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 76 - Missing Zetas 100
Recover 100% Protection on a finishing blow
+8% Protection recovery when a Mandalorian ally attacks out of turn
Tank allies Taunt for 2 turns, Attacker allies gain 50% Offense for 2 turns, and Support allies gain 100% Protection Up
Enemies defeated on his turn cannot be Revived
If Kyle Katarn has Jedi Knight, instead inflict Force Influence to all enemies for 2 turns
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
Cooldown - 1, the target can't Evade and has -50% Armor against this attack
Wampa has +10% Counter Chance, +5% Health Steal, and +5% Offense for each Damage Over Time effect on each enemy
Each time the Mandalorian scores a critical hit, other Bounty Hunter allies gain half the amount of bonus Turn Meter
Whenever a Prepared ally scores a critical hit, all Prepared allies gain 2% Turn Meter
Whenever a Separatist ally inflicts a debuff, they also deal 5% Max Health damage to that enemy, which can't be evaded
Once per turn, Mission Assists when Zaalbar uses an ability
If Dark Trooper has less than 3 stacks of Dark Trooper Squad it gains 1 stack of Dark Trooper Squad
At the start of each of his turns, Zaalbar and Mission recover 10% Protection for each Damage Over Time effect on enemies
When another light side Scoundrel ally is defeated, Revive that ally at 60% Health, if Chewbacca is Prepared. Then, Chewbacca is no longer Prepared.
Add 3% Health and Protection when this ability's effects trigger
Dispel all debuffs on Bounty Hunter allies and allies with Payouts active gain Tenacity Up for 2 turns
Enemies have -20% Potency for each debuff on all Bounty Hunter allies; Bounty Hunters have +35% Offense while they have Bounty Hunter's Resolve
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
While Mace has Resilient Defense, he has +10% Offense per stack and 100% counter chance
While IG-88 is active, Target Locked enemies can't recover Health or Protection
+5% Critical Chance, +10% Defense, and Clone allies recover 5% of their Max Protection whenever they use a Basic ability
If target enemy had Shatterpoint and target ally is Galactic Republic, swap Turn Meter with target ally; if target enemy had Shatterpoint and target ally is Jedi, Mace gains 2 stacks of Resilient Defense (max 8) for the rest of the encounter
Add Stun for 1 turn if target is reduced to less than 20% Turn Meter, this Stun can't be Resisted
While Prepared, Han has 70% chance to Assist another Scoundrel ally's attack during their turn, limited once per turn