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Swgoh Mod Guide

AlphaJolt's Mod Guide provides a comprehensive overview of the mod system in SWGOH, detailing how mods enhance character stats and the importance of building a diverse inventory. It emphasizes the significance of speed as a primary stat, the complexities of mod properties, and effective farming strategies for acquiring high-quality mods. The guide also includes tips on filtering and upgrading mods to maximize efficiency and minimize costs.

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0% found this document useful (0 votes)
264 views24 pages

Swgoh Mod Guide

AlphaJolt's Mod Guide provides a comprehensive overview of the mod system in SWGOH, detailing how mods enhance character stats and the importance of building a diverse inventory. It emphasizes the significance of speed as a primary stat, the complexities of mod properties, and effective farming strategies for acquiring high-quality mods. The guide also includes tips on filtering and upgrading mods to maximize efficiency and minimize costs.

Uploaded by

dabestcucumber69
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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AlphaJolt’s Mod Guide

Introduction
I started playing SWGOH the first day it was released. When mods were released, I did
not understand how they worked. It frustrated me and was one of the main reasons I quit the
game. Five years later, I decided to give it another go. With help from the captains of my guild,
I now have a significantly greater understanding of mods. I’m writing this guide to help players
who are in a similar boat as myself who may not fully understand what mods are, how they
work, and how to farm and upgrade them to create a diverse inventory ready to equip onto
their character roster. The mod system is quite complex and there is a lot of room for creativity.
This guide will start basic and build up to the more complex intricacies of modding. Modding is
necessary to get the most out of your roster. While there is not a definitive right or wrong way
to go about modding, there are mathematically and statistically superior ways of modding to
make it most effective. If you already have a good understanding of mods and are only looking
for an effective way to filter and sort through your inventory, skip ahead to the Building Filters
section (page 8).

1
What is a mod?
Starting at the beginning, what is a mod? Mods are shaped computer components
equipped on characters to boost their stats. They are acquired by farming Mod Battles and
Mod Challenges or as rewards from various events. Each character can equip six mods, one
of each shape. The mod loadout is found on the right hand side of the character page.

Each mod has multiple properties:


-​ Name
-​ Rarity
-​ Set
-​ Tier
-​ Slot
-​ Stats

In the above example, this mod is a Gold 5-dot Health Square with an Offense % primary stat
and substats of flat Defense, Tenacity %, Defense %, and Health %.

Here is an example of why mods are


important. All the stats listed in blue
parentheses are added by mods.

2
A few important focuses of this guide:
-​ The goal is to build an inventory of good mods rather than hunting for specific mods for
a character. The latter can be very expensive. Get a good inventory first, and re-mod
characters as your inventory continues to grow and you get new mods.
-​ Speed is king. There are very few mods without a speed primary or secondary stat that
are worthwhile. The more speed your character has, the more turns they take. The
more turns you take the faster you win the battle. The vast majority of mods without
speed, or with low speed, will be sold. DISCLAIMER: There are some characters that,
due to their ability kit, care about other stats more than Speed. That isn’t saying speed
isn’t valuable on them, just that it’s a second priority to their preferred stat of choice.
See Speed Exceptions in the Appendix for examples.
-​ Farming needs to be split between mods and slicing mats.
-​ Percent based stats are more valuable than flat stats.
-​ Upgrading mods is expensive. We want to find and focus on mods that have high
potential (those that are likely to develop high speed), and weed out the rest without
spending a fortune. To do this, we will apply a system of filters.

Mod properties

Mod Sets
Mod properties can be broken down into further detail. There are 8 sets of mods. Using
multiple mods from the same set provides a “set bonus”. Some sets only require 2 mods for
the set bonus to activate, and the other sets require 4 mods for the set bonus. Additionally, the
set bonus doubles if every mod in the set is level 15. Below are the mod sets, symbols, and
their set bonuses.

3
Mod Slot (Shape)
There are 6 shapes for mods. Additionally, each shape has between one and seven
corresponding primary stats, as listed below.

Mod Tier (Color)


The next property is mod tier, or color, which directly corresponds to how many
secondary stats (substats) are revealed. Mods are acquired at level 1. They can be leveled up
to level 15. As they are upgraded, more substats are revealed until the mod has 4 substats. If
all of the substats are revealed, the mod will roll one of the existing substats (total number of
rolls shown by a number in parenthesis in front of the stat), further increasing that stat. While
mods can be leveled up to 15, all substats and their additional rolls are revealed at level 12.

Each stat can be rolled a maximum of 5 times. In


addition to leveling up a mod, the other way to upgrade them
is by slicing. Slicing a mod will increase the color by one
level, which in turn rolls one of the existing stats again,
increasing its value. On the right is a chart of starting
substats, when they’re all revealed per color, and how many
stats will get an extra roll, as well as examples of level 1 vs
level 15 mods of each color.

4
The following examples are mods of each color at levels 1 and 15, showing the revealed stats
as well as the extra rolls.

