Mods

From SWGoH Help Wiki

Mods (short for modifications) are equippable resources that are part of the character progression system to increase the power of characters. They are the only part of the system that allows players to choose what stats they would like to increase. The system unlocks at Player Level 50 and they can be equipped to characters once they have reached Level 50 and Mod Battles 1-A has been completed. Each character is able to equip up to 6 mods at one time.

There is a limit of 500 unequipped mods that players can store in their inventory, equipped mods do not count toward this limit. Once this limit is reached, all newly obtained mods will go the player's inbox and current mods will have to be sold to make space for the new ones. Mods bought from the Mod Store will expire after 30 days, mods earned as rewards from Galactic Challenge will expire after 7 days, and mods rewarded in all other events will expire after 3 days if left uncollected.

Breakdown of mods

Wiki-Mods-Breakdown.png

Mod Name

The name of the mod contains the rarity, tier, set, and slot.

Mod Rarity

The rarity of the mod determines how powerful the Primary Stats will be and is indicated in the name by a Roman Numeral and graphically by dots just above the mod image. Rarity is mainly referred to as dots or with the actual number and the letter of the Tier. For example the mod above could be referred to as a 5A mod. Mod rarity currently ranges from 1 to 6.

In order to equip a 6 dot mod the character must be Gear Level 12 and 7 stars.

Primary Stat • • • • • • • • • • • • • • • • • • • •
Accuracy 7.5% 8% 8.75% 10.5% 12% 30%
Critical Avoidance 15% 16% 18% 21% 24% 35%
Critical Chance 7.5% 8% 8.75% 10.5% 12% 20%
Critical Damage 22.5% 24% 27% 31.5% 36% 42%
Defense 3.75% 4% 7.75% 8% 11.75% 20%
Health 1.88% 2% 3.88% 4% 5.88% 16%
Offense 1.88% 2% 3.88% 4% 5.88% 8.5%
Potency 15% 16% 18% 21% 24% 30%
Protection 7.5% 8% 15.5% 16% 23.5% 24%
Speed 17 19 21 26 30 32
Tenacity 15% 16% 18% 21% 24% 35%

Mod Tier

Mod Tiers determine how powerful the Secondary Stats on mods can be by allowing them to have additional increases (rolls) to randomly chosen secondary stats. The max additional rolls any individual stat can have is 4 so any secondary stat with a 5 next to it will no longer be eligible to get additional increases. Mod Tiers are indicated by a letter A-E in the Mod Name and by color in the mod image. Mod tiers can be increased by Slicing the mod.

Number of Secondary Stat Increases
Rarity Tier Additional Stat Increases Total Stat Rolls
1-5 E 0 4
1-5 D 1 5
1-5 C 2 6
1-5 B 3 7
1-5 A 4 8
6 E 0 8
6 D 5 9
6 C 6 10
6 B 7 11
6 A 8 12


Slicing

Slice Screen

Slicing allows mods at lower tiers (E) to be upgraded to a higher tier (A) which will increase a random secondary stat each time it goes up a tier. Slicing is the only way to get 6 Dot mods by upgrading a 5A (V-A) mod to a 6E (VI-E) mod and to upgrade a 6E mod to 6A. When mods are increased from 5A to 6E all Primary and Secondary Stats will be increased. Slicing a 6E Mod to 6A will increase a random secondary stat. As mentioned above in Mod Tier, Secondary Stats can not have more than 4 additional increases to them. Slicing requires Slicing Materials to perform all upgrades. In order to Slice a Mod it must be Level 15 and have 5 dots.

Upgrade Materials Required
Tier 5E to Tier 5D
Mk 1 Bonding Pin
10
Credit
18K
Tier 5D to Tier 5C
Mk 1 Bonding Pin
5
Mk 1 Fusion Disk
15
Credit
18K
Tier 5C to Tier 5B
Mk 1 Fusion Disk
10
Mk 1 Power Flow Control Chip
25
Credit
63K
Tier 5B to Tier 5A
Mk 1 Power Flow Control Chip
15
Mk 1 Fusion Coil
35
Credit
90K
5A to 6E
Mk 1 Amplifier
50
Mk 1 Capacitor
50
Mk 2 Pulse Modulator
20
Credit
200K
6E to 6D
Mk 2 Circuit Breaker Module
10
Credit
36K
6D to 6C
Mk 1 Amplifier
5
Mk 1 Capacitor
5
Mk 2 Circuit Breaker Module
10
Mk 2 Thermal Exchange Unit
10
Credit
72K
6C to 6B
Mk 1 Amplifier
10
Mk 1 Capacitor
10
Mk 2 Circuit Breaker Module
10
Mk 2 Thermal Exchange Unit
20
Mk 2 Variable Resistor
10
Credit
126K
6B to 6A
Mk 1 Capacitor
30
Mk 2 Pulse Modulator
10
Mk 2 Thermal Exchange Unit
20
Mk 2 Variable Resistor
20
Mk 2 Microprocessor
15
Credit
276K

