Welcome to the latest article 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. Note that these are recommendations based on the parameters set forth by the developers based on these specific characters – they can be changed at any time and are the educated opinions of players who have played SWGoH for thousands of hours over the last several years.
Today’s toon to review mods for will be Asajj Ventress, likely the most popular member of the Nightsisters. Originally the only Nightsister with a Zeta ability until the release of Mother Talzin and the October 2017 Nightsisters rework, Asajj is a character that has a ton of potential in the new Nightsisters setup.
Main Focus: While every character needs speed, Asajj Ventress needs it more than most given her base speed of 104 is one of the lowest in the game. However, her unique, Rampage, states that Asajj gains 15 speed for each enemy with no buffs, thus the start of an encounter would see Ventress at a base speed of 199 before mods, so adding significant Speed would be wise.
Additional Areas to Focus: Potency, Offense, CC/CD and Health. Potency is key with Asajj as her basic has a 50% chance to stun, and her Endless Wrath special can inflict the Defense Down debuff, but keep in mind that under a Mother Talzin lead all Nightsisters gain +50% Potency, so no need for overkill here if you plan to use that squad makeup. You also get a +20% Potency boost from her Gear 12 finisher, so keep that in mind as you advance to Gear 13 and start thinking about relics. Since Ventress is the main damage dealer of the Nightsister faction, keeping her Offense, Critical Chance and Critical Damage high will help enhance that even more. Some may prefer Crit Damage mods over Offense – really it is up to each individual to determine how important Asajj is on their roster and what mods they have available. Note that CC on Asajj Ventress is tricky – as a dealer of both Physical and Special Damage dealing out both critical hits for both, CC in almost unnecessary for her basic attack (deals Physical Damage) when she gets to Gear 12 or higher in longer battles. Asajj Ventress with a Level 7 Relic, coupled with her Rampage unique, has a maxed Physical CC of 81.11% before any enemies are defeated, and 96.11% after the first enemy dies. In a nutshell, her basic attack will be critting almost every time once her Rampage unique kicks in (depending on the enemy’s Crit Avoidance, etc.). Meanwhile, her Special CC, the one that impacts her AoE attack, maxes out now at 28.29% from Relics, so any added CC from mods on Asajj Ventress (sets or secondaries) will likely only be needed for the Endless Wrath special and not her basic attack. Of course with any high CC character you want high Critical Damage, and now with 163.5% base CD with a Level 7 Relic and up to +42% from a 6-dot mod, Asajj can be set up for some massive hits when added to the stacking Offense potential.
Finally, Asajj has always been a bit squishy, so adding survivability stats – Defense, Health and Protection – will help remedy this. Specifically, I recommend a focus on Health since Asajj can heal herself and now her Nightsister allies with her Strike Fear special, and both Talia and Old Daka are healers within the faction. In addition, the added Health will help in Phase 4 of the Sith Triumvirate Raid where the Nightsisters faction is incredibly valuable. Note that once again her Relic gains kick in here as Asajj gets very good gains in Health, Armor and Resistance when maxed out at a Level 7 Relic in SWGoH.
In-game Mod Recommendations: Offense & Critical Chance. As I stated above, you can go for the set of four Offense mods or Critical Damage mods based on how valuable Asajj is on your roster and your mod inventory. If you have a Zeta on Asajj Ventress‘ unique, Rampage, it grants her 15% Critical Chance stacking. For anyone at Gear 13 or close to it, you may not want super CC from the secondary stats of your mods given the stacking potential and possible wasted gains. I prefer a Health set for your final two mods on Asajj if your use of her is in long battles like the HSTR or HAAT.
Ideal Mod Setup for SWGoH Asajj Ventress:
The “ideal mod setup” can be interpreted a few different ways. As stated above, a set of four Offense or CD mods and a set of two Health mods on Asajj with high Speed, CC and Potency secondaries is likely the best way to go. Here is my preferred mod setup for Asajj Ventress:
- Transmitter (Square) – Health mod with a primary focus on offense and a secondary focus on speed, health, critical chance and potency
- Receiver (Arrow) – Offense/Critical Damage mod with +30 speed – all other stats gained are bonus, but work toward health and offense or critical chance secondaries
- Processor (Diamond) – Offense/Critical Damage mod with a primary focus on defense and a secondary focus on speed, offense, health and potency
- Holo-Array (Triangle) – Health mod with +36% critical damage – all other stats gained are bonus, but work toward health and speed secondaries
- Data-Bus (Circle) – Offense/Critical Damage mod with a primary focus on health and a secondary focus on speed, offense, critical chance and potency
- Multiplexer (Plus) – Offense/Critical Damage mod with a primary focus on offense or potency and a secondary focus on speed, health, critical chance and potency