IMPORTANT NOTES
-​ Substats can never be the same as a main stat.
-​ Main stats are always a percent stat (except for speed).
-​ Substats can be a flat stat of the main stat (e.g. Diamond mods are always Defense%
primary, but they can have Defense flat substats).

Mod Rarity (dots)


The more dots, the higher the primary stat will be. However, any mod that starts with
fewer than 5 dots can never be upgraded to have more dots. Conversely, slicing a 5 dot mod
will upgrade it to a 6 dot mod, which unlocks another set of slicing upgrades (from grey to gold
again), giving more stat bonuses. Because of the lower primary stats on 1-4 dot mods and
their inability to be upgraded to 5 or 6 dots, they are inherently worse than 5-6 dot mods and
should never be used. New players (pre-level 85) can equip them as placeholders, as a bad
mod is better than nothing at all, but look to replace them as soon as 5 dot options are
available.

Mod Stats
Primary stats will always give a percent bonus, with the exception of Speed, which is
always a flat bonus whether it’s a primary or secondary stat. However, secondary stats of
Health, Protection, Offense, and Defense appear both as a percent stat and a flat stat (the rest
of the secondary stats are always a percentage). Due to lower stat totals not yielding as much
of a bonus from the percentage based stats on mods, characters that are not yet at relic levels
will typically get bigger bonuses from flat stats, while characters that are at relics, which give
massive stat increases, will see the percent based stat bonuses eclipse the flat stats. With end
game content requiring characters at relic levels, percent based stats are more valuable
substats than flat stats since they have a significantly higher ceiling.

5
Farming and Buying Mods
There are multiple ways to acquire mods. The primary source is farming them from the
Mod Challenge missions. In order to unlock the Mod Challenges, players first must beat the
Mod Battles, which will also award mods, but not 5-dot mods. Mod Battles must also be beaten
in order to unlock their tier 9 battles which contain slicing mats and micro attenuators as
rewards (this will be discussed in a future section). As players progress through Mod Battles,
different Mod Challenges will unlock, one for each mod set. There are 3 tiers for each mod set.
Only tier 3 awards 5 dot mods. Once tier 3 has been 3 starred and is simmable, tiers 1 and 2
should never be used, as they will only award inferior 1-4 dot mods.

In order to get a diverse pool of mods, farming from different sets is recommended.
Speed mods are considered the most important set to farm, but it should be balanced with
farming offensive sets and defensive sets. In addition to the Mod Challenge farming, mods are
awarded for completing events such as Assault battles, marquee events, etc (see Events
section of the Appendix for more info, page 20). HP mods are the most common set awarded
from these events, so these generally don’t need to be farmed as much as the other sets.

The last way to get mods is from the Episode Shipments or the Mod Shop. This is the
most expensive way to acquire mods, and should only be used if a player has excessive
credits and/or fleet building mats. Given the expense, only ever buy a mod that has a Speed
primary stat (always an Arrow) with multiple percent-based secondary stats, or has a 5 Speed
substat, and also has multiple percent based stats in addition to the speed. While each player
will have a different threshold of how much currency cushion they have, a general rule of
thumb is that if you have more than 50 million credits and/or 20 million ship building currency,
you are good to spend on the mod stores. Of course, feel free to pick up any high quality mod
if you can afford it. Checking the shop regularly can pay dividends for acquiring good mods.

Stats and Math


While it might seem basic, this is a breakdown of all the stats that mods can affect.
-​ HP: the amount of damage a character can take before being defeated.
-​ Protection: a shield that takes damage before HP is affected.
-​ Offense: the amount of damage a character does per attack.
-​ Defense: increases Armor %, which decreases incoming damage.
-​ Potency: the likelihood of landing debuffs on enemies.
-​ Tenacity: the likelihood of resisting debuffs from enemies.
-​ Critical Chance: the likelihood of scoring a critical hit, which does 150% of normal
damage.
-​ Critical Damage: the amount of damage done on a critical hit. Base value is 150%.
-​ Critical Avoidance: the likelihood of avoiding a critical hit.
-​ Accuracy: the likelihood that an attack lands and is not dodged.

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-​ Speed: determines initial turn order in battle, as well as how soon each character can
take subsequent turns.

During a battle, there are various calculations happening in the background. This
includes, but is not limited to, how much damage is done per attack and the likelihood of
debuffs landing or not.
-​ Tenacity down always lands, regardless of potency or tenacity.
-​ There is always a 15% chance a debuff will not land, regardless of potency or tenacity.
This works on top of the tenacity & potency calculation.
-​ The chance of a debuff to land is (100 + potency - tenacity). This value is always lower
or equal to 85%, due to the 15% as explained above.

