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 208 - Missing Zetas 131
The first time each Scoundrel ally falls below 75% Health, The Mandalorian (Beskar Armor) dispels all debuffs on himself, gains 1 stack of Whistling Birds, and the cooldown of Wonder of the Force is reset
At the end of each turn, Sion inflicts Pain for 3 turns on enemies who damaged him that turn
Inflict target enemy with Zeroed In; dispel Zeroed In from all other enemies and Omega gains a stack of Target Practice; these effects can't be copied, dispelled, prevented, or resisted and last until the end of the encounter, Zeroed In is removed from an enemy, or Omega is defeated Zeroed In: Omega has Target Practice while a character is afflicted by this; Omega can ignore Taunt to target this enemy Target Practice: +5% Critical Chance, and Offense, and +10% Critical Damage per stack
Whenever another First Order or Sith ally is defeated, the cooldown of Vengeant Blast is reset, then Sith Trooper gains Advantage for 1 turn and takes a bonus turn
When Bossk loses Taunt, he gains Taunt for 1 turn if the weakest enemy has Protection
Whenever an enemy takes damage, Scoundrel allies gain 2% Turn Meter
3 Stacks - Grants 100% Counter Chance
At the start of each enemy turn, Nihilus inflicts Health Down on them for 2 turns
If Dark Trooper Moff Gideon is in the Leader slot, defeated Imperial Remnant allies are revived with 100% Health and Protection and Stealth for 2 turns
When any unit falls below half health, Talzin gains 35% Turn Meter
If it is Grand Inquisitor's turn and if the enemy has at least 3 stacks of Purge at the start of turn, attack a second time always scoring a critical hit if able, and if the enemy has 6 stacks of Purge, attack a third time dealing true damage instead, which can't be evaded
At the end of his turn, Starck recovers 3% Protection, and removes 1% Turn Meter from all enemies for each active Empire ally (doubled for Imperial Trooper allies)
Recover 100% Protection on a finishing blow
Merrin gains Magick Stealth; the next time another ally is inflicted with a debuff or defeated, Merrin loses Magick Stealth, dispels all debuffs on all allies, and revives a random Nightsister ally with 50% Health
Tank allies Taunt for 2 turns, Attacker allies gain 50% Offense for 2 turns, and Support allies gain 100% Protection Up
If no buffs were dispelled, reset the cooldown of this ability
Cooldown - 1, the target can't Evade and has -50% Armor against this attack
Whenever First Order Stormtrooper uses any Ability he has a 50% chance to call a random ally to Assist, dealing 50% damage unless they are First Order, then grants them Advantage for 2 turns if they were First Order
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
Each time the Mandalorian scores a critical hit, other Bounty Hunter allies gain half the amount of bonus Turn Meter
Whenever a Prepared ally scores a critical hit, all Prepared allies gain 2% Turn Meter
Gains 5% Turn Meter whenever a Rebel ally uses Basic attack.
+2% Turn Meter Gain, +20% Heal, +20% Protection Recovery, and the first time Old Ben is defeated all allies gain 25% Turn Meter
At the start of each of his turns, Zaalbar and Mission recover 10% Protection for each Damage Over Time effect on enemies