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Zetas
8
Level 9
5
Level 6-8
7
Level 3-5
2
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Escalating Conflict
Together. As One.
Lvl 9
Escalating Conflict
10.95%
Health Steal
11.59%
Offense
70.49%
Protection
Level 3
- Dark Side
Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
Level 6
- Sith
At the start of their turn, Sith allies can ignore Taunt to target a debuffed enemy. Whenever a Sith ally inflicts a debuff on an enemy, they also deal 5% Max Health damage to that enemy, which can't be evaded. This damage can't defeat enemies.
Level 9
- Darth Bane
At the start of Darth Bane's turn, all enemies gain Accuracy Up, Advantage, and Health Steal Up for 1 turn or until they receive damage, and summon a Sith Trooper in the allied ally slot if it is available and there are no other Sith Trooper allies. Darth Bane gains a stack of Siphon whenever he is critically hit. Whenever Darth Bane uses Essence of Dominance, also Siphon Critical Damage. Deceived enemies deal 25% reduced damage to Darth Bane.
Lvl 9
Escalating Conflict
8.4%
Offense
17.82%
Accuracy
21.17%
Critical Chance
23.66%
Protection
Level 3
- Light Side
Whenever Light Side allies are evaded by an enemy, that ally gains Accuracy Up for 2 turns, and they inflict Evasion Down for 2 turns on that enemy, which can't be evaded.
Level 6
- Resistance
Whenever a Resistance ally deals damage to an enemy and no other enemy is Blinded, inflict Blind for 2 turns on the target enemy, which can't be resisted.
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
110.51%
Health Steal
1.86%
Offense
16.37%
Accuracy
4.3%
Critical Chance
23.66%
Protection
Level 3
- Dark Side
Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
Level 6
- Sith
At the start of their turn, Sith allies can ignore Taunt to target a debuffed enemy. Whenever a Sith ally inflicts a debuff on an enemy, they also deal 5% Max Health damage to that enemy, which can't be evaded. This damage can't defeat enemies.
Level 9
- Darth Sidious
If there are no other active allies at the start of battle:
- Darth Sidious gains 200% Defense, Health Steal, Max Health and Max Protection, 100% counter chance and Critical Chance, and 100 Speed
- He is immune to Daze and Stun
- At the start of his turn, dispel all debuffs on himself and reset all cooldowns
- Whenever he uses his Basic ability, inflict a stack of Damage Over Time for 1 turn, which can't be resisted, and whenever he uses a Special ability, dispel all buffs on all enemies
- Enemies can't assist or attack again if he is targeted
- At the start of each enemy's turn, if they have at least 5 stacks of Damage Over Time they are instantly defeated
- Whenever an enemy is defeated, he recovers 100% Health and Protection
Lvl 9
Escalating Conflict
21.56%
Health Steal
8.1%
Offense
22.15%
Accuracy
20.4%
Health
14.31%
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
Whenever a debuff on an enemy expires, Resistance allies gain 2% Offense, doubled if that debuff was dispelled, until the end of battle.
Level 9
- Rey
The first time Rey is defeated, they are revived with 100% Health, gain Protection Over Time (75%) for 2 turns, and take a bonus turn.
Lvl 9
Escalating Conflict
33.54%
Accuracy
27.48%
Critical Chance
9.5%
Health
13.53%
Protection
Level 3
- Dark Side
Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
Level 6
- Separatist
Whenever Separatist allies attack out of turn, they have a 25% chance to remove 10% Turn Meter from the target.
Level 9
- Geonosian Spy
Whenever Geonosian Spy attacks out of turn, they recover 20% Health and Protection.
Lvl 9
Escalating Conflict
70.77%
Health Steal
19.01%
Accuracy
23.05%
Health
37.12%
Protection
Level 3
- Light Side
Light Side allies start the battle with Protection Up (20%) for 2 turns.
Level 6
- Jedi
Whenever an enemy is defeated by a Jedi ally, that enemy can't be revived.
Level 9
- Kit Fisto
Kit Fisto has +100% Health Steal. At the start of the battle, grant Guard to all other Galactic Republic Jedi allies until Kit Fisto is defeated. Kit Fisto and all allies with Guard have +100% Accuracy and have their Health and Protection equalized at the start of each ally's turn. Whenever Kit Fisto attacks out of turn he recovers 20% Health and Protection and lowers the cooldown of Turn the Tide by 1. Whenever Kit Fisto uses a Special ability all Galactic Republic Jedi gain Retribution for 2 turns. Whenever he uses his Basic ability, dispel all buffs on the target enemy.
