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 64 - Missing Zetas 22
Whenever an enemy Resists a detrimental effect, Rebel allies gain 5% Turn Meter
+50% Potency and Bastila and the character in the leader slot gain Foresight for 1 turn at the start of battle
When a debuff on an enemy expires, Empire and Sith allies gain 5% Turn Meter
While Luke doesn't have Call to Action he has +50% Critical Avoidance and +100% Tenacity
At start of encounter, C-3PO and R2-D2 gain Translation for 3 turns
If Padmé Amidala is an ally, she takes a bonus turn after each of Anakin's bonus turns
When Bossk loses Taunt, he gains Taunt for 1 turn if the weakest enemy has Protection
Add 1-turn Taunt on Jedi Tank allies at start of encounter, add +150% Tenacity with Protection Up
If no buffs were dispelled, reset the cooldown of this ability
+25% Turn Meter Reduction Chance, +10% Turn Meter Reduction, Nightsisters gain 50% Turn Meter when they fall below 100% Health
Once per turn, Mission Assists when Zaalbar uses an ability
Add 3% Health and Protection when this ability's effects trigger
Enemies have -20% Potency for each debuff on all Bounty Hunter allies; Bounty Hunters have +35% Offense while they have Bounty Hunter's Resolve
Whenever an Empire ally gains or loses a status effect, they recover 2% Protection
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
Whenever Wicket scores a Critical Hit, all Ewok allies recover 4% Health and 2% Protection
Canderous gains Critical Damage Up for 2 turns when an enemy gains Taunt, or becomes Deathmarked or Marked
+15% Offense and Health Steal
+5% Heal, +50% Turn Meter Gain, and Director Krennic can't be Critically Hit while Death Trooper is alive
100% Turn Meter Gain Chance, +50% Potency, and gain Max Health equal to Potency percentage
+75% Turn Meter Gain Chance, +5% Offense, +5% Critical Chance, and when any ally or enemy is defeated Asajj gains 5% Max Health until the end of the encounter