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Zetas
7
Level 9
5
Level 6-8
12
Level 3-5
10
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Escalating Conflict
Together. As One.
Lvl 9
Escalating Conflict
52.18%
Health Steal
3.04%
Offense
15.52%
Critical Chance
33.95%
Protection
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Level 6
- Sith
At the end of their turn, Sith allies recover 50% Protection if they inflicted at least 5 debuffs that turn.
Level 9
- Count Dooku
Whenever Count Dooku Stuns an enemy, Count Dooku gains 10% Critical Damage (stacking, max 200%) and 5 Speed (stacking, max 50) until the end of the encounter.
Lvl 9
Escalating Conflict
3.67%
Offense
3.94%
Critical Chance
51.09%
Health
24.62%
Protection
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Level 6
- Sith
At the end of their turn, Sith allies recover 50% Protection if they inflicted at least 5 debuffs that turn.
Level 9
- Darth Bane
At the start of Darth Bane's turn, all enemies gain Accuracy Up, Advantage, and Health Steal Up for 1 turn or until they receive damage, and summon a Sith Trooper in the allied ally slot if it is available and there are no other Sith Trooper allies. Darth Bane gains a stack of Siphon whenever he is critically hit. Whenever Darth Bane uses Essence of Dominance, also Siphon Critical Damage. Deceived enemies deal 25% reduced damage to Darth Bane.
Lvl 9
Escalating Conflict
178.46%
Health Steal
6.72%
Offense
9.57%
Health
6.54%
Protection
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Level 6
- Sith
At the start of their turn, Sith allies can ignore Taunt to target a debuffed enemy. Whenever a Sith ally inflicts a debuff on an enemy, they also deal 5% Max Health damage to that enemy, which can't be evaded. This damage can't defeat enemies.
Level 9
- Sith Assassin
Whenever Sith Assassin gains Stealth, they also reduce the cooldowns of their Special abilities by 1.
Lvl 9
Escalating Conflict
49.1%
Health Steal
16.87%
Offense
3.28%
Critical Chance
34.4%
Health
9.77%
Protection
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Level 6
- Sith
At the start of their turn, Sith allies can ignore Taunt to target a debuffed enemy. Whenever a Sith ally inflicts a debuff on an enemy, they also deal 5% Max Health damage to that enemy, which can't be evaded. This damage can't defeat enemies.
Level 9
- Darth Sidious
If there are no other active allies at the start of battle:
- Darth Sidious gains 200% Defense, Health Steal, Max Health and Max Protection, 100% counter chance and Critical Chance, and 100 Speed
- He is immune to Daze and Stun
- At the start of his turn, dispel all debuffs on himself and reset all cooldowns
- Whenever he uses his Basic ability, inflict a stack of Damage Over Time for 1 turn, which can't be resisted, and whenever he uses a Special ability, dispel all buffs on all enemies
- Enemies can't assist or attack again if he is targeted
- At the start of each enemy's turn, if they have at least 5 stacks of Damage Over Time they are instantly defeated
- Whenever an enemy is defeated, he recovers 100% Health and Protection
Lvl 9
Together. As One.
21.85%
Critical Damage
28.11%
Offense
21.44%
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 battle, First Order allies gain Retribution for 3 turns, which can't be dispelled.
Level 9
- Supreme Leader Kylo Ren
Supreme Leader Kylo Ren deals 5% more damage per Relic Amplifier level on all allies present at the start of battle.
Lvl 9
Together. As One.
13.65%
Critical Damage
54.91%
Armor Penetration
35.01%
Accuracy
23.04%
Critical Avoidance
Level 3
- Light Side
At the start of the encounter Light Side allies gain 15% Max Health and Max Protection for each other Light Side ally.
Level 6
- Galactic Republic
Whenever a Galactic Republic ally with Protection Up assists, if there are no enemies with Protection Disruption, inflict it for 1 turn on the target enemy, which can't be dispelled, evaded, or resisted.
While Galactic Republic allies have Protection Up they have +50% Accuracy, counter chance, Critical Chance, Critical Damage, and they ignore Taunt.
Level 9
- Padmé Amidala
Whenever a Galactic Republic ally with Courage or Protection Up uses an ability, if there are no enemies with Provoke, a random enemy is inflicted with Provoke for 1 turn. Whenever another Galactic Republic ally recovers Health or Protection, Padmé recovers double that amount.
Whenever an enemy targets a Non-Galactic Legend Galactic Republic ally with Protection Up while attacking out of turn, the damage they receive is reduced to 1 and the attacking enemy is Exposed for 1 turn.
Whenever a Non-Galactic Legend Galactic Republic ally resists a debuff, they gain a stack of Courage, and whenever they are inflicted with a debuff, they gain Protection Up (10%, stacking) and Tenacity Up for 2 turns.
Lvl 9
Together. As One.
