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 271 - Missing Zetas 41
Inflict Captive on the target enemy (excluding Galactic Legends), which can't be copied, dispelled, evaded, prevented, or resisted, until the start of Hondo's second turn, enemies gain 25 buffs, or Hondo is defeated, and remove it from all other enemies; whenever Captive expires, Hondo gains 10 stacks of Ransom
When an ally loses Overconfident, Fennec gains 20% Turn Meter
While Visas Marr has no debuffs, she has a 60% chance to Assist when another ally attacks Sith enemies once per turn.
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
+5% Tenacity; +5% Turn Meter Gain; whenever a Jedi ally Resists a debuff, they gain Critical Chance Up and Critical Damage Up for 2 turns; whenever a Jedi ally suffers a debuff, they gain Tenacity Up for 1 turn at the end of that turn; Grand Master Yoda is immune to Shock
While Prepared, Han has 70% chance to Assist another Scoundrel ally's attack during their turn, limited once per turn
Stormtrooper gains 40% Offense for each defeated Empire ally; at the start of Stormtrooper's turn, Imperial Remnant allies gain 20% Protection Up for 1 turn
+15% Offense and Health Steal
Add whenever a Bounty Hunter ally defeats an enemy, Bounty Hunter Attackers gain Stealth for 2 turns
When a Bounty Hunter ally scores a Critical Hit during their turn, they gain Offense Up for 1 turn
+50% Health Steal
For each debuff dispelled from allies, IG-11 inflicts Damage Over Time for 2 turns on a random enemy, which can't be evaded
Add if the target is Toppled, this ability's cooldown is reset
This ability has additional effects based on the number of stacks of Momentum Tusken Warrior has
+25% Turn Meter Gain Chance, +10% Heal, and dispel all debuffs from self
Empire allies recover 10% Protection whenever they score a Critical Hit
At the start of his turn, if there is an enemy with the Captive debuff, Hondo gains 15% Critical Chance, Critical Damage, and Defense Penetration (stacking, max 150%), and 3 Speed (stacking, max 30) for the rest of the encounter
Paz gains Protection Up (50%) and Retribution for 2 turns; this ability deals 30% more damage for each stack of Overheat Paz has
If the ally in the Leader slot is Imperial Remnant, Scout Trooper's Imperial Precision ability gains 40% bonus damage (stacking) until the end of the battle, and the assisting ally is not affected by the damage penalty
Whenever an Empire ally uses a Basic attack, they recover 5% Health
When this Stealth expires, they recover 100% Protection and gain 30% Critical Damage and Offense for 3 turns; when this Taunt expires, they recover 100% Protection and gain 25% Critical Avoidance and Defense for the rest of the encounter
At the end of each of his turns, Bodhi grants Offense Up for 2 turns to a random ally who doesn't have it
+5% Tenacity and whenever an ally Resists a detrimental effect they gain Advantage for 2 turns
If there are at least 3 Wookiee allies active at the start of battle: Whenever an enemy attacks out of turn, all allies gain 25 Speed (stacking, max 500) for 1 turn