Mod Set

The Mod Set determines the stat bonus characters get when they meet the required number of equipped pieces. The first number under Set Bonus is the minimum increase characters will get to that stat for having all required pieces, but some or all are not max level. The bottom number is the max increase characters will get when all of the required number of mods for that set have been maxed out at Level 15. It is important to remember that rarity is not taken into consideration for set bonuses so all mods do not have to be the same rarity to get the set bonus.

Name and Stat Required Minimum Maximum
Critical Chance 2 4% 8%
Critical Damage 4 15% 30%
Defense 2 12.5% 25%
Health 2 5% 10%
Offense 4 7.5% 15%
Potency 2 7.5% 15%
Speed 4 5% 10%
Tenacity 2 10% 20%

Mod Levels

Each mod can be enhanced by upgrading their Level using Credits, with 15 being max level. Every level will increase the Primary Stat on the mod and at Level 3, 6, 9, and 12 a secondary stat will be added or increased depending on the Tier. When added to mods, secondary stats are chosen at random and when increasing a stat already on a mod, the stat chosen to be increased will be random.

Leveling Costs

Level • • • • • • • • • • • • • •
1 - - - - -
2 Credit 350 Credit 750 Credit 1200 Credit 1800 Credit 3450
3 Credit 700 Credit 1500 Credit 2400 Credit 4500 Credit 6900
4 Credit 1050 Credit 2250 Credit 3600 Credit 7200 Credit 10.3K
5 Credit 1400 Credit 3000 Credit 5400 Credit 9900 Credit 13.8K
6 Credit 1925 Credit 4125 Credit 7200 Credit 12.6K Credit 18.4K
7 Credit 2450 Credit 5250 Credit 9000 Credit 15.3K Credit 24.1K
8 Credit 2975 Credit 6375 Credit 10.8K Credit 18K Credit 29.9K
9 Credit 3500 Credit 7500 Credit 13.2K Credit 22.5K Credit 37.9K
10 Credit 4200 Credit 9000 Credit 16.2K Credit 27.9K Credit 48.3K
11 Credit 4900 Credit 10.5K Credit 19.2K Credit 33.3K Credit 58.6K
12 Credit 5775 Credit 12.3K Credit 27.6K Credit 47.7K Credit 86.2K
13 Credit 7525 Credit 16.1K Credit 37.8K Credit 63.9K Credit 121.9K
14 Credit 9625 Credit 20.6K Credit 49.2K Credit 81.9K Credit 157.5K
15 Credit 13.4K Credit 28.8K Credit 73.2K Credit 128.7K Credit 248.4K

Leveling effect on secondary stats

Secondary Stat Increases per Level on a 1 to 5 dot mod
Tier Level 1 Level 3 Level 6 Level 9 Level 12
E No Stats Add Stat Add Stat Add Stat Add Stat
D 1 Stat Add Stat Add Stat Add Stat Increase Stat
C 2 Stats Add Stat Add Stat Increase Stat Increase Stat
B 3 Stats Add Stat Increase Stat Increase Stat Increase Stat
A 4 Stats Increase Stat Increase Stat Increase Stat Increase Stat

Mod Slot

There are 6 modification slots on each character. While these slots have a specific name, they are commonly referred to by the shape instead.

Image Name Shape
Mod-Transmitter-E.png Transmitter Square
Mod-Receiver-E.png Receiver Arrow
Mod-Processor-E.png Processor Diamond
Mod-Holo-Array-E.png Holo-Array Triangle
Mod-Data-Bus-E.png Data-Bus Circle
Mod-Multiplexer-E.png Multiplexer Plus, Cross

Primary Stats

Primary stats are the main assigned stat that a mod will increase. As mentioned in Mod Rarity there are 11 Primary stats that mods can have: Health, Protection, Defense, Offense, Potency, Tenacity, Speed, Critical Damage, Critical Chance, Accuracy, Critical Avoidance. The increase made to Speed is a flat increase while the rest are percent increases. Which primary stat will appear on a mod depends solely on what slot it is for.

