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Zetas
4
Level 9
4
Level 6-8
6
Level 3-5
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All
Escalating Conflict
Together. As One.
Lvl 9
Together. As One.
5.76%
Critical Damage
36.7%
Armor Penetration
9.71%
Offense
18.87%
Accuracy
22.88%
Critical Chance
Level 3
- Light Side
Whenever Light Side allies evade an attack, they gain Offense Up for 1 turn.
Level 6
- Galactic Republic
At the end of each turn, Galactic Republic allies recover Health and Protection equal to 50% of the amount enemies recovered that turn. This recovery can't trigger this effect on enemies.
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
Escalating Conflict
21.84%
Health Steal
18.65%
Critical Chance
22.07%
Health
33.11%
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
Resistance allies have +100% Tenacity. Resistance allies can't be defeated until each ally that had 100% Health at the start of battle has fallen below 100% at least once.
Level 9
- Amilyn Holdo
Amilyn Holdo has +100% Max Health and Max Protection. At the start of encounter, all Resistance allies and Ben Solo gain Foresight for 1 turn. Whenever Amilyn Holdo loses Taunt, all other Resistance allies and Ben Solo gain Foresight for 1 turn. Whenever a Resistance ally or Ben Solo loses Foresight, she gains 100% bonus Protection (stacking) for 1 turn. While she has Taunt, all other Resistance allies and Ben Solo have +100% Critical Avoidance and Defense Penetration and +100 Speed.
Lvl 9
Together. As One.
28.78%
Critical Damage
3.58%
Offense
9.29%
Accuracy
11.92%
Critical Chance
10.09%
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 end of their turn, First Order allies gain Defense Penetration Up and Offense Up for 1 turn.
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.
8.72%
Critical Damage
117.42%
Armor Penetration
13.63%
Offense
27.05%
Accuracy
3.37%
Critical Chance
Level 3
- Dark Side
Whenever Dark Side allies evade an attack, they gain Offense Up for 1 turn.
Level 6
- Inquisitorius
Whenever a Inquisitorius ally deals damage to an enemy and no other enemy is Blinded, inflict Blind for 2 turns on the target enemy, which can't be resisted.
Level 9
- Seventh Sister
At the start of Seventh Sister's turn, dispel all debuffs on them. They recover 5% Health for each debuff dispelled this way.
Lvl 6
Escalating Conflict
18.05%
Accuracy
13.74%
Health
15.15%
Protection
Level 3
- Light Side
The first time each Light Side ally is defeated, remaining Light Side allies gain 15% Offense and 20 Speed for the rest of the encounter.
Level 6
- Jedi
Whenever an enemy is defeated by a Jedi ally, that enemy can't be revived.
Lvl 6
Together. As One.
19.51%
Critical Damage
37.92%
Armor Penetration
9.4%
Offense
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.
Lvl 6
Together. As One.
44.77%
Armor Penetration
26.19%
Accuracy
7.36%
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.
Level 6
- Galactic Republic
At the end of each turn, Galactic Republic allies recover Health and Protection equal to 50% of the amount enemies recovered that turn. This recovery can't trigger this effect on enemies.
Lvl 6
Together. As One.
22.17%
Accuracy
11.34%
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
- Inquisitorius
Whenever a Inquisitorius ally deals damage to an enemy and no other enemy is Blinded, inflict Blind for 2 turns on the target enemy, which can't be resisted.
Lvl 5
Together. As One.
10.13%
Offense
10.07%
Accuracy
6.79%
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.
Lvl 4
Together. As One.
10.85%
Critical Damage
45.62%
Armor Penetration
7.7%
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.
Lvl 3
Escalating Conflict
15.24%
Health Steal
2.03%
Critical Chance
Level 3
- Dark Side
Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
Lvl 3
Together. As One.
49.63%
Armor Penetration
6.58%
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 3
Together. As One.
6.17%
Accuracy
4.76%
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.
Lvl 3
Together. As One.
2.32%
Offense
7.72%
Critical Avoidance
Level 3
- Light Side
Whenever Light Side allies evade an attack, they gain Offense Up for 1 turn.