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Zetas
4
Level 9
2
Level 6-8
12
Level 3-5
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Escalating Conflict
Together. As One.
Lvl 9
Escalating Conflict
61.45%
Health Steal
23.04%
Accuracy
12.64%
Critical Chance
20.79%
Protection
Level 3
- Light Side
Light Side allies start the battle with Protection Up (20%) for 2 turns.
Level 6
- Jedi
While Jedi allies have 100% Health they have 100% Offense, otherwise they have 100% Defense. At the start of their turn, if they are buffed, they gain Advantage for 1 turn, otherwise they gain Tenacity Up for 2 turns.
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
Escalating Conflict
63.8%
Health Steal
4.8%
Critical Chance
47.61%
Health
10.01%
Protection
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Level 6
- Separatist
Separatist allies are immune to Daze. Enemies with Extortion have -100% Critical Chance and Potency. Whenever non-Droid Separatist allies use a Special ability on their turn, they gain Riposte for 1 turn.
Level 9
- Admiral Trench
Non-Droid Separatist allies start the encounter with Tactical Supremacy for 2 turns. Whenever Separatist allies gain a stack of Heal Over Time they gain 5% Critical Chance (stacking, max 200%) for the rest of the encounter. Whenever allies gain a stack Protection Over Time they gain 5% Defense (stacking, max 200%) for the rest of the encounter. Whenever Admiral Trench uses his Basic ability on his turn, call all allies with Riposte to assist. Whenever Trench Shocks an enemy, he gains Protection Up (25%) for 1 turn.
Lvl 9
Escalating Conflict
8.78%
Offense
32.68%
Accuracy
12.3%
Health
28.36%
Protection
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
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
60.03%
Health Steal
10.69%
Critical Chance
47.26%
Health
Level 3
- Light Side
Light Side allies start the battle with Protection Up (20%) for 2 turns.
Level 6
- Resistance
Resistance allies have +100% Tenacity. Resistance allies can't be defeated until each ally that had 100% Health at the start of battle has fallen below 100% at least once.
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 8
Escalating Conflict
73.5%
Health Steal
27.52%
Accuracy
1.97%
Critical Chance
24.13%
Health
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.
Level 6
- Separatist
Whenever Separatist allies attack out of turn, they have a 25% chance to remove 10% Turn Meter from the target.
Lvl 6
Together. As One.
9.33%
Accuracy
11.66%
Critical Chance
14.04%
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 a First Order ally scores a critical hit, the Leader gains 10% Offense (stacking, max 200%) until the end of encounter. If the Leader scores a critical hit, they gain an additional 10% Offense, and all other First Order allies recover 15% Health and Protection.
Whenever the Leader uses an ability, remove 1% Turn Meter from all other First Order allies. Whenever a First Order ally loses Turn Meter, they gain 10% Critical Damage (stacking) for 2 turns.
Whenever a First Order ally attacks a Stunned enemy, they deal 10% Max Health damage to that enemy. This damage can't defeat enemies.
Whenever the Leader is not damaged during the enemy's turn, if there are no allies with Damage Immunity, a random First Order ally gains Damage Immunity for 1 turn.
Lvl 5
Escalating Conflict
48.21%
Health Steal
4.47%
Offense
8.63%
Health
16.05%
Protection
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 5
Together. As One.
8.61%
Critical Damage
4.99%
Offense
10.68%
Accuracy
13.41%
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 3
Escalating Conflict
1.13%
Offense
5.56%
Health
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 3
Escalating Conflict
21.64%
Health Steal
9.59%
Protection
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 3
Escalating Conflict
22.59%
Health Steal
8.5%
Protection
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 3
Escalating Conflict
5.98%
Accuracy
6.08%
Health
Level 3
- Light Side
Light Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 3
Escalating Conflict
12.77%
Health Steal
2.6%
Offense
Level 3
- Light Side
Light Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 3
Escalating Conflict
7.54%
Health
8.03%
Protection
Level 3
- Light Side
Light Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 3
Escalating Conflict
2.64%
Critical Chance
8.38%
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.
Lvl 3
Together. As One.
2.21%
Offense
5.47%
Accuracy
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 3
Together. As One.
1.02%
Offense
8.69%
Accuracy
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 3
Together. As One.
9.66%
Critical Damage
7.52%
Accuracy
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.