​ Given the above calculations, and the fact that not all stats scale linearly, there are ways
to maximise a character’s stats:
-​ Tenacity: The best way to mod for Tenacity is to go all in. In order to resist a debuff, a
character needs at least 100% Tenacity to be above the base 100 in the formula above.
It is typically best to go for as much as possible, or none at all. 170% is a good
benchmark for a character who needs to resist as much as possible. If you want a more
accurate assessment, determine why the character needs tenacity. Often, it's to make a
counter easier by resisting certain debuffs. For example, in the CLS vs GAS matchup,
Chewbacca doesn't want to be dazed by GAS. Looking on swgoh.gg for GAS, his base
Potency is 65%. Add 100% per the formula to this to get the target Tenacity to resist the
debuff 100% of the time, which is 165%. This is the minimum Tenacity needed for
Chewbacca to always resist Daze. However, this is also assuming that GAS has no
Potency mod sets, a Potency cross, or Potency secondaries. Since perfect mods are
tough to acquire, the chances are that there are at least some Potency secondaries, so
try to add 5-10% on top of the 165% to account for that extra Potency.
-​ Defense: This stat is tricky because it often appears as a flat number on a mod.
However, it is converted into the stat Armor, which is a % based stat. Because it doesn’t
scale in a linear fashion, the more defense you add, the less Armor% it continues to
accumulate (going from 10 to 20 Defense will be a significantly higher increase in
Armor% compared to going from 50 to 60). Defense mod sets offer 25% Defense, which
is a very large number for a 2-set bonus (comparatively, the HP set only boosts HP by
10% per set). Conversely, as a Primary stat on a level 15 5-dot mod, Defense triangles
and crosses offer 11.75% defense, while HP primaries offer 5.88%, which is a
significantly smaller margin (at 6-dot, that is boosted to 20% defense and 16% HP). In
summary: Defense as a mod set adds more survivability than an HP set, making it
the more valuable filler 2-mod set, but is less valuable as a primary stat on a mod
compared to HP. Below are some examples from Darth Loquitur’s second Mod
Mastery video of calculations using HP vs Defense sets. His math shows that Defense
sets retain their value over HP sets even for characters with HP in their kits (e.g.
Padme). Of course, there are always exceptions (e.g. Bo-Katan Mandalore does true
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damage and is a common Lord Vader counter, so he would prefer HP to be more
tanky), so anybody trying to min-max a specific team should take common matchups
into consideration. Also, HP mods are significantly more common than Defense mods
since they’re awarded from more events.

Building Filters
Between all the events that reward mods and farming them on the side, it’s easy to build
up a large inventory. It can be daunting to search through the inventory to find mods worth
upgrading. Additionally, mass upgrading mods is expensive. A single mod costs 248.4k to
upgrade from level 1 to 15. The goal is to minimize costs while still building the highest quality
mods. In order to effectively sort through mods to find the best candidates to upgrade, we will
create a system of filters that will sift through our collection, gradually thinning it out until we
are only left with mods that are worth upgrading. Not only will this save credits by preventing
bad mods from being upgraded, but selling them earns some credits, which will also help offset
the amount of credits spent on upgrading quality mods. While it does take time on the front end
to build filters, the time it will save manually looking through mods later, as well as the credits
saved by selling rather than upgrading lackluster mods, is well worth the investment.

A few things of note:


-​ The primary goal is to build an inventory of high quality mods, rather than hunting for
specific mods for each character. Once an inventory is established, you can draw from it
to mod each character. If you have a specific need, make a note and revisit after
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farming more mods. Pursuing mods for one character at a time is more expensive than
creating a good inventory and pulling from it.
-​ All substats are revealed by level 12. Only upgrade a mod to level 15 if you intend to
slice it. This will save 162.1k credits per mod, which adds up fast.
-​ SPEED IS KING. Almost all mods without speed, and those that have low speed, will be
sold. Speed is the single most valuable stat. DISCLAIMER: there are exceptions to this
rule (e.g. GAS likes offense with Protection primaries, CLS likes Tenacity with Offense
primaries, etc). Reference swgoh.gg for the most popular mod sets and primary stat for
each character.
-​ Mods with a matching primary and substat (Tenacity/Potency Crosses, HP/Offense
Triangles/Crosses/Arrows with HP/Offense primaries respectively) should be kept.
-​ Lock any mods that you want to save that would otherwise be filtered into selling (e.g.
matching set/stats listed above). If you do lock mods, make sure to clean them out on
occasion, as otherwise they can take up valuable inventory space.
-​ Mods with mismatching sets (offensive set with a defensive primary stat, or vise versa),
are generally not worthwhile and are typically sold. DISCLAIMER: this does not apply to
Squares, Diamonds, and Circles, since they are locked into primary stats of Offense,
Defense, and Health/Protection respectively.
-​ HP and Defense are the most common 2-set fillers and are not only used for defensive
purposes. Keep all of these mods that have decent speed. Do not sell those with
“mismatched” primary stats.
-​ These filters are designed to be used in succession to one another.
-​ NEVER sell any mods before taking a quick glance at them first. Sometimes a mod can
unintentionally slip through the filters, and we want to avoid accidentally selling good
mods.
-​ With the exception of the first filter (1-4 dot mods), we are always going to check the
boxes for “Only Unassigned Mods” and “Only Mods Not in Loadouts”. We want to avoid
our search results getting bogged down with equipped mods and those we’ve identified
as valuable in a loadout. If you ever need to find lackluster equipped mods, uncheck
these boxes while filtering.
-​ Mods can be sold and upgraded (leveled up) within the Mod Manager by selecting them
(selected mods will highlight yellow) and then using the “sell” and “upgrade” buttons
highlighted in the bottom right-hand corner. The buttons will grey out if nothing is
selected or if the selected mods are not eligible to be sold (they’re locked) or upgraded
(they’re already level 15).

9
-​ This filter system is what I use for my current point as a mid-game player. Every player
has different preferences and needs to take into consideration the state of their account
and mod inventory. Newer players with a small inventory will need to be less picky on
what they keep. Equip mods that work for the time being, and move on to the next
character. As the inventory grows, revisit and re-mod characters. For end-game players
who already have a solid inventory, they might be a lot pickier on what mods they’re
saving. Feel free to edit, add, or subtract more filters for whatever works best for your
own personal system. In the Appendix, there are videos from content creators with their
filter systems (page 23).

1.​ Sell all mk 1 through 4 mods: The reason we want to sell all of these is that they can
never be upgraded into 6 dot mods, so their stats will always inherently be worse. With
the exception of early game players who lack mods and are scraping by with whatever
they can get in the meantime, these mods should absolutely never be used. Do not
check “Only Unassigned Mods” or “Only Mods Not in Loadouts”. We want to pillage ALL
of these mods. If a character is using them, look to replace it ASAP.
a.​ Sort by Rarity: check Mk I - Mk IV

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2.​ Sell offensive mod sets (Offense/Crit Chance/Crit Damage) with mismatched primary
stats: Characters that are looking for offense generally do not want defensive primary
stats on their Arrows, Triangles, and Crosses. Sell these mods as slicing them is not
worthwhile. If it started as a purple or gold mod, it’s still worthwhile leveling it up
(provided you have enough credits) to see if it develops good speed. There are a few
characters in the game that are fine with mismatched sets/primary stats or might value
the Speed more than the primary stat. If you keep a mod, lock it so that it won’t sell.
However, given the niche usage of these mismatched sets, it’s also fine to sell all of
these regardless of tier. Make sure NOT to select Diamonds as these are ALWAYS
Defense primary and we do not want to sell all of them.
a.​ Check “Only Unassigned Mods” and “Only Mods Not in Loadouts”.
b.​ Shape: Arrow, Triangle, Cross
c.​ Set: Crit Chance, Crit Damage, Offense
d.​ Primary stat: Accuracy, Crit Avoidance, Defense, HP, Protection, Tenacity
e.​ Tier: E, D, C (optional)

3.​ Sell Tenacity sets with mismatched stats: Most characters running Tenacity don’t care
about offensive primary stats on their mods, so these can be sold. However, similar to
the last filter, if it started as a purple or gold mod, it could still be worthwhile leveling it up
to see if it develops good speed. There are a few characters in the game that are fine
with mismatched sets/primary stats. Lock the mods that roll Speed if you intend to keep
them.
a.​ Check “Only Unassigned Mods” and “Only Mods Not in Loadouts”.
b.​ Shape: Arrow, Triangle, Cross
c.​ Set: Tenacity
d.​ Primary stat: Accuracy, Crit Chance, Crit Damage, Offense, Potency
e.​ Tier: E, D, C (optional)

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4.​ Sell Defense and Accuracy Arrows: These are the worst primary stats on an Arrow. The
vast majority of characters want Speed as the primary stat, but all the other primary
stats have their niche uses. Defense is best as a set and not a primary stat, and
Accuracy is only needed against specific Datacrons that have dodge. Unlike the
previous two steps, I don’t even level up purple or gold mods, I sell all Arrows with these
stats.
a.​ Check “Only Unassigned Mods” and “Only Mods Not in Loadouts”.
b.​ Shape: Arrow
c.​ Primary stat: Accuracy, Defense

5.​ Reveal stats: This is the most expensive step (which is why we filtered out mis-matched
sets before upgrading) because mods need to be leveled up to reveal the stats. The
majority of mods acquired are grey (tier E), which is the most expensive color to
upgrade due to not having any substats initially revealed and needing to level up to 12
in order to see all the substats. Each other color is sequentially cheaper to reveal all
stats since they start with more stats revealed initially, and so need to be leveled up
less. Players with limited credits should only reveal the first two substats for grey mods,

12
and then look at the mods and continue to upgrade for need (e.g. level Critical Damage
Triangles to level 12). All other colors should have all stats revealed. Despite previously
selling mk1-4 mods (and especially for players who skip that filter), make sure to check
rarity to Mk V from here on out, so that only 5-dot mods are being upgraded.
a.​ Check “Only Unassigned Mods” and “Only Mods Not in Loadouts”.
b.​ Check “Filter all secondaries” and select “Not all revealed”.
c.​ Rarity: Mk V

