The dashboard ranks every mod. Fine. But ranking 6,000 mods doesn't move any of them. The swap plan does. It's an ordered list of mod moves with reasons attached, executable in one in-game session without leaving meta squads with empty slots while you're mid-pass.
Every mod on every character gets scored against that character's ideal setup, meaning the right set, the right primaries, and a reasonable speed target. Mods sitting on the wrong character, or with the wrong primaries, become candidates to move. The engine then orders the candidates by impact per step, biggest speed gains and primary fixes first. Backfill is pre-resolved, so when a Square comes off Vader the next-best Square in your inventory slides in. No empty slots, no broken squads while the chain is running. Pinning a character (drag-reorder on the page) overrides the inferred priority and reruns the plan with your override applied.
Source character, target character, mod slot, primary stat, and a speed delta where it matters. Wrong-primary fixes outrank speed-only upgrades when the impact is similar. A Triangle running Defense% on an attacker is a bigger problem than a 4-speed bump on the same character, and the plan reflects that. Default cap is 50 swaps per plan, since that's about what fits in one session before fatigue sets in. If the chain runs longer than 50, bottom items are safe to skip on the first pass and pick up after a recompute.
The dashboard shows scores. The swap plan turns scores into moves. Manually reviewing 6,000 mods against 200 characters is what burns out players. Pinning lets you encode 'Hux doesn't matter, Vader does' in two drags so the engine stops surfacing low-priority swaps you'd never make anyway. Recompute after each play session and you get a fresh plan against the new state of your roster.
Yeah. Runs entirely on your public ally code via Comlink. No login, no payment, no roster ownership claim. Bookmark /mod-analyzer/swap-plan?ally=YOUR-CODE and it regenerates fresh on every load.
Drag any character to the top of the priority panel. The engine then treats them as high priority for the purposes of routing mods. Pin a benched character whose mods you want freed up. Pin a meta character whose mods should stay locked. Pins persist per ally code in your browser's localStorage.
No. Comlink only returns equipped mods. For unequipped ones, /mod-analyzer/unused-mods is the separate flow. Different problem, different page.
Yes. Each character carries a curated speed target derived from community data (covered on /mod-analyzer/guide). Moves that push a high-priority character past their target outrank moves that don't, since past-target speed is what decides turn 1 vs turn 2 in GAC.