The GAC Scout is a companion app for scouting opponents before GAC battles. It analyzes a player's roster to identify:
Each meta team definition includes a leader, required members, and optional fill members. The detector checks:
Enter two ally codes to see a side-by-side comparison: GL advantages, exclusive teams, mod quality, and key character gaps (relic + speed differences).
When you enter an ally code, the analyzer reads your public in-game roster, checks every equipped mod on every character, and gives you grades, scores, and a list of fixes.
The entire analysis happens on-demand — there is no caching or background processing. Each analysis reflects your current in-game state at the moment you run it.
All player data is read live from your public in-game profile via SWGOH Comlink, the open-source tooling the SWGOH community uses. Nothing is stored.
Every analysis reads your data fresh from your in-game profile. There is no stored history or periodic polling. The data reflects what's in the game at the moment you click "Analyze."
The analyzer needs to know what the ideal mod setup is for each character in order to grade and recommend. This is controlled by the Engine dropdown. Each engine provides:
Uses the best available source for each character, checked in this order: what top players actually run → the open-source optimizer (fallback) → role defaults. This is the default and recommended setting. Everything is community-sourced or derived — nothing is hand-maintained. A character's role comes from the community data or its in-game role tags, and priority (which units the swap plan favors) is derived from Galactic Legend status and relic level. You can always override priority by pinning on the swap-plan page.
There's rarely one correct mod build. A unit can want survivability primaries to hold on defense and offense primaries to hit with, and top players genuinely split. So the headline recommendation is simply the most common choice among top players, and under every variable slot the analyzer shows the full distribution, like "84% Protection · 7% Crit Damage · 7% Health". Your current primary is highlighted, so instead of being told you're "wrong", you see where you stand against what top players actually run and decide for yourself.
This reflects what top players currently run and refreshes on a regular cadence. Characters without enough top-player data fall back to the optimizer, then role defaults.
For characters without enough top-player data — and as a selectable engine if you want it — the tool falls back to the build from Grandivory's Mods Optimizer and MCW77's Mods Manager (open-source). It's a theoretical plan rather than observed behavior, so where it disagrees with what top players actually run, the top-player data wins by default.
Generic templates based on the character's in-game role (attacker, tank, support, healer). No character-specific tuning — every attacker gets the same recommendation, every tank gets the same recommendation, etc. Useful as a baseline comparison.
Each character receives a letter grade based on how close their mods are to the most common build among top players. There's rarely one "correct" build, so treat the grade as a quick proxy for "how meta is this character's setup", not a verdict — the per-slot "Top players" spread is the real picture. The grade is calculated from five factors:
Slots 2 (Arrow), 4 (Circle), 5 (Triangle), and 6 (Cross) have variable primaries. Your score is the percentage of these slots whose primary matches the most common choice among top players.
The sum of speed secondaries across all six mods, scored in tiers:
| Total Speed | Points |
|---|---|
| 120+ | 25 |
| 100–119 | 21 |
| 80–99 | 17 |
| 60–79 | 13 |
| 40–59 | 9 |
| <40 | 4 |
10 points for each of the character's common sets that is fully completed (up to 2 sets). For example, if the common build is Speed + Health and you have a complete Speed set, that's 10 points.
Each secondary stat on a mod is the result of one to five "rolls", and each roll lands somewhere between the stat's minimum and maximum value. Two mods with the same total speed can come from very different roll quality — three high rolls versus five mid rolls. When per-roll quality data is available this slot rewards higher-quality rolls; otherwise it awards a neutral score so grades stay comparable across rosters.
| Grade | Score Required |
|---|---|
| S | 85+ |
| A | 70–84 |
| B | 55–69 |
| C | 40–54 |
| D | 25–39 |
| F | <25 |
Each character also gets a per-character mod score (shown on character cards and the detail panel). This is a more nuanced metric than the letter grade, scoring each mod individually across five dimensions:
min(speed / 30 × 40, 40)The roster-wide Mod Score shown in the summary is a weighted average of all characters, where high-priority characters count 3×, medium 2×, and low 1×.
These are standardized metrics used across the SWGOH community (HotUtils, OmegaScore, etc.) to compare mod quality between players. All use character GP (not total GP) as the denominator.