9.47%
Critical Damage
91.45%
Armor Penetration
2.28%
Offense
29.52%
Accuracy
13.99%
Critical Chance
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
Whenever First Order allies Stun an enemy, they gain Speed Up and Offense Up for 2 turns and inflict Expose for 2 turns at the end of that turn, which can't be evaded.
Level 9
- First Order SF TIE Pilot
First Order SF TIE Pilot has +100% Potency. While allied Supreme Leader Kylo Ren is active, First Order SF TIE Pilot can't be defeated. While First Order allies have Advantage, they ignore Taunt.
Whenever the ally in the Leader slot or First Order SF TIE Pilot is damaged while they have Advantage, Stun that enemy for 1 turn, which can't be resisted. Whenever an enemy is Stunned, First Order SF TIE Pilot's abilities gain 5% bonus damage (stacking, max 200%), he and the ally in the Leader slot gain 10% Max Health until the end of the encounter, and if the ally in the Leader slot is Supreme Leader Kylo Ren, he gains 5% Ultimate Charge. Whenever a Stunned enemy is defeated, they can't be revived, the ally in the Leader slot gains a bonus turn, and the allied Leader and First Order SF TIE Pilot recover 100% Health and Protection.
Lvl 8
Escalating Conflict
27.73%
Health Steal
6.63%
Offense
40.63%
Accuracy
22.71%
Protection
Level 3
- Light Side
Whenever Light Side allies resist a debuff they recover 2% Health and Protection.
Level 6
- Jedi
Whenever an enemy is defeated by a Jedi ally, that enemy can't be revived.
Lvl 6
Escalating Conflict
5.28%
Accuracy
9.44%
Critical Chance
27.06%
Protection
Level 3
- Light Side
Whenever Light Side allies resist a debuff they recover 2% Health and Protection.
Level 6
- Jedi
The first time each Jedi ally falls below 50% Health, all Jedi allies reduce their cooldowns by 1 and gain 10% Turn Meter.
Lvl 6
Escalating Conflict
15.93%
Health Steal
4.8%
Offense
18.72%
Health
10.11%
Protection
Level 3
- Light Side
Light Side allies start the battle with Protection Up (20%) for 2 turns.
Level 6
- Jedi
The first time each Jedi ally falls below 50% Health, all Jedi allies reduce their cooldowns by 1 and gain 10% Turn Meter.
Lvl 6
Together. As One.
40.86%
Critical Avoidance
Level 3
- Light Side
At the start of the encounter Light Side allies gain 15% Max Health and Max Protection for each other Light Side ally.
Level 6
- Galactic Republic
Whenever a Galactic Republic ally deals damage to an enemy and no other enemy is Ability Blocked, inflict Ability Block for 1 turn on the target enemy, which can't be evaded or resisted.
Lvl 6
Together. As One.
22.16%
Accuracy
2.89%
Critical Chance
Level 3
- Light Side
At the start of the encounter Light Side allies gain 15% Max Health and Max Protection for each other Light Side ally.
Level 6
- Galactic Republic
At the start of each turn, if non-Galactic Legend Galactic Republic allies have 50% or more Turn Meter, damage they receive is reduced by 75% until the end of the turn.
Lvl 5
Escalating Conflict
7.73%
Accuracy
7.64%
Critical Chance
26.51%
Health
Level 3
- Light Side
Whenever Light Side allies resist a debuff they recover 2% Health and Protection.
Lvl 5
Together. As One.
103.36%
Armor Penetration
4.31%
Offense
14.04%
Accuracy
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.
Lvl 4
Together. As One.
8.52%
Offense
8.37%
Accuracy
9.36%
Critical Avoidance
Level 3
- Light Side
At the start of the encounter Light Side allies gain 15% Max Health and Max Protection for each other Light Side ally.
Lvl 4
Together. As One.
1.21%
Offense
25.32%
Accuracy
Level 3
- Light Side
At the start of the encounter Light Side allies gain 15% Max Health and Max Protection for each other Light Side ally.
Lvl 3
Escalating Conflict
9.24%
Health
8.69%
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.
Lvl 3
Escalating Conflict
3.38%
Offense
6.32%
Protection
Level 3
- Dark Side
Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
Lvl 3
Escalating Conflict
7.12%
Critical Chance
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 3
Escalating Conflict
10.01%
Health Steal
3.64%
Offense
Level 3
- Light Side
Whenever Light Side allies resist a debuff they recover 2% Health and Protection.
Lvl 3
Together. As One.
5.46%
Critical Damage
5.08%
Accuracy
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
Together. As One.
6.17%
Critical Damage
7.85%
Critical Avoidance
Level 3
- Light Side
Whenever Light Side allies evade an attack, they gain Offense Up for 1 turn.
Lvl 3
Escalating Conflict
4.24%
Offense
9.61%
Health
Level 3
- Dark Side
Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
Lvl 3
Together. As One.
8.16%
Critical Damage
4.71%
Offense
Level 3
- Light Side
Whenever Light Side allies start their turn, for each enemy with fewer than 4 debuffs, that ally gains 30% Potency until the end of the turn.