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 204 - Missing Zetas 86
When an enemy gains a buff, all 501st allies gain 2% Offense (stacking) until the end of the encounter
Add the first time Darth Malak reaches each of these thresholds, he gains a bonus turn and the cooldown of Drain Life is reset
Add at the end of each turn, enemies who inflicted Damage Over Time on Darth Malak or critically hit him this turn are inflicted with Fear for 1 turn, which can't be resisted or evaded
The Blaster Turret will assist when ARC Trooper attacks out of turn
Add Clone Trooper allies recover 5% Health and Protection when they attack out of turn
If Maul has 5 Anguish, increase the target enemy's cooldowns by 2 (excludes raid bosses and Galactic Legends)
Add when an enemy evades an attack from a Clone Trooper or 501st ally, Echo deals damage to them equal to 20% of their Max Health, which can't be evaded
While Maul has 3 or more Anguish, he is immune to Stun and Ability Block, and while he has 5 stacks he ignores Taunt effects
On the second attack, Darth Malgus gains 20% Max Health (stacking, max 100%) until the end of the encounter; these attacks can't be countered or evaded
If an enemy was defeated by this attack, Maul gains the maximum stacks of Anguish
Deal true damage to target enemy equal to 40% of Darth Malgus' Max Health; if Darth Malgus is in the Leader slot and not the ally slot, this Doubt can't be resisted; increase target enemy's cooldowns by 1, which can't be resisted; Darth Malgus gains additional Protection Up (5%, stacking) for each debuff on each ally for 2 turns
+5% Potency. At the start of battle, Tech gains +1 Speed for each Clone Trooper ally, doubled for Bad Batch allies. If all allies are Clone Troopers, Tech gains Stealth for 1 turn
At the end of each turn, Sion inflicts Pain for 3 turns on enemies who damaged him that turn
If Fives is defeated this way, 501st Clone Trooper allies gain his Max Health, Max Protection, Speed, and Offense stats in addition to their own until the end of battle
Fives gains 15% Turn Meter whenever another Clone Trooper or 501st ally takes damage and half that amount for other allies
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
3 Stacks - Grants 100% Counter Chance
At the start of each enemy turn, Nihilus inflicts Health Down on them for 2 turns
Ben Solo can't be defeated while Rey is above 50% Health; if all allies were Light Side at the start of battle and there is any version of Rey in the allied Leader slot, all allies gain Instant Defeat Immunity for 1 turn at the start of each encounter, which can't be copied, dispelled, or prevented
If all allies were Light Side at the start of battle, dispel all buffs from all enemies and dealing damage again instead deals true damage; all allies gain 5% Turn Meter (max 25%) for each enemy damaged by this ability; this attack can't be evaded
Inflict Captive on the target enemy (excluding Galactic Legends), which can't be copied, dispelled, evaded, prevented, or resisted, until the start of Hondo's second turn, enemies gain 25 buffs, or Hondo is defeated, and remove it from all other enemies; whenever Captive expires, Hondo gains 10 stacks of Ransom
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
Whenever an ally is critically hit, that ally recovers 20% Health
Add Taunt effect Ignore, add 2% Health Steal (stacking) when enemy loses buff or debuff