Galaxy Of Heroes Mods Guide

30.08.2019
84 Comments
Galaxy Of Heroes Mods Guide
Posted by3 months ago

This is a mod guide I am posting for my guild EwokOnTheBeach. A lot of what I have learned about mods came from a YouTube video that MobileGamer posted awhile back before the Mods 2.0 patch (all his mod videos on YouTube are helpful) and then from personal experience (mainly for the leveling). Hopefully this is helpful with your mod farming and splicing, specifically how to get the best mods for your toons without spending too many credits. Probably the most important thing to remember when mod farming is that Speed is far and away the most important stat. All else is gravy.


The first thing you want to do is clear the first 3 tables of the mod battles. This unlocks the mod challenges, and gives you a bunch of tier 1 or 2 HP mods. There is a mod challenge for each type of mod. All these challenges, apart from the initial HP one, require a 3 hero minimum synergy team. Official forum for the EA mobile game Star Wars: Galaxy of Heroes. Share news, tips, tricks and connect with other players in the forums! Star Wars Galaxy Of Heroes Cheat. Before to give you this ultimate Star Wars Galaxy Of Heroes Cheats or Hack Tool. Let me give you an instant trick to get credits and crystal without to do any survey in the game. We are offering free hack tool for star wars galaxy of heroes for our fans.

Obtaining Mods:

Try to find a balance between obtaining mods and mod salvage. It tend to farm mods when I need some for a toon I recently leveled or to fill a specific need and then go back to farming mod salvage. A lot of good mods come periodically from events like the Separatist event and Smuggler events so forget about the salvage to splice up your good mods.

5 dot mods should be the vast majority of mods you own. Only 5 dots can be spliced to 6 dot. If you find a 4 dot mod with secondary speed you can level it up to see if the speed increases, but otherwise sell anything that is not 5 dot. The only exception for me is that I hold onto all speed arrows regardless of dots. Even a 17 speed 1 dot arrow can make a huge difference with your weaker teams.

Now that the Mod Challenges are open to play with any character, it is much easier to get the specific mod set you want (and their bonus stats), whereas this was a little less of a priority before the patch. I would use online resources like swgoh.gg or Crouching Rancor to help you pick the best mod sets for your toons.

Tekken 3 game the pc games. You can also use these sites when choosing the best Primary stat for your circle, cross, triangle, and arrow mods, although I would sell all arrows that aren't primary speed.

Finding mods with a secondary stat of speed is where the real strategy comes in. These mods are not as common as one would like and saving your money to level mods with secondary speed will help you get the most out of the mods you keep.

Leveling Mods:

This is where mod farming becomes a money pit. Leveling a 5 dot mod from 1 to 15 costs 248.4K credits and that's a lot to spend especially when there's no guarantee that you will either get and/or increase secondary speed as you level your mods to level 3, 6, 9, and 12 where secondary stats are added or increased depending on the color of your mod. Below is my algorithm for leveling mods based on color.

Clear mods: Sell all of these except Speed arrows or if you are in a bind filling out a set and have spare credits. For example, triangle mods can be in short supply. It will cost 86.2K credits to open all 4 secondary stat slots. This is a waste because at best you will get 5 speed and have to spend a ton of salvage with no guarantee of increasing it past 5.

Green mods: Sell all that do not have secondary speed (keep in mind speed arrows will not have secondary speed and you should keep these). Leveling a green mod without secondary speed will cost 37.9K to open all 4 slots. Not as bad as with the clear mods but still a waste in my opinion given the high likelihood of failure. If the mod had secondary speed to begin with, level it to 12. If the secondary speed stat gets a bump and is 7 or above, level it to 15, otherwise keep it at 12 and save the money (162.2K credits to get from 12 to 15). You can be flexible with the speed threshold for leveling but the more mods you have, the more selective you can be i.e. only leveling up mods with secondary speed of 8, 9, 10, etc.

Blue mods: This is where I start spending credits. If the mod has secondary speed to start, level it to 12 and then 15 if it bumps up 7 or above. If not, it only costs 18.4K credits to open the last 2 slots of a blue mod to see if you get secondary speed. Level the blue mod to 6. If you don't get secondary speed, sell it. If you do, level it to 12, and then to 15 if it bumps. This will make a dent in your credits, especially after the Separatist event and its smorgasbord of blue mods. You will recoup some by selling but will still likely come out in the red.

Galaxy Of Heroes Mod Sets

Purple mods: These became really good with the patch. Like the others, if it came with secondary speed, level it to 12 and then 15 if speed bumps up. For those without secondary speed, it only costs 6.9K to find out what that last slot will be. This is chump change: level it to 3 without thinking twice. If you get speed for the last one, level it to 12 and then 15 if it bumps.

Each

Gold mods: If it comes with speed, level it to 12 and then 15 if it bumps. If it doesn't have speed but you like the secondary stats and want to risk the cash, go for it. I have a couple mods with over 100 offense from these. Otherwise, I would sell.

Ideally, you end up with some level 15 mods with secondary speed 10 or above. These can then be spliced with a 25% chance to get more speed per splice. The level 12 mods with 3-6 speed you can either keep for your weaker or developing toons or sell them. Even these level 12 mods can make all the difference in Grand Arena and Territory Wars when you have to use your whole arsenal, so only sell if you have a surplus of mods and/or need the credits.

In my opinion, you should have as many of your useful toons over 200 speed as possible. This can help your squads punch above their weight class both on offense and defense. Fast squads can jump on a stronger opponent on offense and cripple them before they even attack, while a faster weaker team can surprise an opponent on defense making them squander multiple squads on a seemingly match. This is often where Grand Arena is won and is vital in Territory Wars.

I hope this was helpful and not too painful to read. Happy Hunting!


HanSoloVoltron

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