6.​ Sell No speed: After the spending spree, this is where we get credits back. Mods will be
at various levels, depending on color, but will have all substats revealed. Select all
primary stats except for Speed. Speed Arrows will have their own filters because if a
mod has a Speed primary, it can’t have a Speed secondary, and we don’t want to
accidentally sell Speed primary Arrows as those are valuable mods. Very few mods
without speed are worthwhile. However, make sure to check for matching sets and stats
(e.g. Tenacity Crosses with a Tenacity main stat, same for Potency Crosses, and
Offense/HP Crosses/Triangles/Arrows) as these are worth saving for characters that
value that stat more than Speed. If you want to save these mods, lock these mods so
they aren’t accidentally sold. Sell everything else. For players who only revealed 2-3
stats on grey mods before deciding to sell, you’ll need an additional filter only for grey
mods, since they won’t be filtered here due to only selling mods with all stats revealed.
a.​ Check “Only Unassigned Mods” and “Only Mods Not in Loadouts”.
b.​ Primary stat: all except Speed
c.​ Secondary stats: All revealed, No speed
d.​ Tier: Mk V

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7.​ Level for speed: Now that we have sold the mods without any Speed, we will level the
rest up to see if any mods get additional Speed rolls. Since no more substats get rolled
between levels 12 and 15, mods only need to be leveled up to 12. Cutting back on
leveling saves on credits. Only level mods up to 15 if you intend to equip it on a
character (level 15 mods get double the set bonus) or slice it.
a.​ Check “Only Unassigned Mods” and “Only Mods Not in Loadouts”
b.​ Secondary Stats: Has at least 1 slice of Speed
c.​ Level: Less than 12
d.​ Quality: Mk V

8.​ Sell ED low speed: Now that everything is leveled up, we are going to start selling mods
that didn’t get good Speed rolls. Grey and Green mods with 3-4 Speed generally don’t
become worthwhile. Slicing is expensive and it’s easy to blow through slicing mats
quickly, so be selective about what mods are being saved to slice. All mods that start
with 3 Speed, and most that start with 4, should be sold before attempting any slices.
Sort by Speed to easily separate the 3s from the 4s. For Grey mods with 4 Speed, give
them a glance. If they have three good substats, or a desirable primary stat such as a

14
Crit Damage Triangle, they’re worth saving to slice once. These can be equipped in the
short term if your inventory is low, as low Speed is better than no Speed, but they are
not good mods and should be replaced. The following filter isn’t perfect and some 4
Speeds will slip through, but there isn’t an exact way to filter this.
a.​ Check “Only Unassigned Mods” and “Only Mods Not in Loadouts”
b.​ Secondary Stats: Speed = 1 Slice, less than 60% slice quality
c.​ Rarity; Mk V
d.​ Tier: E and D
e.​ Sort by: Speed

9.​ Sell CBA single slice Speed: After mods have been leveled up to 12, any Blue, Purple
and Gold mods that only have a single roll of Speed should be sold. It is not worth the
slicing mats to bring them to 6-dot to continue rolling for speed. Similar to the previous
step, these can be equipped in the short term if your inventory is low, as low Speed is
better than no Speed, but they are not good mods and should be replaced.
a.​ Check “Only Unassigned Mods” and “Only Mods Not in Loadouts”
b.​ Secondary Stats: Speed = 1 Slice
c.​ Rarity: Mk V
d.​ Tier: C, B, and A

15
Slicing and Calibration
Now that we have sold the low quality mods, we are ready to begin slicing. This needs
to be done from the character mod menu since the manage mod menu does not allow for
slicing. The goal is to identify the best mods and start slicing those first. Many of the prominent
content creators slice one color at a time. Speed Arrows will be upgraded separately. As you
slice mods, sell the ones that don’t hit your requirements (unless you intend to use them in the
short term). Since most equipped most will have already gone through the above filtering
process, we are still going to check “only unassigned mods” until we get to 6-dot mods.
However, if you’re looking for slicing candidates on equipped characters, uncheck this box.
Additionally, I lock all of my 6-dot mods to ensure that they aren’t accidentally sold.

Below are my standards to continue slicing a mod. Also included is DarthLoquitur's


definition for “high potential” mods to slice. His standards for pre-sliced mods are more strict
than mine, which saves on slicing mats while increasing the chance of hitting higher Speed.
However, he also tends to farm a lot more mods than slicing mats, which accounts for the
difference.
1.​ Anything with 14+ speed should immediately be upgraded to 6-dot. This adds one
speed, making all 14 speed mods a 15
speed by default.
2.​ Any Blue or Purple mod that has 10+
speed should be sliced to Gold
(starting with those of the highest
speed value). If any of these mods hit
14+ speed, bring it to 6-dot.
3.​ Green mods with 8+ speed should be
sliced to Blue. Repeat steps 2 and 1 if
applicable.

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4.​ Grey mods with 5 speed should be sliced to Green. Even if the second roll is only 3
speed, that’s still an 8 speed mod, which is decent to equip even if we won’t continue
slicing it. If the mod only has 4 Speed, slice it if the other three substats are good.
Repeat steps 3, 2, and 1 as applicable.

