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 295 - Missing Zetas 35
Tank allies Taunt for 2 turns, Attacker allies gain 50% Offense for 2 turns, and Support allies gain 100% Protection Up
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
Gains 5% Turn Meter whenever a Rebel ally uses Basic attack.
If Dark Trooper has less than 3 stacks of Dark Trooper Squad it gains 1 stack of Dark Trooper Squad
If the ally is a Dark Side Droid, they also gain Offense Up for 2 turns and 15% Turn Meter; if the ally is BT-1 he gains 30% Turn Meter instead
While Prepared, Han has 70% chance to Assist another Scoundrel ally's attack during their turn, limited once per turn
Gain a stack of Heal Over Time for 2 turns when receiving damage; buff duration +1; +50% chance to gain Turn Meter; whenever Savage is critically hit, he dispels all debuffs on himself
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
+5% Potency and other Scoundrel allies also gain half Potency and Critical Damage bonuses
K-2SO gains 1% Max Protection whenever he takes damage
Add whenever a Bounty Hunter ally defeats an enemy, Bounty Hunter Attackers gain Stealth for 2 turns
+30% Counter Chance and +50% Offense
Whenever a Separatist ally inflicts a debuff on an enemy, they gain 20% Offense for 3 turns (stacking, limit once per turn); when a non-Geonosian Separatist ally gains Baktoid Shield Generator Tech, they dispel Stealth from themselves and while they have Baktoid Shield Generator Tech, they are immune to Stealth and gain 100% Critical Avoidance and Defense
This ability has additional effects based on the number of stacks of Momentum Tusken Warrior has
Whenever Han gains any status effect, he gains 50 Armor Penetration (stacking) until the end of his next turn
+25% Turn Meter Gain Chance, +10% Heal, and dispel all debuffs from self
The first time each Resistance or Smuggler ally falls below 100% Health, that ally gains 100% Turn Meter; if that ally was a non-Tank, also gain Protection Up (100%) and Stealth for 2 turns; if that ally was a Tank gain Damage Immunity and Taunt for 1 turn instead; if this Damage Immunity or Stealth is dispelled, that ally recovers 100% Protection
Offense Duration + 1
Whenever a Resistance ally without Tenacity Up gains Tenacity Up, all other Resistance allies without Tenacity Up gain Tenacity Up for 1 turn; while Resistance allies have Tenacity Up, whenever they deal damage to an enemy, they have a 35% chance to inflict Expose for 1 turn
+2% Heal and whenever any ally gains a buff they do not have, they gain a Heal Over Time effect for 2 turns
Grant Tusken allies 2 stacks of Momentum for 3 turns
Whenever Han takes damage he recovers 5% Protection
At the end of each of his turns, Bodhi grants Offense Up for 2 turns to a random ally who doesn't have it
+5% Tenacity and whenever an ally Resists a detrimental effect they gain Advantage for 2 turns
Whenever another non-Droid Separatist ally is damaged by an attack, defeated, or evades, Trench has a 50% chance to gain 100% Turn Meter (limit once per turn); whenever an enemy dispels Protection Up from Trench, they are inflicted with Shock for 2 turns which can't be evaded or resisted; while Trench has Protection Up, he is immune to Buff Immunity and Healing Immunity