Measures how many usable speed mods you have relative to your roster size.
A stricter version — only counts mods with genuinely good speed rolls.
Weighted by speed tier — a +25 speed mod is worth twice as much as a +15. This is the same formula used by HotUtils.
The swap plan identifies mods on low-priority characters that would be better used on high-priority characters, and builds ordered chains of moves to execute the swaps.
The result is an ordered list of up to 25 swap chains, sorted by total speed gained. Each chain tells you exactly which mods to move and in what order.
Inferred priority uses Galactic Legend status and relic tier, but you know your roster better. The Priority Order panel on the swap plan page lets you pin characters and drag them into your preferred order. Pinned characters are treated as high priority, and their rank is used as a tie-breaker against other high-priority characters. Your order is saved per ally code in the browser, so it sticks between visits.
Got toons you never want the tool to touch, like a dialed-in raid or meta team? Lock them. Every character in the list has a lock button, and there's one in the detail panel too. A locked character is left alone everywhere. It drops out of the swap plan, wasted speed, mod fixes, and the mod recommender, so nothing suggests pulling its mods. Locks save per ally code in your browser and carry across all the analyzer pages. Unlock any time to bring it back.
Lists mods with +18 or higher speed secondaries that are currently equipped on low-priority characters. These are your best mods sitting on characters that don't need them — prime candidates for redistribution to your high-priority roster.
The fix finder identifies two types of improvements:
Fixes are deduplicated so each source mod is only used once, with up to 50 fixes generated per analysis. Each fix also shows what the donor character receives in return (the recipient's old mod in that slot), so you can see the full picture of both sides of the swap.
A few other modding tools exist. Each one takes a different approach to the same problem: figuring out which mods should go where.
HotUtils pulls the top 200 GAC players (filtered by minimum GP) and derives stat targets per character. Then it auto-moves your mods through their subscription API. The new system uses GPU acceleration and builds a full roster loadout in under a minute. The tradeoff: it costs money, and you don't see why each mod ended up where it did.
This tool goes the other way. You get a prioritized list of specific fixes ranked by impact: a primary that differs from the common build, speed below target, a better mod sitting on a lower-priority character. You see the reasoning and move the mods yourself.
Grandivory's uses community-submitted mod plans for 316 characters and runs a constraint solver against your full loadout. Free and thorough. We use their data as a fallback source (the "Mods Optimizer" engine) where there isn't enough top-player data.
| This Tool | HotUtils | Grandivory's | |
|---|---|---|---|
| Cost | Free | Subscription | Free |
| Data sources | Top players + optimizer fallback | Top 200 GAC | Community plans |
| Mod moves | Shows what to move and why | Auto-moves via API | Shows what to move |
| Scoring | 0–100 per character + letter grade | Stat targets | No |
| Primary fallbacks | Yes, next-best primary | Planned | No |
| GAC scouting | Yes | No | No |
HotUtils can auto-move mods because they connect directly to the game through their subscription API. This tool shows you what to move and why. You move them yourself in-game.
Every character is assigned a priority level that determines how mod recommendations flow:
| Priority | How it's determined |
|---|---|
| High | Explicitly set for GLs and key meta characters (~40 characters) |
| Medium | Relic 7+ characters without an explicit override |
| Low | Relic 5–6, or lower |
Mods flow from low-priority characters to high-priority characters. The swap plan, fix finder, and wasted speed tools all use this priority hierarchy to decide which moves are worthwhile.
Each character is classified as an attacker, tank, support, or healer. The role determines the fallback mod template (which sets and primaries to expect) when there's no top-player data. Roles are resolved in this order:
| Role | Default Sets | Arrow | Triangle | Cross |
|---|---|---|---|---|
| Attacker | Offense + Crit Chance | Speed | Crit Damage | Offense % |
| Tank | Health × 3 | Speed | Health % | Health % |
| Support | Speed + Health | Speed | Health % | Potency |
| Healer | Speed + Health | Speed | Health % | Health % |
Describe a mod you have (slot, set, primary, speed, secondaries) and the tool ranks every character in your roster by how well that mod fits them. Scoring considers: