I saved enough crystals to get Enfys Nest up to 7 stars using shipments. Now to include her into my arena team, I need to make her shine. She has to be fast... and I'll probably need to strip other characters.
1- Enfys Nest, because she's fast, and can crush the opponent straight away by dazing and removing Turn Meter
2- Darth Sion, dispel any remaining foresight/tenacity up
3- Darth Nihilus, enemies are now open to be drained
4- Traya, let's isolate !
5- Emperor Palpatine, because he's the leader... I need him decently equipped
I start filtering the mods, no surprise : I sort by speed secondaries.
Usually, I keep only 4 or 5 pips mods. I've got some decent speed secondaries on a few 4 pips mods.
Be careful though, you might want to pick only 5 pips for ship crew members !
If I pick my 3 fastest mods (the 4th will can be an arrow, +30 speed guaranteed), a mismatched set in my case will be slower than my speed set. That may not be the case for you.
The speed set bonus provides +10% speed calculated on the base speed : the speed from a character without any mods.
Take into account the synergies in your squad, the effects of the leader. When there's turn meter manipulation, a slower character can keep up this way. For a strong tank, such as General Kenobi, losing speed in favor of protection primary bonuses is absolutely normal.
Using this method, a complete, thorough remodding takes me about an hour.
I'm pretty picky, hence slow when choosing the mods. Inevitably, once finished choosing the mods, we need time to move them to their final destination.
Take Boba Fett for example. You can mod him differently if he's leader in a bounty hunter team, or as a damage dealer character.
Balancing set bonuses or going straight for best speed secondaries is something you will still have to decide if you want the best results.
Sometimes 1 more speed is enough in arena to have the best start. The game won't take that into account.
The fleet arena provides one of the rarest ressource : zeta materials. Fleet arena rewards are scaled strongly in favor of the first places. Discover the differences, and why you should step up in fleet battles !
Today, my new-look Emperor Palpatine has kept two Potency mods that I have had on him for years (and I have kept him near 100% Potency), but I have since replaced the four Speed mods with four Health mods and boosted his Max Health and Max Protection as a result. Yes, I lost some very good Speed, but a Zeta on his Crackling Doom special grants him +50% Max Protection, and because I use him as a leader he gets +35% Max Health from that ability. While it would make since to consider more Defense, but I did not want to waste resources on Defense given I use him the most against Rey, a character with high Defense Penetration who can slice through that Defense more easily than most in SWGoH.
The developers did not give mod recommendations until the game was several years old, then they went through their entire lineup of 150+ characters and made mod recommendations. When that happened, due to the mass number of characters they had to review, they got sloppy (in my opinion). I will follow that by saying I think almost every new character added in SWGoH since that time has been much, much better and I rarely disagree with the mod recommendations now, due in large part to the fact that they can give these new characters individualized attention.
For Emperor Palpatine, the dev recommendations are Speed and Potency, and as I said above, I followed along with this for years. For Emperor Palpatine I am switching things up with a strong focus on Health, Protection, Potency and Speed. Note that if you cannot find the perfect mod, a little added Offense is a great backup plan for these secondary stats. As a result, here is what I am recommending for the best mods for Emperor Palpatine:
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