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 105 - Missing Zetas 33
Add whenever a Jedi ally attacks out of turn they recover 20% of their Max Protection and deal 35% more damage. When a Jedi ally uses a Basic ability on an enemy with Bonus Protection, reduce the target enemy's Max Health by 10% (stacking, doesn't work against Raid Bosses). Jedi allies begin the battle with Tenacity Up for 1 turn
Whenever Luke Resists a detrimental effect he recovers 5% Protection and whenever Luke inflicts a debuff he gains 10% Turn Meter and other allies gain half that amount
+10% Critical Chance and the first time each turn Han uses his Basic attack, he attacks again dealing 50% less damage
Whenever an enemy suffers a debuff or Resists, all Bounty Hunter allies recover 5% Health and Protection
Whenever an enemy Resists a detrimental effect, Rebel allies gain 5% Turn Meter
Add whenever Shaak Ti or a Clone Trooper ally takes damage from an attack they gain Retribution for 2 turns at the end of that turn
Add Clone Trooper allies recover 5% Health and Protection when they attack out of turn
When a debuff on an enemy expires, Empire and Sith allies gain 5% Turn Meter
Chewbacca is immune to Ability Block and Cooldown Increase
+50% Counter Chance and +50% Tenacity while any enemies are Fractured, and whenever another Empire ally uses a Special ability while Thrawn is active, if any enemies are Fractured, Fractured enemies lose 15% Turn Meter
Palpatine has +50% Max Protection, and, when he inflicts Shock, he gains 5% Max Protection until the end of the encounter
At start of encounter, C-3PO and R2-D2 gain Translation for 3 turns
When Bossk loses Taunt, he gains Taunt for 1 turn if the weakest enemy has Protection
+15% Damage, recover 15% Protection, and gain Critical Hit Immunity for 1 turn when attacking out of turn
At the start of the encounter, if the allied Leader is Empire, Royal Guard gains Max Health equal to 5% of the allied Leader's Max Health and then doubles his Health until the end of the encounter
Add 1-turn Taunt on Jedi Tank allies at start of encounter, add +150% Tenacity with Protection Up
Cooldown - 1, the target can't Evade and has -50% Armor against this attack
+2% Turn Meter Gain, +20% Heal, +20% Protection Recovery, and the first time Old Ben is defeated all allies gain 25% Turn Meter
+50% Damage; 5 stacks consumed: inflict Armor Shred for the rest of the battle
When this Taunt expires, Old Ben gains Taunt for 1 turn
Add 3% Health and Protection when this ability's effects trigger
Enemies have -20% Potency for each debuff on all Bounty Hunter allies; Bounty Hunters have +35% Offense while they have Bounty Hunter's Resolve
Gains 20% Potency for each debuffed enemy
Sith allies gain Stealth for 1 turn on Evade, can't be Critically Hit while Stealthed, gain Advantage for 2 turns whenever Stealth expires, and gain all "on Evade" bonuses at the start of each encounter
Whenever an Empire ally gains or loses a status effect, they recover 2% Protection