How to Mod
With these tips, tricks, & hints you too can mod with the best of them.
Start here
Good modding means every slot has a reason to be there. Pick what the build is for, amplify that, and skip extras that fight your goal. You do not need every rare mod on day one. You need a clear plan and the habits below.
- One job per build. A primer, a crit DPS stick, a CC frame, and a tank all want different mods. Mixing goals usually wastes capacity.
- Match the item, not a checklist. Read base stats and abilities first. Mods should boost what is already strong, not force a weapon or frame into a role it cannot do well.
- Don't double the same bonus. Two mods that both add "damage" often share one pool. The second one is usually a weak slot.
- Forma after the plan is set. Polarize for a build you intend to keep, not after every shiny new mod drop.
Sections
Start with Basics if you are new, then Elements and Weapons. Modular for Kitguns, Zaws, and Amps. Rivens and Arcanes when you are investing past the mod grid. Frames, companions, Archwing, mechs, and Railjack after that.
Capacity, Forma, stacking, and elements
Combo table, placement order, and mission picks
Crit, status, and hybrid build paths
Kitguns, Zaws, and Amps: parts first, then mods
Disposition, rolls, and when a riven earns a slot
Parallel power slots for frames, guns, and amps
Ability stats, Aura, Exilus, and shards
Precepts, survival, and companion weapons
Archwing and Necramech modding essentials
Plexus grids and ship-modding habits
Practice in FrameHub
Try swaps here and watch the numbers before you spend Forma in-game. When a build feels right, copy it into your Arsenal.