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 102 - Missing Zetas 69
Add Revive all defeated Jedi allies at 80% Health with Crit Immunity for 5 turns
Mon Mothma and Rebel Fighter allies have a 100% chance to assist each other whenever they use an ability during their turn, dealing 90% less damage (limit once per turn per ally); if that ability dealt no damage, the damage penalty is reduced to 45% less damage and that ally dispels all debuffs on the healthiest Rebel ally
Mon Mothma can't be targeted and is immune to taunt effects
At the end of her turn, if Rey already had Critical Damage Up, she gains Offense Up until she is damaged; at the start of each encounter, Rey gains Foresight until she Evades; when Rey Evades, she recovers 5% Health and 5% Protection
+15% Critical Damage, +5 Speed, +5% Turn Meter Gain, and when a First Order ally gains a status effect they recover 5% Health and 5% Protection
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
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
Other 501st Clone Trooper allies reduce their own ability cooldowns by 1 at the start of each of their 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
Kylo gains Taunt for 1 turn at the start of each encounter and has double Counter Chance while Taunting
At the end of each turn, Sion inflicts Pain for 3 turns on enemies who damaged him that turn
When a Nightsister ally uses a Basic ability during their turn, a random defeated Nightsister ally is Revived with 50% Health and called to Assist, then the Revived ally is immediately defeated unless an enemy was defeated (the Revived ally can't be Revived by this effect again until the end of the next turn)
When BB-8 attacks out of turn, he calls a random Resistance ally to Assist
When Bad Batch allies use an ability while they have Defense Up, they deal true damage to all enemies
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
At the start of the encounter, if the allied Leader is Empire, Royal Guard gains Max Health equal to 5% of the allied Leader's Max Health and then doubles his Health until the end of the encounter
When any unit falls below half health, Talzin gains 35% Turn Meter
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)
When another ally is Revived while Old Daka is active, Old Daka gains +10% Max Health (stacking) until the end of the encounter
When HK-47 uses an ability during his turn, it deals 25% more damage if the target has Deathmark or Fear
If HK-47's leader is Darth Revan, enemies with Protection Up can't gain bonus Turn Meter
Tank allies Taunt for 2 turns, Attacker allies gain 50% Offense for 2 turns, and Support allies gain 100% Protection Up
Additionally, while Resistance Hero Finn is Inspired, when an ally is prevented from using an ability during their turn, they recover 40% Health and Protection and gain 40% Turn Meter
If Kyle Katarn has Jedi Knight, instead inflict Force Influence to all enemies for 2 turns
Add Taunt effect Ignore, add 2% Health Steal (stacking) when enemy loses buff or debuff