Lvl 9
Together. As One.
152.14%
Armor Penetration
3.16%
Offense
23.02%
Critical Chance
14.84%
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.
37.07%
Critical Damage
11.47%
Offense
15.97%
Critical Chance
9.53%
Critical Avoidance
Level 3
- Light Side
Whenever Light Side allies evade an attack, they gain Offense Up for 1 turn.
Level 6
- Galactic Republic
At the start of each turn, if non-Galactic Legend Galactic Republic allies have 50% or more Turn Meter, damage they receive is reduced by 75% until the end of the turn.
Level 9
- Padmé Amidala
Whenever a Galactic Republic ally with Courage or Protection Up uses an ability, if there are no enemies with Provoke, a random enemy is inflicted with Provoke for 1 turn. Whenever another Galactic Republic ally recovers Health or Protection, Padmé recovers double that amount.
Whenever an enemy targets a Non-Galactic Legend Galactic Republic ally with Protection Up while attacking out of turn, the damage they receive is reduced to 1 and the attacking enemy is Exposed for 1 turn.
Whenever a Non-Galactic Legend Galactic Republic ally resists a debuff, they gain a stack of Courage, and whenever they are inflicted with a debuff, they gain Protection Up (10%, stacking) and Tenacity Up for 2 turns.
Lvl 7
Escalating Conflict
10.98%
Critical Chance
28.5%
Health
25.79%
Protection
Level 3
- Dark Side
Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
Level 6
- Sith
Whenever a Sith ally deals damage to an enemy and no other enemy is Marked, inflict Marked for 1 turn on the target enemy, which can't be evaded or resisted.
Lvl 6
Together. As One.
95.24%
Armor Penetration
10.54%
Offense
Level 3
- Dark Side
Whenever Dark Side allies are evaded by an enemy, that ally gains Accuracy Up for 2 turns, and they inflict Evasion Down for 2 turns on that enemy, which can't be evaded.
Level 6
- Inquisitorius
Whenever a Inquisitorius ally deals damage to an enemy and no other enemy is Blinded, inflict Blind for 2 turns on the target enemy, which can't be resisted.
Lvl 6
Together. As One.
52.44%
Armor Penetration
8.94%
Offense
19.08%
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.
Level 6
- First Order
At the start of battle, First Order allies gain Retribution for 3 turns, which can't be dispelled.
Lvl 6
Together. As One.
9.81%
Critical Damage
4.14%
Offense
5.26%
Critical Chance
11.54%
Critical Avoidance
Level 3
- Dark Side
Whenever Dark Side allies are evaded by an enemy, that ally gains Accuracy Up for 2 turns, and they inflict Evasion Down for 2 turns on that enemy, which can't be evaded.
Level 6
- Inquisitorius
Whenever an enemy is defeated by a Inquisitorius ally, that enemy can't be revived.
Lvl 6
Together. As One.
10.38%
Offense
6.66%
Accuracy
10.85%
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.
Lvl 5
Escalating Conflict
38.58%
Health Steal
15.2%
Offense
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 5
Escalating Conflict
80.41%
Health Steal
3.59%
Critical Chance
8.23%
Protection
Level 3
- Dark Side
Whenever Dark Side allies are evaded by an enemy, that ally gains Accuracy Up for 2 turns, and they inflict Evasion Down for 2 turns on that enemy, which can't be evaded.
Lvl 5
Together. As One.
6.07%
Critical Damage
6.51%
Offense
5.6%
Critical Chance
9.24%
Critical Avoidance
Level 3
- Light Side
Whenever Light Side allies start their turn, for each enemy with fewer than 4 debuffs, that ally gains 30% Potency until the end of the turn.
Lvl 5
Together. As One.
3.39%
Offense
24.33%
Accuracy
12.08%
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 5
Together. As One.
5.05%
Critical Damage
18.78%
Offense
5.89%
Accuracy
Level 3
- Dark Side
Whenever Dark Side allies start their turn, for each enemy with fewer than 4 debuffs, that ally gains 30% Potency until the end of the turn.
Lvl 3
Escalating Conflict
20.85%
Health Steal
2.47%
Offense
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.
Lvl 3
Escalating Conflict
6.95%
Accuracy
9.09%
Protection
Level 3
- Light Side
Whenever Light Side allies resist a debuff they recover 2% Health and Protection.