Welcome to the latest article in our series about the popular game Star Wars Galaxy of Heroes where we take a look at the best mods for each SWGoH character. 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. These are mod recommendations and they are certainly not the only option. However we look to help players maximize their characters in SWGoH and we are always open to feedback if you have a mod setup that works well of your gameplay.
Magmatrooper, a member of the Empire and Imperial Trooper factions in SWGoH is an attacker with low damage and high value. Because of his unique, Hazard Training, Magmatrooper gains 70% Turn Meter when he resists a debuff or suffers one each turn. This makes him incredibly valuable against Drath Traya led teams in Territory Wars given the chance to hit again and again.
Main Focus: Magmatrooper has ridiculously low damage, and while I almost never encourage players to change a weakness into a strength from mods, this is one of the rare cases. If you’re using Magmatrooper to try and beat Darth Traya teams (without a counter attack toon), look to boost his offensive stats – Offense, Critical Chance and Critical Damage.
Additional Areas of Focus: Potency, Tenacity & Speed. Potency will help Magmatrooper’s AoE special attack, Thermal Imploder, reduce the TM of your enemies which is important against Traya teams. Magmatrooper’s unique, Hazard Training, gives 70% turn meter when suffering or resisting a debuff, so while you want to be targeted by debuffs, resisting them will still boost your turn meter, so Tenacity should be a secondary focus, but a strong one. This also means that Speed is less valuable for this character because of the TM gain, but I would still recommend some smaller Speed increases if you can find the ideal mods with high Tenacity and Potency. Lastly, any survivability will help keep Magmatrooper alive longer, letting you benefit from his turn meter removal and potential TM gain longer.
Ideal Mod Setup for SWGoH Magmatrooper:
While this one is still a work in progress as I continue to beef up Magmatrooper’s stats to help my Territory War anti-Traya teams. That having been said, I am currently running a set of four Offense mods and two Tenacity mods. Thus, I believe the best mod setup for Magmatrooper is;
- Transmitter (Square) – Offense mod with offense primary and a secondary focus on speed, critical chance, tenacity and potency
- Receiver (Arrow) – Tenacity mod with +30 speed primary and a secondary focus on tenacity and potency
- Processor (Diamond) – Offense mod with defense primary and a secondary focus on speed, offense and potency
- Holo-Array (Triangle) – Tenacity mod with +36% critical damage primary and a secondary focus on speed, offense, tenacity and potency
- Data-Bus (Circle) – Offense mod with protection primary and a secondary focus on offense, critical chance, tenacity and potency
- Multiplexer (Plus) – Offense mod with tenacity or potency primary and a secondary focus on speed, offense, tenacity and potency
Note: Transmitter, Processor and Data-Bus mods are MUCH more common. If you can maximize the stats from these using a MK V, Tier A mod that is ideal.
Images courtesy of SWGOH.gg
Updated 09.13.18 by LJ
Am I misreading that? Crit dmg and speed mod sets are both 4 pieces right? The recommendation gives you 2 options of 4 pieces, but it wouldn’t fit. One of them has to be a 2 piece set
No, you did not misread. I believe my writer was emphasizing to choose either CD or Speed, but it definitely came off as confusing. I have updated the page to CC and CD mods in an effort to help a bit, keeping Speed as a secondary focus for sure.
Reading over it, I think 4x Speed and 2x Crit Chance was the intention.
In light of magma troopers new found value in the sith triumvirate raid, how would you alter the mods for this use? I know it may be alot to ask, and you guys do great work, but may I suggest revisiting toons that are found to be key to certain squads for certain raids? More often than not, they require either a different approach, a different emphasis, or at the least, a tweak to get what you need from them.
That’s something I’m still looking at. Right now, I’m looking at a focus on offense and tenacity – boost the damage, and try to avoid defense down. TM gain makes speed negligible, which really opens things up.
I’ll update the post as soon as I have it worked out properly. 🙂
I’m not suggesting you have to write a whole different post, but maybe add a footnote or passage mentioning for xyz usage, emphasis on _______
Thanks @PsychoPoet for this one, and for your reply. I think Magmatrooper has more value than it looks firsthand. I was thinking of 2 potency mods but not sure about it.
P.S. Gaming-fans have totally changed my way of seeing the game for the last 7 months. Good job to all staff!!
I don’t think he needs potency mods personally. He has a base potency of 44%, and a primary will add 24%. There are very few characters who can counteract 68% potency.
Thanks for the feedback – our goal is to help educate people and improve their game, so hearing that is great! 😀