Slot Primary Stat
Mod-Transmitter-E.png Offense
Mod-Processor-E.png Defense
Mod-Data-Bus-E.png Health • Protection
Mod-Receiver-E.png SpeedAccuracyCritical Avoidance • Health • Protection • Offense • Defense
Mod-Holo-Array-E.png Critical ChanceCritical Damage • Health • Protection • Offense • Defense
Mod-Multiplexer-E.png TenacityPotency • Health • Protection • Offense • Defense

Secondary Stats

In addition to the Primary stat, mods can have lesser increases on up to 4 different stats. Depending on the Tier players acquire the mod at, these are usually applied at random to the mod when it reaches certain Levels.


5A and 6 Dot Minimum and Maximum Amount per Roll
Stat 5 Dot 5A-6E
Increase
6 Dot
Min Roll Max Roll Max Stat Min Roll Max Roll Max Stat
Critical Chance % 1.125% 2.25% 11.25% 4% 1.175% 2.35% 11.75%
Defense 4.9 9.8 49 63% 8 16 80
Defense % 0.85% 1.70% 8.50% 134% 2% 4% 20.00%
Health 214.3 428.6 2143 26% 270 540 2700
Health % 0.563% 1.125% 5.625% 77.78%* 1% 2% 10.00%
Offense 22.8 45.6 228 10.00% 25 50 251
Offense % 0.281% 0.563% 2.815% 202% 0.85% 1.7% 8.50%
Potency % 1.125% 2.25% 11.25% 33% 1.5% 3% 15.00%
Protection 415.3 830.6 4153 11% 460 920 4600
Protection % 1.125% 2.25% 11.25% 33% 1.5% 3% 15.00%
Speed 3 6 30 3% 3 6 31
Tenacity % 1.125% 2.25% 11.25% 33% 1.5% 3% 15.00%

* CG announced the Health % increase as 86%, but the actual stat increases shown in-game reflects a value somewhere around 77.78%.

5 Dot Minimum and Maximum Amount per Roll
Stat 1 Dot 2 Dot 3 Dot 4 Dot
Min Max Min Max Min Max Min Max
Critical Chance % 0.5% 1% 0.625% 1.25% 0.75% 1.5% 1% 2%
Defense 2 4 2 5 3 6 4 8
Defense % 0.5% 1% 0.55% 1.1% 0.65% 1.3% 0.75% 1.5%
Health 99 199 118 236 150 300 173 347
Health % 0.25% 0.5% 0.313% 0.626% 0.375% 0.75% 0.5% 1%
Offense 8 16 10 20 14 28 18 36
Offense % 0.125% 0.25% 0.156% 0.313% 0.188% 0.375% 0.25% 0.5%
Potency % 0.5% 1% 0.625% 1.25% 0.75% 1.5% 1% 2%
Protection 99 199 154 309 240 483 319 639
Protection % 0.5% 1% 0.63% 1.25% 0.75% 1.5% 1% 2%
Speed 1 2 1 3 2 4 2 5
Tenacity % 0.5% 1% 0.625% 1.25% 0.75% 1.5% 1% 2%

Calibrate

Calibrate Screen

Calibrate allows removing a random increase (roll) from one selected secondary stat and adding an increase (roll) to a secondary stat at random. The new chosen secondary stat can be the same one the roll was removed from. Secondary stats cannot be entirely removed in this process because they must have at least 2 rolls (increases) in order for that stat to be selected for removing an increase. A mod must be at least 6 dots (rarity) in order to calibrate and the higher the tier is, the more times it can be done. Calibrating requires Micro Attenuator Micro Attenuators, which can be acquired in Mod Battles Map 9.

On the Calibrate screen it shows each secondary stat on the mod and under that it shows a bar for each roll that stat has. The bar represents how close to the max value the roll was for that stat. The Average Quality Slice lets players see how close to the max possible value that stat is at based on the current number of rolls it has. Players can use this information to see if that stat is worth adding more rolls onto based on how well the rolls have been on it so far.