Once a mod is at 6-dots, it can be calibrated using micro attenuators. Calibrating a stat
re-rolls a stat (this can only be done to a stat that has more than one roll), potentially moving it
to one of the other three existing stats. Since there is an equal chance of re-rolling any of the
four stats, there is a 25% chance that the calibrated stat will roll itself, either increasing or
decreasing it. Since a stat cannot be rolled more than five times, the only way to increase said
stat is to recalibrate itself, and hope for the 25% chance to roll itself in an increase. However,
this is generally a poor use of micro attenuators. The best use for calibration is to re-roll flat
stats into speed or percent stats. Each mod can only be calibrated a total of six times, with the
cost increasing each time.

Given the expense of micro attenuators and the difficulty in farming them, it is generally
not worth calibrating any mod more than two times, and very rarely more than three (it takes a
true gambler’s heart). Micro attenuators are farmed alongside slicing mats in Mod Battles
sector 9, can also be bought using GET3 (5 attenuators/125 currency) and Episode Shipment
currency (16 attenuators/4k currency), and are awarded in Smuggler’s Run 2, which requires
Jabba, and is also the best way to farm them. The number of calibration attempts is also
determined by the mod rarity (slicing tier). The following charts from swgoh.wiki show the cost
and attempts per tier.

Below are the highlights and best practices for slicing and calibration.
-​ If a mod isn’t rolling speed, stop slicing it and move onto the next one. The goal is to
save slicing mats for the mods that have the highest potential to roll speed, and it’s very
easy to burn through hundreds of slicing mats. Not everything will develop a high speed
stat.
-​ It is easier to slice a mod for speed than to calibrate it. Save calibration mats for the
highest tiers of mods (6-dot Gold) since they cannot roll further stats from slicing.

17
-​ It is rarely worth it to calibrate a mod more than three times. The cost of calibrating a
mod that fourth time costs almost only 5 micro attenuators less than calibrating a new
mod three times. Save the mats and move onto the next mod.

Here are the filters for slicing and calibrating.

1.​ This step will be repeated for each color. We are filtering the fastest mods for each color
and focusing on slicing those since they have higher potential to hit more Speed. For
each filter, change the Tier. I like to start with Grey, because if a mod doesn’t meet my
requirement to keep slicing, it will still be captured in the future filters and can be
compared to mods of the next tiers. Any mods that get sliced (or equipped) will need to
be leveled up from 12 to 15.
a.​ Check “Only Unassigned Mods” and “Only Mods Not in Loadouts”
b.​ Primary stat: all except for Speed
c.​ Secondary stats: Has Speed
d.​ Level: at least 12
e.​ Rarity: Mk V
f.​ Tier: E (change this for each color)
g.​ Sort mods by Speed.

2.​ Next are the Speed Arrows. Similar to how we looked at each mod tier separately, we
will do a similar filter except go by set instead of tier (I change the set selection instead
of saving a filter for each). This way, we can see which sets have an abundance of
Speed Arrows. If there are sufficient extra Arrows (it’s generally good practice to keep
several extra to have on hand to equip newly leveled up characters), we can get pickier
on which ones to save and sell the ones that have fewer percent-based stats. Anything
with four percent-based stats is worth upgrading to 6-dot. Since Speed primary Arrows
were not included in the initial filters, these are typically going to be level 1.
a.​ Check “Only Unassigned Mods” and “Only Mods Not in Loadouts”
b.​ Primary stat: Speed
c.​ Rarity: Mk V
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3.​ Finally, we will look at which 6-dot mods are good for slicing. For this, we want to look at
all mods in our inventory, including those equipped, and exclude those that already
have 5 rolls of Speed, since it’s not possible to roll any more.
a.​ Primary stat: Speed
b.​ Rarity: Mk VI
c.​ Sort by: Speed

Appendix

Mod Score
There are various bots and each one has their own formula to calculate a player’s mod score.
Many guilds require their members to have a minimum mod score in order to join. Despite that,
it’s still good to track your own mod score to make sure good mods are being added to a
growing roster.
-​ HotBot:
-​ Mods: ((# of 15-19 × 0.8) + (# of 20-24) + (# of 25+ × 1.6)) / (squadGP / 100000)
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-​ Gear: (Number of G12 + G13 + Relic Score) / (Total GP / 100000) | Relic score: 1
+ (0.2 bonus per relic tier, then 0.4 after level 7) (ex: r0 = 1, r1 = 1.2, ..., r9 = 3.2)
-​ Total: Mods + Gear
-​ C-3PO/MhanndalorianBot ModQ: (number of 15+ speed mods) / (squad GP/10,000)
-​ OmegaScore: Looks at all equipped mods with Speed > 10 and gives them a rating
based on how high they are. It then divides that total by character GP
-​ K-Score: Looks at all equipped mods with Speed and gives them a specific score value,
having those mods at 6 dot multiplies that score. It never looks at GP and the score is
just based on all mods with speed on them.

Speed Exceptions
Below is a list of characters who would rather have a different primary stat than Speed on their
Arrow. This is NOT an exhaustive list and also doesn’t mean that these characters do not
value Speed, but rather shows that while Speed is still important, there are exceptions to the
“Speed is King” rule.

