To upgrade mods efficiently in Star Wars™: Galaxy of Heroes, level 5-dot mods incrementally to test for Speed secondary rolls, slice promising pieces through mod tiers, and reserve 6E slicing for mods with high Speed or exceptional percentage stats.
How Mod Tiers and Slicing Work
Mods use dots to indicate their general tier ceiling (from 1-dot to 6-dot) and colors to indicate their rarity tier:
- Grey (Tier E / 5E): Displays one secondary stat at Level 1.
- Green (Tier D / 5D): Displays two secondary stats at Level 1.
- Blue (Tier C / 5C): Displays three secondary stats at Level 1.
- Purple (Tier B / 5B): Displays four secondary stats at Level 1.
- Gold (Tier A / 5A): Displays all four secondary stats at Level 1.
Leveling a 5-dot mod to Level 15 locks its secondary stats unless you slice it. Slicing increases the mod's color tier and triggers one upgrade roll on an existing secondary stat:
- Grey to Green: Unlocks or upgrades a secondary stat once.
- Green to Blue: Upgrades one random secondary stat.
- Blue to Purple: Upgrades one random secondary stat.
- Purple to Gold: Upgrades the final standard secondary stat.
Mods that already display Speed at green, blue, or purple provide the highest statistical probability of landing multiple Speed increases before reaching the 6-dot tier.
Slicing Salvage Farming Priorities
Mod Slicing materials drop from Mod Battles nodes using Mod Energy. Each tier transition requires specific salvage alongside Mod Credits.
| Upgrade Stage | Required Salvage | Currency Cost |
|---|---|---|
| 5E to 5D (Grey to Green) | Mk 1 Bonding Pin & Mk 1 Fusion Coil | Mod Credits |
| 5D to 5C (Green to Blue) | Mk 1 Fusion Disk & Mk 1 Thermal Detonator | Mod Credits |
| 5C to 5B (Blue to Purple) | Mk 1 Variable Pulse & Mk 1 Fusion Disk | Mod Credits |
| 5B to 5A (Purple to Gold) | Mk 1 Microprocessor | Mod Credits |
| 5A to 6E (Gold to 6-Dot) | Mk 2 Circuit Amplifier, Mk 2 Thermal Detonator & Mk 2 Variable Pulse | High Mod Credits |
Prioritize spending Mod Energy on Mk 1 Microprocessors and Mk 1 Fusion Disks. Inventories naturally accumulate excess green salvage, while purple-to-gold upgrades represent the critical decision point before committing to expensive 6-dot slicing materials.
Incremental Leveling and Speed Thresholds
Speed is the primary factor in turn-meter control and competitive matchups. Rather than taking every mod directly to Level 15, level them in steps to preserve credits:
- Grey mods: Level to 12 to reveal all four secondary stats. Discontinue leveling if Speed does not appear, unless the primary stat and set match a specific tank requirement.
- Green mods with Speed: Level to 9 to trigger the first roll. If the roll hits a stat other than Speed, stop upgrading and prioritize other mods.
- Blue mods with Speed (+3 to +5): Slice to purple only if Speed hits at least once during leveling.
- Gold mods (5A): Do not slice to 6E if the mod finishes with less than +10 Speed. Reserve 6E slicing materials for mods with at least +12 to +15 Speed, or those with top-tier percentage offense on primary damage dealers.
Upgrading from 5A to 6E
Slicing a mod from 5-dot Gold (5A) to 6-dot Grey (6E) requires significant salvage and Mod Credits. Only characters at Gear 12 or Relic tiers can equip 6-dot mods; units below Gear 12 cannot use them.
Promoting a mod to 6E grants specific stat improvements:
- Arrow Primary (Speed): Increases from +30 to +32 Speed.
- Speed Secondary: Receives a guaranteed +1 flat Speed increase, regardless of previous roll count.
- Percentage Primaries & Secondaries: Receive large scaling multipliers (such as Offense %, Defense %, Health %, and Potency %).
- Flat Secondaries: Flat health, flat defense, and flat offense receive minimal scaling compared to percentage values.
Avoid promoting mods with multiple flat secondaries to 6E. Slicing materials yield the highest value on mods with high percentage secondaries and high Speed rolls.
Inventory Management and Selling Rules
To prevent reaching the 500-mod inventory cap and maintain credits for slicing, sell low-value mods regularly:
- Sell all 1-dot through 4-dot mods: Lower-tier mods cannot be sliced to 6E and waste upgrade credits.
- Sell Arrow mods with flat Health or Defense primaries: Prioritize Speed primaries or Critical Avoidance arrows.
- Sell Circle, Triangle, and Cross mods with flat Defense: Percentage Defense provides significantly higher survivability.
- Sell non-Speed 5A Gold mods: If a gold mod reaches Level 15 without Speed and lacks strong synergistic percentage secondaries (such as high Offense % on an Offense set), sell it to recover credits.
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Player Comments
45 players commented on this guide.
Nice guide. I am checking the other Star Wars™: Galaxy of Heroes articles next.
The explanation is clear, especially for beginners.
I wish I had read this before upgrading the wrong thing.
I tried this today and it worked better than my old setup.