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 132 - Missing Zetas 97
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
Basic abilities of Geonosian allies deal 10% more damage for each buffed enemy
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
When a Nightsister ally uses a Basic ability during their turn, a random defeated Nightsister ally is Revived with 50% Health and called to Assist, then the Revived ally is immediately defeated unless an enemy was defeated (the Revived ally can't be Revived by this effect again until the end of the next turn)
If Maul has 5 Anguish, increase the target enemy's cooldowns by 2 (excludes raid bosses and Galactic Legends)
While Maul has 3 or more Anguish, he is immune to Stun and Ability Block, and while he has 5 stacks he ignores Taunt effects
If an enemy was defeated by this attack, Maul gains the maximum stacks of Anguish
At the end of each turn, Sion inflicts Pain for 3 turns on enemies who damaged him that turn
When any unit falls below half health, Talzin gains 35% Turn Meter
When BB-8 attacks out of turn, he calls a random Resistance ally to Assist
When another ally is Revived while Old Daka is active, Old Daka gains +10% Max Health (stacking) until the end of the encounter
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
At the start of each enemy turn, Nihilus inflicts Health Down on them for 2 turns
Add 1-turn Taunt on Jedi Tank allies at start of encounter, add +150% Tenacity with Protection Up
When HK-47 uses an ability during his turn, it deals 25% more damage if the target has Deathmark or Fear
If no buffs were dispelled, reset the cooldown of this ability
+8% Protection recovery when a Mandalorian ally attacks out of turn
+25% Turn Meter Reduction Chance, +10% Turn Meter Reduction, Nightsisters gain 50% Turn Meter when they fall below 100% Health
+10% Damage, Inflict Daze and Potency Down for 2 turns, which can't be resisted by Jedi
+20% Damage; if target has at least 3 stacks of Purge, gain Damage Immunity for 1 turn, Stun the target for 1 turn, and if enemy was a Jedi, inflict Fear on all non-Jedi enemies for 1 turn, which can't be copied, dispelled, evaded or resisted
Whenever the Leader is damaged, all allies gain 5% Turn Meter
+20 Speed, 40% Defense Penetration, 20% Critical Damage
If Kyle Katarn has Jedi Knight, instead inflict Force Influence to all enemies for 2 turns
Add Taunt effect Ignore, add 2% Health Steal (stacking) when enemy loses buff or debuff
All allies recover 10% Health and Protection and gain Evasion Up for 2 turns; if target ally is Inquisitorius, reduce this ability's cooldown by 1