Health: Amalyn Holdo, Barris Offee, Cal Kestis, Cere Junda, Darth Bane, Enfys Nest, Kylo
Ren (Unmasked) General Grievous, General Kenobi, Jolee Bindo, Old Daka, Royal Guard,
Savage Opress, Vandor Chewbacca, Wampa
Protection: Baze Malbus, Cere Junda, CT-5555 “Fives”, Darth Malak, First Order
Stormtrooper, General Skywalker, Gungan Phalanx, Jedi Master Luke Skywalker, K-2SO,
Krrsantan, Merrin, Shoretrooper, Sith Empire Trooper, Stormtrooper
Offense: Droideka, Fennec Shand, Mandalorian (Beskar Armor), Qui-Gon Jinn, Sith Trooper,
Taron Malicos
Crit Avoidance: Amalyn Holdo, B2 Super Battle Droid, Chief Nebit, Darth Malgus, Darth Sion,
Gamorrean Guard, IG-100 MagnaGuard, L3-37

Many of these examples are based on swgoh.gg data from February 2025. Calvin Awesome
also made a video on this topic, including many of the above examples:
https://youtu.be/n3koDTIUmss?si=XIJDlnhmrHW2jiCc

Events
The following events give either mods or slicing mats as rewards. Completing these events
substantially supplements mod farming. Only mod related rewards are listed, however, given
the zeta, kyrotech, and signal data rewards from assault battles, it is worth gearing a team to
push into the challenge tiers.

Marquee Events
-​ Every time a new character is released, tier 1 will award 2 mods, 1 of each set that the
character is designed to use. This event can be repeated once per day until the event
ends.

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Smuggler’s Run 1
-​ Frequency: 2-4 times per month
-​ Required units: Smugglers
-​ Rewards: This event can be battled 2 times and Victory Counts are SHARED between
tiers. Listed rewards are for a single battle.
-​ Easy (requires player level 50, G7+): three 3-dot D-B tier (green, blue, or purple)
HP mods
-​ Moderate (requires player level 70, G8+): four 3-dot and four 4-dot D-B tier
(green, blue, or purple) HP mods
-​ Tough (requires player level 80, G10+): five 5-dot D-B tier (green, blue, or
purple) HP mods, 4 Mk1 Fusion cell, 4 Mk1 Power Flow Control Chip, 4 Mk1
Fusion Disk, 4 Mk1 Bonding Pin
-​ Deadly (requires player level 80, G12+): six 5-dot D-A tier (green, blue, purple, or
Gold) HP mods, 5 Mk1 Fusion cell, 5 Mk1 Power Flow Control Chip, 5 Mk1
Fusion Disk, 5 Mk1 Bonding Pin, 5 Mk1 Amplifier, 5 Mk1 Capacitor, 2 Mk2 Pulse
Modulator

Smuggler’s Run 2
-​ Frequency: three times per month
-​ Required units: Jabba the Hutt, Hutt Cartel
-​ Rewards: This event can be battled 2 times and Victory Counts are SHARED between
tiers. Listed rewards are for a single battle.
-​ Very Deadly (R3+): six 5-dot HP mods, 30 micro attenuators, 20 Mk2 Pulse
Modulator, 50 Mk1 Amplifier, 50 Mk1 Capacitor, 20 Mk2 Circuit Breaker Module

Duel of the Fates (Assault Battle)


-​ Frequency: once per month
-​ Required units: Jedi Master Qui-Gon Jinn, Padawan Obi-Wan Kenobi
-​ Rewards: each tier can be completed once
-​ Tier 3: 25 Mk1 Fusion Disk, 35 Mk1 Fusion Cell, 40 Mk1 Power Flow Control
Chip, 50 Mk1 Capacitor, 50 Mk1 Amplifier, 20 Mk2 Pulse Modulator, 10 Mk2
Circuit Breaker Module

Forrest Moon (Assault Battle)


-​ Frequency: once per month
-​ Required units: Empire, Droid
-​ Recommended team: General Veers leading Imperial Troopers
-​ Rewards: each tier can be completed once
-​ Tier 1: one 4-dot E tier (grey) Tenacity, Defense, or HP
-​ Tier 2: one 4 or 5-dot E tier (grey) Tenacity, Defense, or HP mod
-​ Bonus Tier: one 5-dot E tier (grey) Tenacity, Potency, Speed, Defense, or HP
mod
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Ground War (Assault Battle)
-​ Frequency: once per month
-​ Required units: Ewok, Jedi, Ugnaught
-​ Recommended team: Jedi Knight Luke Skywalker leading Jedi
-​ Rewards: each tier can be completed once
-​ Tier 1: one of each 5-dot C-tier (blue) HP Square, Arrow, Diamond, Triangle, and
Cross, two 5-dot C-tier (blue) HP Circles
-​ Tier 2: one of each 5-dot C-tier (blue) HP Square, Arrow, Diamond, Triangle, and
Cross, two 5-dot HP C-tier (blue) Circles
-​ Bonus Tier: one of each 5-dot C-tier (blue) HP Square, Arrow, Diamond,
Triangle, and Cross, two 5-dot C-tier (blue) HP Circles

