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 128 - Missing Zetas 85
If the allied leader is First Order, all other First Order allies also gain Advantage for 2 turns at the start of each encounter; if all allies are First Order at the start of battle, enemies can't gain bonus Turn Meter while General Hux has Advantage
Inflict Healing Immunity on all enemies for 2 turns, which can't be Evaded
Whenever a Bad Batch ally inflicts a debuff on an enemy, that enemy loses 8% Protection; if that enemy had less than 50% Protection and more than 50% Health, they also lose 8% Health; this effect excludes raid bosses and Galactic Legends
At the start of battle, Wrecker gains +20% Max Health for each other Bad Batch ally; Wrecker gains 1 stack of Fury for each Clone Trooper and each Bad Batch ally; when Wrecker gains Furious, he gains Taunt for 1 turn
+5% Potency. At the start of battle, Tech gains +1 Speed for each Clone Trooper ally, doubled for Bad Batch allies. If all allies are Clone Troopers, Tech gains Stealth for 1 turn
At the end of each turn, Sion inflicts Pain for 3 turns on enemies who damaged him that turn
Inflict target enemy with Zeroed In; dispel Zeroed In from all other enemies and Omega gains a stack of Target Practice; these effects can't be copied, dispelled, prevented, or resisted and last until the end of the encounter, Zeroed In is removed from an enemy, or Omega is defeated Zeroed In: Omega has Target Practice while a character is afflicted by this; Omega can ignore Taunt to target this enemy Target Practice: +5% Critical Chance, and Offense, and +10% Critical Damage per stack
When Bossk loses Taunt, he gains Taunt for 1 turn if the weakest enemy has Protection
When Bad Batch allies use an ability while they have Defense Up, they deal true damage to all enemies
Whenever another First Order or Sith ally is defeated, the cooldown of Vengeant Blast is reset, then Sith Trooper gains Advantage for 1 turn and takes a bonus turn
+15% Damage and recover Protection equal to the damage dealt
Recover 10% Protection whenever an enemy is defeated, +20% Offense Up Chance, and +60% Turn Meter Gain Chance
At the start of each enemy turn, Nihilus inflicts Health Down on them for 2 turns
At the end of his turn, Starck recovers 3% Protection, and removes 1% Turn Meter from all enemies for each active Empire ally (doubled for Imperial Trooper allies)
+8% Protection recovery when a Mandalorian ally attacks out of turn
Additionally, while Resistance Hero Finn is Inspired, when an ally is prevented from using an ability during their turn, they recover 40% Health and Protection and gain 40% Turn Meter
Whenever the Leader is damaged, all allies gain 5% Turn Meter
Whenever Han uses his Basic attack he gains +10% Max Health (stacking) for 3 turns
Whenever an ally is critically hit, that ally recovers 20% Health
If no buffs were dispelled, reset the cooldown of this ability
Whenever First Order Stormtrooper uses any Ability he has a 50% chance to call a random ally to Assist, dealing 50% damage unless they are First Order, then grants them Advantage for 2 turns if they were First Order
When an ally loses Overconfident, Fennec gains 20% Turn Meter
If an enemy critically hits an Inspired ally, all buffs are dispelled from that enemy at the end of the turn
Gains 5% Turn Meter whenever a Rebel ally uses Basic attack.
Whenever a Prepared ally scores a critical hit, all Prepared allies gain 2% Turn Meter