SWGoH: Best Mods for R2-D2

After the introduction of R2-D2 through the Daring Droid event on May the 4th, 2017, we now have the iconic astromech droid in Star War Galaxy of Heroes. Early analysis by Gaming-fans.com in our R2-D2 new character review and Smithie D in his 7-star Zeta R2-D2 video give tips on how to use and mod him, so we decided to add the Best Mods for R2-D2 article to the site sooner rather than later. R2-D2 review SWGoHNote that this article is one that will be rather dynamic as if we see trends in gameplay and use of Artoo we will adjust when needed, if it makes sense. While I do not have all of the answers in SWGoH, I work hard to ensure all of my research is thorough and that all characters we review mods for have been tested out many times over. Early on I tested him out in the Galactic War on Rebel and Resistance squads, kicked his butt in the Arena on an all-Rebel squad with my zMaul team, reviewed his kit about 20 times and watched Smithie D’s informative video on R2-D2 a few times. However, it was the use of Zeta materials on his Number Crunch and Combat Analysis that changed things with R2. Our Zeta review for R2-D2 breaks it down and analyzes things to help you out.

Main Focus: Speed. Geez, where have I heard that before. We are almost at a point where Speed should be a given above all other areas of focus, and then the main focus is always a #2 in line. But given he has such a nice base Speed of 157, this is the kind of character that getting to 200 Speed should not be a huge challenge and if you can have him attacking again and again he will prove to be a huge annoyance to your opponent.

Additional Areas to Focus: Potency, Critical Chance and survivability are the other areas to focus on given R2-D2’s kit. I would focus first on Potency since his basic attack and his special attack, Improvise, both benefit from high potency levels. Since all allies gain 10% CC through his unique, Combat Analysis, I can see where a boost in Critical Chance will make sense. However, survivability is going to be key to make sure R2-D2 annoys the heck out of your opponents. Keep him alive as long as possible by boosting his already strong health and protection numbers and add in some defense, and focus on protection if you plan to use a Zeta on his Number Crunch unique – the added protection will boost your Droid, Galactic Republic, Rebel and Resistance allies.


Ideal Mod Setup for SWGoH R2-D2:

R2-D2 is a character with good stats that, with the proper mods, can be made great or close to it. With a very good base Speed and high survivability, enhancing these areas will make him a real pain in the butt for your opponents. While my initial thought was to go health, defense and potency mods, I have decided a full set of 4 Speed mods and a set of 2 Potency mods thanks to advice from Smithie D. Knowing full well the difficulty of finding the ideal mods in this game, here is my recommended mod setup for R2-D2:

  • Transmitter (Square) – Speed mod with focus on offense and secondary focus on speed, defense, potency and health
  • Receiver (Arrow) – Potency with +30 speed – all other stats gained are bonus
  • Processor (Diamond) – Speed mod with focus on defense and secondary focus on speed, potency, health and CC
  • Holo-Array (Triangle) – Speed mod with focus on Critical Chance and a secondary focus on speed, offense and defense
  • Data-Bus (Circle) – Speed mod with focus on health or protection and secondary focus on critical chance, speed, defense and protection
  • Multiplexer (Plus) – Potency mod with +24% potency – all other stats gained are bonus

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

4 Comments on "SWGoH: Best Mods for R2-D2"

  1. real helpful. thanks a bunch

  2. also, would a health set replacing the potency set increase its survivability?

  3. How would you Mod R2 under RJT lead, Crit chance or Crit Damage Triangle?

  4. Combat Analysis says ‘While R2-D2 is active, all allies gain 10% Critical Chance and 10% Accuracy.’ Doesn’t this just mean they get 10% CC in general? It doesn’t say anything about 10% of R2’s CC. How would boosting R2’s CC help this?

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