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Zetas
4
Level 9
1
Level 6-8
6
Level 3-5
16
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All
Escalating Conflict
Together. As One.
Lvl 9
Escalating Conflict
106.41%
Health Steal
9.31%
Offense
12.3%
Critical Chance
6.94%
Health
5.49%
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
- Resistance
The first time each Resistance ally falls below 50% Health, all Resistance allies reduce their cooldowns by 1 and gain 10% Turn Meter.
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
Escalating Conflict
53.12%
Health Steal
6.89%
Offense
10.51%
Accuracy
33.98%
Health
8.35%
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
- 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
- Finn
Whenever another ally uses an ability on their turn, Finn assists (limit once per turn) dealing 50% more damage.
Lvl 9
Together. As One.
20.64%
Critical Damage
164.8%
Armor Penetration
5.82%
Offense
5.69%
Accuracy
7.71%
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
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 9
Together. As One.
7.31%
Critical Damage
200.05%
Armor Penetration
15.63%
Offense
5.15%
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 a First Order ally scores a critical hit, the Leader gains 10% Offense (stacking, max 200%) until the end of encounter. If the Leader scores a critical hit, they gain an additional 10% Offense, and all other First Order allies recover 15% Health and Protection.
Whenever the Leader uses an ability, remove 1% Turn Meter from all other First Order allies. Whenever a First Order ally loses Turn Meter, they gain 10% Critical Damage (stacking) for 2 turns.
Whenever a First Order ally attacks a Stunned enemy, they deal 10% Max Health damage to that enemy. This damage can't defeat enemies.
Whenever the Leader is not damaged during the enemy's turn, if there are no allies with Damage Immunity, a random First Order ally gains Damage Immunity 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 6
Together. As One.
7.38%
Critical Damage
67.47%
Armor Penetration
12.85%
Accuracy
1.45%
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
Whenever Galactic Republic allies attack out of turn, they have a 25% chance to remove 10% Turn Meter from the target.
Lvl 5
Together. As One.
36.2%
Armor Penetration
7.21%
Offense
5.25%
Critical Chance
8.05%
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
Escalating Conflict
21.48%
Health Steal
3.37%
Critical Chance
14.93%
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.
Lvl 4
Together. As One.
16.87%
Critical Damage
1.74%
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.
Lvl 3
Escalating Conflict
6.31%
Health
8.71%
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.
Lvl 3
Together. As One.
8.64%
Accuracy
2.04%
Critical Chance
Level 3
- Light Side
Whenever Light Side allies evade an attack, they gain Offense Up for 1 turn.
Lvl 3
Together. As One.
37.29%
Armor Penetration
6.73%
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.