SWGoH 101 Mod Guide: Mod Farming

Mod Farming

Mods can be acquired through Mod Battles, Mod Challenges, and the Mod Store. All players must first start with the Mod Battles area of the game which opens at Level 50.

Mod Battles and Challenges utilize Mod Energy for each battle and any characters within the roster can be used to fight each battle. Each stage of Mod Battles refers to a different mod set.

  • Stage 1 – Health
  • Stage 2 – Defense
  • Stage 3 – Critical Damage
  • Stage 4 – Critical Chance
  • Stage 5 – Tenacity
  • Stage 6 – Offense
  • Stage 7 – Potency
  • Stage 8 – Speed
  • Stage 9 – Mod Slicing Salvage

The Mod Battles area allows players to get started acquiring mods in different sets at either 1* or 2* and the completion of Mod Battles Stage 3 is required to unlock Mod Challenges. Stage 9 Mod Battles do not provide mods, but Mod Slicing salvage instead.

It may be tempting to farm mods from the Mod Battles because the Mod Battles allow players to select a specific set and shape. DON’T DO THIS! Complete all battles from the first 8 stages of the Mod Battles to unlock all the Mod Challenges and then, only do the Mod Challenges afterward. Mods should only be farmed from the Mod Challenges.

After completing the first three stages of Mod Battles, the Mod Challenges will unlock with the first mod challenges: Health, Defense, and Critical Damage. Once all Mod Battles stages are completed, the remaining challenges will open. The mod challenges each have three tiers that can each be completed at up to 3*. The Mod Store will also open after completing the first three stages of Mod Battles.

Tier I of the Mod Challenges offer 3* mods in any possible shape and color. Tier II offers 3* and 4* mods, and Tier III offers 3*, 4*, or 5*. Mods should always be farmed/simmed from the highest challenge tier available to give the best option for attaining 5* mods.

Tier I of the Mod Challenges require at least three characters at 3* each. Tier II requires four characters at 4* each and Tier III requires five characters at 5* each.




 

Mod Sets Are Not Treated Equally:

Potency set mods are one of the most valuable sets in the game.

  • Higher potency increases the likelihood that a character who applies debuffs (Ability Block, Daze, etc.) will be able to get those debuffs to stick on enemies
  • Stronger potency also applies to a character’s ability to remove turn meter as indicated by the Ability kit

Critical Damage (Crit Dam or CD) and Offense mods are also extremly valuable.

  • Four Crit Dam mods can increase the base crit damage from 150% to 180% which provides one of the highest direct boosts within the game
  • Crit Dam mods, however, belong on characters with very high base Critical Chance, or the mods should be combined with a Crit Chance set to ensure the likelihood of a critical hit
  • Four Offense mods can increase base Physical Damage by 15% on their own which means that on every attack that lands, normal or critical hit, the overall damage is increased
  • Offense mods can be utilized for just about every character to ensure that damage is maximized
  • Note: Pre-Mods 2.0 Update, Crit Dam was generally more useful and provided more damage than Offense, but Post-Mods 2.0 Update, Offense provides the best overall damage. This is reviewed in more detail in Crit Damage vs Offense section.

Tenancity and Critical Chance (Crit Chance or CC) set mods can have their uses and are better than running characters with no mods at all, but the bonuses that they provide are not always as powerful as Offense or Potency, and are very ability kit-dependent.

Speed is a more confusing mod set, even though it directly affects a stat.

  • As discussed in Speed, aka The Holy Grail, Speed is the most important character stat
  • The Speed set does not offer as much of an increase as an arrow on any set with the Speed primary or some of the higher Speed secondaries
  • The Speed set requires 4 mods to give a maximum bonus of +10% Speed
    • That 10% increase is based off character’s base Speed from full gear levels only.
    • The character with the fastest base Speed (at max gear and level) is TIE Fighter Pilot (TFP) at 182.
    • If TFP is given 4 Speed set mods, the max Speed he could receive is +17 from that mod set.
    • The Base Stat percentages are only increased from complete gear levels, so only TFP’s speed from Gear 1-11 is considered even if his full base Speed is 182 with Gear 12 gear pieces.
  • Speed of +17 can be achieved with a single 1* arrow mod with Speed primary and more than +17 can be easily achieved with Speed secondaries on the other mod shapes.
  • The +17 Speed gained by 4 Speed set mods means that a character like TFP would not be able to get other better set bonuses such as Offense or Potency, both of which are highly valued for TFP.

