This page shows the most popular Zetas that you do not yet have in your collection! It is sorted by % of applied zetas to units at a G12+ level. Note that the zeta "Galactic Legend" is omitted as multiple units share it.
Your Zetas 257 - Missing Zetas 86
When a Resistance ally uses a Special ability, all Exposed enemies lose 5% Turn Meter, which can't be Evaded or Resisted; When a Resistance ally uses a Special ability, if they aren't debuffed, reduce their Cooldowns by 1
+25% Turn Meter Reduction Chance, +10% Turn Meter Reduction, Nightsisters gain 50% Turn Meter when they fall below 100% Health
Non-Droid Separatist allies gain Tactical Supremacy for 2 turns, which can't be copied. Trench gains Protection Up (40%) for 2 turns and other Separatist allies gain Protection Up (20%) for 2 turns
When an ally loses Overconfident, Fennec gains 20% Turn Meter
Gains 5% Turn Meter whenever a Rebel ally uses Basic attack.
Once per turn, Mission Assists when Zaalbar uses an ability
At the start of each of his turns, Zaalbar and Mission recover 10% Protection for each Damage Over Time effect on enemies
Sith allies gain Stealth for 1 turn on Evade, can't be Critically Hit while Stealthed, gain Advantage for 2 turns whenever Stealth expires, and gain all "on Evade" bonuses at the start of each encounter
Rebel allies recover 5% Protection whenever they gain a buff
While IG-88 is active, Target Locked enemies can't recover Health or Protection
+5% Critical Chance, +10% Defense, and Clone allies recover 5% of their Max Protection whenever they use a Basic ability
When another Resistance ally loses Foresight, Amilyn Holdo Recovers 10% Health. While Amilyn Holdo doesn't have Taunt, all other Resistance allies have +20% Critical Avoidance.
Add Stun for 1 turn if target is reduced to less than 20% Turn Meter, this Stun can't be Resisted
At the start of battle, if all allies are non-Separatist Droids, this attack has a 60% chance to inflict Target Lock for 2 turns; remove 10% Turn Meter for each instance of damage (max 30%); allies gain 10% Offense (stacking) until the end of the encounter each time this ability is used
While Prepared, Han has 70% chance to Assist another Scoundrel ally's attack during their turn, limited once per turn
Whenever Wicket scores a Critical Hit, all Ewok allies recover 4% Health and 2% Protection
Stormtrooper gains 40% Offense for each defeated Empire ally; at the start of Stormtrooper's turn, Imperial Remnant allies gain 20% Protection Up for 1 turn
Canderous gains Critical Damage Up for 2 turns when an enemy gains Taunt, or becomes Deathmarked or Marked
+5% Potency and other Scoundrel allies also gain half Potency and Critical Damage bonuses
At the start of battle, if all allies are Imperial Troopers and Moff Gideon has exactly one Tank ally, two Attacker allies, and one additional Support ally, excluding summoned allies (in 3v3 Galactic Challenges or Grand Arenas, if all allies are Imperial Troopers and Moff Gideon has any combination where the team includes no more than one Tank, two Attackers, and/or an additional Support ally the conditions of this ability will be met): Whenever an enemy with the Leader tag uses an ability, Imperial Trooper allies gain 10% Offense (stacking) until the end of the encounter; whenever an enemy with the Leader tag takes a turn, Moff Gideon gains 1 stack of Insight; Imperial Trooper allies have an additional +25% Offense and revive with 50% Health and Protection the first time they are defeated each encounter
+15% Offense and Health Steal
Dispel all debuffs on Phoenix allies and grant them Defense Up for 3 turns, grant Kanan and target ally Foresight for 2 turns, and when each of these Foresights expire Kanan gains 100% Turn Meter and other Phoenix allies gain 50% Turn Meter
+2 Speed and also inflict Expose for 2 turns on enemies that fall below 100% Health during Empire allies turns.
+25% Potency, if the target is Phoenix Dispel all debuffs and reduce their cooldowns by 1 and grant them 50% Turn Meter
When a Bounty Hunter ally scores a Critical Hit during their turn, they gain Offense Up for 1 turn