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 122 - Missing Zetas 8
When a Galactic Republic ally attacks out of turn, all Galactic Republic allies recover 2% Health and Protection and call the weakest other Galactic Republic ally to assist dealing 20% less damage (limit once per turn)
Target other Galactic Republic ally has their cooldowns reset (excludes granted abilities)
At the start of battle if all allies are Light Side, Galactic Republic allies can't be Critically Hit while they have Protection Up, Galactic Republic Tanks gain Taunt for 2 turns at the start of each encounter if they did not have it, and when they lose Taunt they gain it for 2 turns if they have Protection but did not have Taunt. At the start of battle if all allies are Galactic Republic or Light Side Unaligned Force Users, the first time another ally reaches 1% Health, they dispel all debuffs on themself, recover 50% Health and Protection, and gain Protection Up (50%) for 2 turns.
At the start of battle, and when R2-D2 is revived, other Droid, Galactic Republic, Rebel, and Resistance allies gain 10% of R2-D2's Max Protection, Offense, Max Health, and Potency until R2-D2 is defeated
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 R2-D2 is active, whenever a Light Side ally scores a Critical Hit, dispel all debuffs on them
Dispel all debuffs on Bounty Hunter allies and allies with Payouts active gain Tenacity Up for 2 turns
Whenever Wicket scores a Critical Hit, all Ewok allies recover 4% Health and 2% Protection