the article, wouldn’t it make more sense to have a potency primary cross?


I wouldn’t mod for potency at all, personally.
Maul has 14319 health when maxed, without mods. Add 20% from his unique, and he has 17183 (rounded) max health. 0.3% of that is added to his potency – 51.55%.
Mods will push it higher, doing damage will push it higher. So unless you’re going to skip the omega on Maul’s unique, you don’t really need the potency.


What’s a good way to mod Maul under a DN lead?