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 161 - Missing Zetas 106
While Luke doesn't have Call to Action he has +50% Critical Avoidance and +100% Tenacity
Whenever a Bad Batch ally inflicts a debuff on an enemy, that enemy loses 8% Protection; if that enemy had less than 50% Protection and more than 50% Health, they also lose 8% Health; this effect excludes raid bosses and Galactic Legends
At the start of battle, Wrecker gains +20% Max Health for each other Bad Batch ally; Wrecker gains 1 stack of Fury for each Clone Trooper and each Bad Batch ally; when Wrecker gains Furious, he gains Taunt for 1 turn
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
+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
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
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
When Bad Batch allies use an ability while they have Defense Up, they deal true damage to all enemies
+15% Damage, recover 15% Protection, and gain Critical Hit Immunity for 1 turn when attacking out of turn
When any unit falls below half health, Talzin gains 35% Turn Meter
3 Stacks - Grants 100% Counter Chance
At the start of each enemy turn, Nihilus inflicts Health Down on them for 2 turns
Add 1-turn Taunt on Jedi Tank allies at start of encounter, add +150% Tenacity with Protection Up
Recover 100% Protection on a finishing blow
+8% Protection recovery when a Mandalorian ally attacks out of turn
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
If no buffs were dispelled, reset the cooldown of this ability
+10% Damage, Inflict Daze and Potency Down for 2 turns, which can't be resisted by Jedi
+20% Damage; if target has at least 3 stacks of Purge, gain Damage Immunity for 1 turn, Stun the target for 1 turn, and if enemy was a Jedi, inflict Fear on all non-Jedi enemies for 1 turn, which can't be copied, dispelled, evaded or resisted
+25% Turn Meter Reduction Chance, +10% Turn Meter Reduction, Nightsisters gain 50% Turn Meter when they fall below 100% Health
Whenever Han uses his Basic attack he gains +10% Max Health (stacking) for 3 turns
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
Cooldown - 1, the target can't Evade and has -50% Armor against this attack