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 160 - Missing Zetas 76
Inflict Healing Immunity on all enemies for 2 turns, which can't be Evaded
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
At the start of battle, Wrecker gains +20% Max Health for each other Bad Batch ally; Wrecker gains 1 stack of Fury for each Clone Trooper and each Bad Batch ally; when Wrecker gains Furious, he gains Taunt for 1 turn
+5% Potency. At the start of battle, Tech gains +1 Speed for each Clone Trooper ally, doubled for Bad Batch allies. If all allies are Clone Troopers, Tech gains Stealth for 1 turn
+10% Offense and the first time each turn Leia Resists a detrimental effect or suffers a debuff she gains 35% Offense (stacking) until the end of her next turn
Inflict target enemy with Zeroed In; dispel Zeroed In from all other enemies and Omega gains a stack of Target Practice; these effects can't be copied, dispelled, prevented, or resisted and last until the end of the encounter, Zeroed In is removed from an enemy, or Omega is defeated Zeroed In: Omega has Target Practice while a character is afflicted by this; Omega can ignore Taunt to target this enemy Target Practice: +5% Critical Chance, and Offense, and +10% Critical Damage per stack
When Bad Batch allies use an ability while they have Defense Up, they deal true damage to all enemies
Whenever an enemy takes damage, Scoundrel allies gain 2% Turn Meter
3 Stacks - Grants 100% Counter Chance
If no buffs were dispelled, reset the cooldown of this ability
+8% Protection recovery when a Mandalorian ally attacks out of turn
Enemies defeated on his turn cannot be Revived
+10% Damage, Inflict Daze and Potency Down for 2 turns, which can't be resisted by Jedi
Whenever Han uses his Basic attack he gains +10% Max Health (stacking) for 3 turns
+20 Speed, 40% Defense Penetration, 20% Critical Damage
Cooldown - 1, the target can't Evade and has -50% Armor against this attack
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
When an ally loses Overconfident, Fennec gains 20% Turn Meter
This ability deals double damage to Shocked enemies and Jedi
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
If no other allies have the Leader tag, and all allies are non-Droid Imperial Troopers, whenever Iden is defeated she revives with 100% Health and Protection if there is another active Imperial Trooper ally
+2% Turn Meter Gain, +20% Heal, +20% Protection Recovery, and the first time Old Ben is defeated all allies gain 25% Turn Meter
When BB-8 Evades, Droid allies recover 8% Health and 8% Protection
When another light side Scoundrel ally is defeated, Revive that ally at 60% Health, if Chewbacca is Prepared. Then, Chewbacca is no longer Prepared.