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 226 - Missing Zetas 30
Mon Mothma and Rebel Fighter allies have a 100% chance to assist each other whenever they use an ability during their turn, dealing 90% less damage (limit once per turn per ally); if that ability dealt no damage, the damage penalty is reduced to 45% less damage and that ally dispels all debuffs on the healthiest Rebel ally
Mon Mothma can't be targeted and is immune to taunt effects
+50% Counter Chance and +50% Tenacity while any enemies are Fractured, and whenever another Empire ally uses a Special ability while Thrawn is active, if any enemies are Fractured, Fractured enemies lose 15% Turn Meter
Tank allies Taunt for 2 turns, Attacker allies gain 50% Offense for 2 turns, and Support allies gain 100% Protection Up
Cooldown - 1, the target can't Evade and has -50% Armor against this attack
When an ally loses Overconfident, Fennec gains 20% Turn Meter
If an enemy critically hits an Inspired ally, all buffs are dispelled from that enemy at the end of the turn
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
Whenever an Empire ally gains or loses a status effect, they recover 2% Protection
+5% Critical Chance, +10% Defense, and Clone allies recover 5% of their Max Protection whenever they use a Basic ability
Stormtrooper gains 40% Offense for each defeated Empire ally; at the start of Stormtrooper's turn, Imperial Remnant allies gain 20% Protection Up for 1 turn
+10% Offense, Max Protection, and Max Health
+2 Speed and also inflict Expose for 2 turns on enemies that fall below 100% Health during Empire allies turns.
When a Bounty Hunter ally scores a Critical Hit during their turn, they gain Offense Up for 1 turn
Add whenever a Bounty Hunter ally defeats an enemy, Bounty Hunter Attackers gain Stealth for 2 turns
Mandalorian and Phoenix allies gain Critical Chance Up and Offense Up for 2 turns, reduce Sabine's cooldowns by 2 on a Critical Hit, Stagger all enemies for 2 turns, and for each active Mandalorian and Phoenix ally deal 15% more damage and Expose a random enemy
Whenever Han gains any status effect, he gains 50 Armor Penetration (stacking) until the end of his next turn
Empire allies recover 10% Protection whenever they score a Critical Hit
Embo can't be critically hit
If the ally in the Leader slot is Imperial Remnant, Scout Trooper's Imperial Precision ability gains 40% bonus damage (stacking) until the end of the battle, and the assisting ally is not affected by the damage penalty
100% Turn Meter Gain Chance, +50% Potency, and gain Max Health equal to Potency percentage
Whenever an Empire ally uses a Basic attack, they recover 5% Health
When this Stealth expires, they recover 100% Protection and gain 30% Critical Damage and Offense for 3 turns; when this Taunt expires, they recover 100% Protection and gain 25% Critical Avoidance and Defense for the rest of the encounter