Calibrate Attempts
Mod Rarity/Tier Attempts Added Total Attempts
6E 1 1
6D 1 2
6C 1 3
6B 1 4
6A 2 6
Calibrate Cost
Times Calibrated Cost Total Cost
1 Micro Attenuator 15 Micro Attenuator 15
2 Micro Attenuator 25 Micro Attenuator 40
3 Micro Attenuator 40 Micro Attenuator 80
4 Micro Attenuator 75 Micro Attenuator 155
5 Micro Attenuator 100 Micro Attenuator 255
6 Micro Attenuator 150 Micro Attenuator 405

How increases work

Mods are used to increase a character's stats, which allows the players the ability to change how their characters base stats work. There are three different ways stats are increased:

  • Flat Increase - a direct point by point increase to the specified stat for a character. Any stat shown on a mod that is not a percent will be a flat increase.
    • E.G. 100 Offense will increase Physical Damage (PD) and Special Damage (SD) by 100. If a character has 3400 PD and 1200 SD then after applying the 100 Offense the character will have 3500 PD and 1300 SD.
  • Stacking Percent Increase - all stacking percents will be added to the current percent the stat is at.
    • E.G. 30% Critical Damage will be added to the current Critical Damage percent. If a character has 150% Critical Damage then after applying the mod the character will have 180% Critical Damage.
  • Base Percent Increase - all base percents will be added together and then multiplied by the current total points the stat is at to get the increase amount to add.
    • E.G. A character has 3400 PD and 1200 SD before adding a mod that has +8.5% Offense. The mod will increase PD to 3689 and SD to 1302.
Stacking Percents Critical Chance • Critical Damage • Potency
Tenacity • Accuracy • Critical Avoidance
Base Percents Defense • Health • Protection • Offense

Where to get mods

Mod Store

The Mod Store is where you can spend Ship Building Materials Ship Building Materials or Credit Credits to buy mods. The rarity of the mods offerend in the store will be determined by the highest tier you've completed in Mod Challenges. The Mod store is the best place to get mods because it lets you purchase specific mod slots that let you see exactly what primary and secondary stats the mod will have.

Mod Battles

Mod Battles use Mod Energy Mod Energy and have a map for each mod set that offers rarity I and II mods. Each map has a mission for each slot so you can farm for specific slots. When you complete Map 3 it will unlock Mod Challenges. Fully completing each map will unlock the corresponding Mod Challenge for the particular set that map offered. The current maps are:

  1. Health
  2. Defense
  3. Critical Damage
  4. Critical Chance
  5. Tenacity
  6. Offense
  7. Potency
  8. Speed
  9. Slicing and Calibrate Materials

Mod Challenges

Mod Challenges unlock as you complete the Mod Battles for the corresponding set and offer rarity III, IV, and V mods. Mod Challenges are the best place to get mods when you're unable to afford Credits and Ship Building Materials for the Mod Store.

Selling Mods

Unwanted mods can be sold for credits, freeing up limited inventory space and gaining a little bit of currency to help with upgrading others. Below is a table showing the different sell amounts for mods. It is important to note that the more you invest into a mod the more credits you will lose when selling it.

Modding Guides, Tools and Resources

Notes

Mods were introduced to the game on July 12, 2016. The initial release had mods giving stat increases so high that it threw off the balance of the game and received a huge backlash from the community. On July 15, 2016 the game was updated to give much smaller increases to character stats from mods.
In the datamined game files there are Mod Challenge assets for a Taunt set and a Defense Penetration set that looks like it never made it into the game. You can see these assets on swgoh.gg at:

In August of 2018 Mods 2.0 was released in 3 updates that went out on August 23rd, 29th and 30th. These updates included:

  • Set bonus changes
  • A change in how secondary stats are added and increased
  • Slicing mods
  • Mod Loadouts
  • and much more. See references for more changes.

On September 13, 2022 a quality of life improvement was added to the game for mods in the Title 14 update. This update included:

  • A new screen for enhancing mods.
  • Calibrate, a new way to remove stat rolls on less important secondary stats and trying to reroll them on better ones.
  • Mass upgrading
  • Improved filter and search

References


Mod Data

NEW AMOUNTS: Updated 9-18-2022, with the introduction of Calibrate to Mods, the datamined game files have the exact possible amounts for rolls. This new data is what was used to get the min and max roll data for 5 dot and 6 dot mods that are currently displayed.
OLD AMOUNTS: Data for rolls was gathered using an api that pulls information straight from the game. The data includes over 800,000 equipped mods from every character in every member's roster for 35 Guilds including the top 15 largest GP guilds in the game as of June 25, 2020. You can find the results of the data at Google Sheet - SWGoH: Mods Analysis.