SWGoH: Best Mods for Commander Luke Skywalker

SWGoH - Commander Luke in Arena

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.

SWGoH - Commander Luke SkywalkerToday’s toon to review mods for is the biggest addition in the history of Star Wars Galaxy of Heroes and the biggest name in the Star Wars Galaxy – Commander Luke Skywalker. Not to be confused with Farmboy Luke Skywalker, this Lightsaber-wielding Rebel is an attacker who is described as a “Determined Rebel hero who can ignore debuffs or ignore Taunts.

Commander Luke’s Basic, Destined Strike, reads “Deal Physical damage to target enemy and inflict Speed Down and Defense Down for 2 turns. If the target already had Speed Down, remove 30% Turn Meter. If the target already had Defense Down, inflict Stun for 1 turn.” Right away, this screams Potency to me.

His Use the Force special reads “Deal Physical damage to target enemy, Dispel all buffs on them, remove 100% Turn Meter, and inflict Buff Immunity and Tenacity Down for 2 turns. Reduce the cooldown of this ability by 1 if the target didn’t have full Health. (Cooldown 4).”

Luke’s Call to Action special reads “Dispel all debuffs on Luke. Luke gains 100% Turn Meter and recovers 40% Health and 40% Protection. If Luke doesn’t have the “Call to Action” unique buff, he gains it until the next time this ability is used. (Cooldown 4).” He heals himself and recovers protection and gains 100% TM in the process all while dispelling all debuffs. Wow.

His leader ability is Rebel Maneuvers which reads “Rebel allies have +50% Counter Chance, +50% Defense, and +15% Offense. Whenever an enemy Resists a detrimental effect, Rebel allies gain 5% Turn Meter.”

Finally, his first Unique ability, Learn Control, reads “While Luke doesn’t have Call to Action, he has +50% Counter Chance, +50% Critical Avoidance, +50% Defense, +100% Tenacity, and gains 10% Turn Meter whenever another Rebel ally takes damage.” Meanwhile his second Unique states that “Luke has +40% Potency. Whenever Luke Resists a detrimental effect he recovers 5% Health and 5% Protection. Whenever Luke inflicts a debuff he gains 10% Turn Meter and other allies gain half that amount.”

SWGoH - Commander Luke in Arena

Luke has a kit that allows you to switch him from his natural defensive state to a more offensive one using the Call To Action ability and he is extremely valuable with or without Zeta materials used. For a review of Commander Luke Skywalker’s Zeta abilities please check out my article on the topic. Thus, you can mod him a couple of different ways. Based on this info and the abilities above, here is my early assessment of Mods to use and the focus for Commander Luke Skywalker:

Main Focus: Speed. Commander Luke starts off with a base Speed of 152 (164 at Gear 12+) – a very strong number to start from. Because of this, getting his speed over 200 will not be a huge challenge and given that this is a top-tier character, 250+ is recommended.

Additional Areas to Focus: Potency, Critical Damage and survivability. Potency helps his basic attack and survivability in the form of Health and Protection make his Call to Action special more effective. Call to Action also has +50% CC and CD so ensuring both are high will make him hit harder, however his base stats have him over 40% CC thus we don’t need to use CC mods on him. When he does not have the Call to Action special in effect he has +100% Tenacity, thanks to his Learn Control unique, but when it is off a little Tenacity is not a bad thing. Potency is higher (+40%) thanks to his It Binds All Things unique, and he gains 10% Turn Meter whenever he inflicts a debuff on his enemies. Thanks to the Zeta ability on his Learn Control unique his Defense is +50% and he gains 10% Turn Meter when Rebel allies take damage, so keep his defense, health and protection numbers high and he will benefit even more. Note that Commander Luke Skywalker’s Relic stat increases improve his survivability, damage, CC and CD nicely, so factor these in when preparing the best mods for CLS.

In-game Mod Recommendations: Critical Damage & Potency. I cannot disagree too much with these recommendations other than the fact that high Speed secondaries are a must for CLS. Also remember that he has +40% Potency from his unique, so going all-in on Potency can be overkill.


Ideal Mod Setup for SWGoH Commander Luke Skywalker:

I am taking a blended approach and will be adjusting it as needed. Starting off, I recommend the use of 2 Health and 4 Critical Damage mods with a heavy focus on Potency, Health, Protection and Speed from the secondary stats. However, here is my recommended approach for mods on Commander Luke Skywalker:

  • Transmitter (Square) – Health mod with a primary focus on offense and a secondary focus on speed, health, protection and potency
  • Receiver (Arrow) – Critical Damage mod with +30 speed primary – any other stats gained are a bonus, but Commander Luke is worthy of your best mods so any with a secondary focus on health, potency or protection should be used
  • Processor (Diamond) – Health mod with a primary focus on defense and a secondary focus on speed, potency, health and protection
  • Holo-Array (Triangle) – Critical Damage mod with +36% Critical Damage – any other stats gained are a bonus, but Commander Luke is worthy of your best mods so any with a secondary focus on speed should be used
  • Data-Bus (Circle) – Critical Damage mod with primary focus on protection and a secondary focus on speed, health, offense and defense
  • Multiplexer (Plus) – Critical Damage mod with primary focus on potency and a secondary focus on speed, offense, health and protection


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

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7 Comments on "SWGoH: Best Mods for Commander Luke Skywalker"

  1. His unique gives him +40% potency, so i don’t think you need potency cross unless you want to try to get debuffs on a high tenacity enemy like a fracturing Thrawn. With his zeta unique giving turn meter when he resists debuffs, I’d suggest a tenacity cross. Yes, his other zeta’ed unique gives him +100% tenacity when he’s in defense mode, but more tenacity will let him resist high potency characters like Palpatine.

  2. I do not totally disagree, but at Gear 11 he has 11.69% base potency for 51.69% total

  3. Do you have a specific farming technique for mods? I have been completing Mod challenges to get my pieces, but very rarely see ones with the speed secondaries you mention. I have gotten over 800 mods, but probably have 10 with significant speed (+24 is my max).

    • I personally use all of my Cantina energy for weeks at a time simulating Tier III Mod Challenges and sell off all gray mods (unless speed or CD primary). I also buy Mods in the Mod Store from time to time, with those showing a Speed secondary being the gems.

  4. Sell off mods??

  5. On the character mod assignment screen is a SELL button.

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