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Zetas
2
Level 9
2
Level 6-8
5
Level 3-5
1
Empty
All
Escalating Conflict
Together. As One.
Lvl 9
Escalating Conflict
13.99%
Offense
9.41%
Accuracy
7.48%
Critical Chance
44.08%
Protection
Level 3
- Light Side
Whenever Light Side allies are dispelled, at the end of that turn they gain Potency Up and Tenacity Up for 2 turns.
Level 6
- Resistance
Whenever a Resistance ally is critically hit, they gain 100% Critical Avoidance and 100% Critical Chance for 2 turns.
Level 9
- Rey
The first time Rey is defeated, they are revived with 100% Health, gain Protection Over Time (75%) for 2 turns, and take a bonus turn.
Lvl 9
Together. As One.
82.13%
Armor Penetration
14.25%
Offense
5.46%
Accuracy
14%
Critical Chance
11.44%
Critical Avoidance
Level 3
- Dark Side
At the start of the encounter Dark Side allies gain 15% Max Health and Max Protection for each other Dark Side ally.
Level 6
- First Order
At the start of their first turn, First Order allies gain Offense equal to 400% of their current Defense. Then they lose 50% Defense.
Level 9
- Captain Phasma
Whenever an enemy is Stunned, Captain Phasma takes a bonus turn.
Lvl 7
Together. As One.
6.09%
Critical Damage
50.13%
Armor Penetration
9.44%
Critical Chance
26.86%
Critical Avoidance
Level 3
- Dark Side
At the start of the encounter Dark Side allies gain 15% Max Health and Max Protection for each other Dark Side ally.
Level 6
- First Order
At the start of battle, First Order allies gain Retribution for 3 turns, which can't be dispelled.
Lvl 6
Escalating Conflict
5.55%
Accuracy
5.34%
Critical Chance
8.01%
Health
19.66%
Protection
Level 3
- Dark Side
The first time each Dark Side ally is defeated, remaining Dark Side allies gain 15% Offense and 20 Speed for the rest of the encounter.
Level 6
- Separatist
At the start of each Separatist ally's turn, inflict Target Lock on a random enemy that doesn't already have it for 1 turn, which can't be resisted. Whenever a Separatist ally gains bonus Turn Meter when they didn't have 100% Turn Meter, gain 3% Critical Damage (stacking) for the rest of the encounter. If the target enemy is Target Locked, whenever Separatist allies use a Special ability they gain 3% Max Health (stacking) for the rest of the encounter.
Lvl 4
Together. As One.
6.55%
Critical Damage
10.16%
Critical Chance
Level 3
- Dark Side
Whenever Dark Side allies start their turn, for each enemy with fewer than 4 debuffs, that ally gains 30% Potency until the end of the turn.
Lvl 3
Escalating Conflict
6.34%
Critical Chance
Level 3
- Dark Side
Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
Lvl 3
Escalating Conflict
8.93%
Accuracy
6.43%
Protection
Level 3
- Dark Side
Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
Lvl 3
Escalating Conflict
8.41%
Accuracy
3.07%
Critical Chance
Level 3
- Dark Side
Whenever Dark Side allies are dispelled, at the end of that turn they gain Potency Up and Tenacity Up for 2 turns.
Lvl 3
Together. As One.
7.32%
Critical Damage
3.47%
Offense
Level 3
- Light Side
Whenever Light Side allies are evaded by an enemy, that ally gains Accuracy Up for 2 turns, and they inflict Evasion Down for 2 turns on that enemy, which can't be evaded.