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 267 - Missing Zetas 78
At start of encounter, C-3PO and R2-D2 gain Translation for 3 turns
+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
When any unit falls below half health, Talzin gains 35% Turn Meter
At the start of each enemy turn, Nihilus inflicts Health Down on them for 2 turns
At the end of his turn, Starck recovers 3% Protection, and removes 1% Turn Meter from all enemies for each active Empire ally (doubled for Imperial Trooper allies)
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
If HK-47's leader is Darth Revan, enemies with Protection Up can't gain bonus Turn Meter
Whenever an ally is critically hit, that ally recovers 20% Health
Whenever Han uses his Basic attack he gains +10% Max Health (stacking) for 3 turns
Light Side enemies have -10 Speed, doubled for Jedi
When an ally loses Overconfident, Fennec gains 20% Turn Meter
Each time the Mandalorian scores a critical hit, other Bounty Hunter allies gain half the amount of bonus Turn Meter
Gains 5% Turn Meter whenever a Rebel ally uses Basic attack.
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.
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
Add 3% Health and Protection when this ability's effects trigger
Gains 20% Potency for each debuffed enemy
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 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
Whenever Wicket scores a Critical Hit, all Ewok allies recover 4% Health and 2% Protection