Artist of War (Mythic event)


-​ Frequency: 2-3 times per year
-​ Required units (7*):
-​ Tier 1: Phoenix
-​ Tier 2: Any
-​ Tier 3: Grand Admiral Thrawn + 4 Empire
-​ Rewards: each tier can be completed once
-​ Tier 1: one 5-dot B or A-tier (purple or gold) Tenacity or Potency (any slot) mod
-​ Tier 2: two 5-dot B or A-tier (purple or gold) Tenacity or Potency (any slot) mods
-​ Tier 3: two 5-dot B or A-tier (purple or gold) Tenacity or Potency (any slot) mods

Daring Droid (Mythic event)


-​ Frequency: 2-3 times per year
-​ Required units (7*):
-​ Tier 1: Empire
-​ Tier 2: Any
-​ Tier 3: R2-D2 + 4 Rebels
-​ Rewards: each tier can be completed once
-​ Tier 1: one 5-dot B or A-tier (purple or gold) Tenacity or Potency (any slot) mod
-​ Tier 2: two 5-dot B or A-tier (purple or gold) Tenacity or Potency (any slot) mods
-​ Tier 3: two 5-dot B or A-tier (purple or gold) Tenacity or Potency (any slot) mods

Emperor’s Demise (Mythic event)


-​ Frequency: 2-3 times per year
-​ Required units (7*):
-​ Tier 1: Rebels
-​ Tier 2: Any
-​ Tier 3: Emperor Palpatine + 4 Empire
-​ Rewards: each tier can be completed once
-​ Tier 1: one 5-dot B or A-tier (purple or gold) Tenacity or Potency (any slot) mod
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-​ Tier 2: two 5-dot B or A-tier (purple or gold) Tenacity or Potency (any slot) mods
-​ Tier 3: two 5-dot B or A-tier (purple or gold) Tenacity or Potency (any slot) mods

Grand Master’s Training (Mythic event)


-​ Frequency: 2-3 times per year
-​ Required units (7*):
-​ Tier 1: Jedi
-​ Tier 2: Any
-​ Tier 3: Grand Master Yoda + 4 Jedi
-​ Rewards: each tier can be completed once
-​ Tier 1: one 5-dot A-tier (gold) Crit Damage or Defense (any slot) mod
-​ Tier 2: two 5-dot A-tier (gold) Crit Damage or Defense (any slot) mods
-​ Tier 3: two 5-dot A-tier (gold) Crit Damage or Defense (any slot) mods

Pieces and Plans (Mythic event)


-​ Frequency: 2-3 times per year
-​ Required units (7*):
-​ Tier 1: First Order
-​ Tier 2: Any
-​ Tier 3: BB-8 + 4 Resistance
-​ Rewards: each tier can be completed once
-​ Tier 1: one 5-dot B or A-tier (purple or gold) Speed or Offense (any slot) mod
-​ Tier 2: two 5-dot B or A-tier (purple or gold) Speed or Offense (any slot) mods
-​ Tier 3: two 5-dot B or A-tier (purple or gold) Speed or Offense (any slot) mods

Other Guides
This guide is my way of modding. There is not a single correct way to mod. Here are several
videos, which I found helpful, from different SWGOH content creators.

DarthLoquitur
https://www.youtube.com/watch?v=Bs1ilb9P9ks (Part 1 of 5 in his Mod Mastery series)

Nooch2Gud
https://www.youtube.com/watch?v=qZATu7SpYzc (Mods 101 updated)
https://www.youtube.com/watch?v=UhftF0k1HZ0 (Arrow guide)
https://www.youtube.com/watch?v=GbblVTdGopU (Triangle and Cross guide)

CaptainAmazing
https://www.youtube.com/watch?v=PYtuklwi3Ac (how to build 25+ speed mods)
https://www.youtube.com/watch?v=YjHoQfqJvIM (mod filters)

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Engards
https://www.youtube.com/watch?v=9YVkagHgzYo (mod filters)

Acknowledgements
Aquatic_Trident: When I came back to playing SWGOH after a 5 year hiatus, he helped me
pick up my old account and showed me the “newer” aspects of the game since I’d left (relics,
GLs, basic mod help, etc) and how to direct my outdated roster. If it were not for his help, I
probably would have quit again. Additionally, he helped write parts of the Stats and Math
section, and did extensive editing.

Prison: He did extensive editing on the guide and reformatted it. Without him, it would not be
as complete nor would it look as good.

Darth Loquitur: His Mod Mastery series (link above in “Other Guides”) was instrumental in
both learning how to mod effectively and writing my guide. Many of my points were taken from
his videos. I highly recommend that anybody who has not watched his series go do so.

Grove, RevanSurik, SithlordAbs: You’ve all done roster reviews for me, answered my many
questions, gave me a bunch of ideas for what to include in this guide, and then helped me edit
it.

VengeWarlock: He started to read the guide and exclaimed, “I don't recognize any of this
stuff”, and immediately closed it. (He later helped with editing).

Others who helped with editing and proofreading: DommyXMommy, Hugs

Version 1.0 (March 2025)

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