Health is the most basic mod set and offers a direct boost in character health, but once other mod sets become available, Health mods should not be a focus.

Defense mods may seem more convoluted because there is no specific stat called “Defense” in the in-game stat tabs, but generally Defense is prized over Health.

  • Defense decreases the damage taken from any attack, e.g., an attack that comes as 10,000 is reduced to 9,000 if a character has 10% Armor (affected by Defense).
  • Defense affects both Health and Protection, so characters end up taking overall less damage from each attack, while Health can only increase the total Health available.
  • Completing the Defense mod set’s Tier III at 3* will open more mods in the Mod Store

 

The Mod Store:

Mods can be purchased in the Mod Store after completing the first three stages of the Mod Battles. Like other stores in the game, the Mod Store refreshes once every 6 hours, but unlike other stores, the Mod Store can be manually refreshed for just 15 crystals instead of 50 crystals.

The Mod Store offers mods in any rarity or quality and mods are available for both credits and ship building materials (Ships credits). There is no difference between the mods available for credits verus Ships credits, outside of the source of the currency. While the sporadic Credit Heists are available to supply upwards of 10 million credits at a time, nothing similar exists for Ships credits, so the currency is in general rarer and should be spent more conservatively.

When purchasing mods, there are a couple options available:

  • Purchase mod sets that are not unlocked yet
  • Purchase mods that have desirable primary or secondary stats

The best mods to buy are “colored” mods where the Speed secondary is already listed. Grey mods should be rarely purchased, if at all. The only good grey mod to purchase is an arrow shape with the Speed primary.

As referenced in the Mod Levels and Colors sections, a colored/non-grey mod with the Speed secondary showing is the best mod to acquire/purchase because only those mods have the ability for the Speed secondary to increase.

For example, a Green mod (Tier D) with the Speed secondary showing will have a chance for Speed increase one time when the mod is upgraded to Level 12, and the other secondaries have been displayed. A gold mod with Speed showing as any of the four secondaries has a chance for Speed to increase at Levels 3, 6, 9, and 12. A gold mod with +5 Speed showing could increase up four times and could become +20 Speed or higher.

Do note, however, that this increase is not always guaranteed. There is a chance that even a gold mod with Speed showing could have all the other secondaries increase and the Speed secondary could still remain the same.

Speed remained at +5. D’oh!

All this notwithstanding, while a grey 5* mod with zero secondaries showing could gain +5 Speed at some point as it is levelled, that Speed secondary has no chance at all to increase. In many, many cases, grey mods will gain any other secondary stat other than Speed, which can be frustrating.

 

Mod Challenges at 3*

Prior to Mods 2.0 Update, each mod set required a specific faction to complete the challenge battles. With the Mods 2.0 Update, however, it is no longer necessary to farm an unnecessary or unwanted faction just to farm a specific mod set from its challenge.

All this notwithstanding, completing each of the challenge battles at 3* is key to farming mods quickly and there are some general character stats that are necessary to ensuring completion of each battle on the first attempt:

  • 7* characters
  • Level 70
  • Ability Level 6
  • Gear 7

Notes:

  • There is a lot of RNG involved with the challenges, so it is possible to complete all challenges with less than the above
  • There is little to no advantage on farming mods from challenges on less than Tier III
  • Tier III is the only place to farm 5* mods and 5* mods always provide the best stats
  • Ideal team to 3* the Tier III challenges: 7* G8 Lvl 80 Phoenix (Hera, Ezra, Zeb, Kanan, and Chopper)

Next: Guide to Mod Slicing

Other Pages:

Last Updated: 9/26/18