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 190 - Missing Zetas 48
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
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 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
Inflict Captive on the target enemy (excluding Galactic Legends), which can't be copied, dispelled, evaded, prevented, or resisted, until the start of Hondo's second turn, enemies gain 25 buffs, or Hondo is defeated, and remove it from all other enemies; whenever Captive expires, Hondo gains 10 stacks of Ransom
Additionally, while Resistance Hero Finn is Inspired, when an ally is prevented from using an ability during their turn, they recover 40% Health and Protection and gain 40% Turn Meter
Merrin gains Magick Stealth; the next time another ally is inflicted with a debuff or defeated, Merrin loses Magick Stealth, dispels all debuffs on all allies, and revives a random Nightsister ally with 50% Health
Grant target other ally a bonus turn
Cooldown - 1, the target can't Evade and has -50% Armor against this attack
Whenever First Order Stormtrooper uses any Ability he has a 50% chance to call a random ally to Assist, dealing 50% damage unless they are First Order, then grants them Advantage for 2 turns if they were First Order
When another light side Scoundrel ally is defeated, Revive that ally at 60% Health, if Chewbacca is Prepared. Then, Chewbacca is no longer Prepared.
If the ally is a Dark Side Droid, they also gain Offense Up for 2 turns and 15% Turn Meter; if the ally is BT-1 he gains 30% Turn Meter instead
While Prepared, Han has 70% chance to Assist another Scoundrel ally's attack during their turn, limited once per turn
At the start of battle, if all allies are non-Separatist Droids, this attack has a 60% chance to inflict Target Lock for 2 turns; remove 10% Turn Meter for each instance of damage (max 30%); allies gain 10% Offense (stacking) until the end of the encounter each time this ability is used
Dismember no longer starts on cooldown, and its cooldown is reset at the start of each encounter
Add whenever a Bounty Hunter ally defeats an enemy, Bounty Hunter Attackers gain Stealth for 2 turns
When a Bounty Hunter ally scores a Critical Hit during their turn, they gain Offense Up for 1 turn
Add if the target is Toppled, this ability's cooldown is reset
Deal bonus damage equal to 10% of the target's Max Health (max 200%) for each turn an enemy has taken during this encounter; the weakest other Light Side Unaligned Force User ally recovers 50% Health
Whenever Han gains any status effect, he gains 50 Armor Penetration (stacking) until the end of his next turn
+25% Turn Meter Gain Chance, +10% Heal, and dispel all debuffs from self
If an enemy already had Speed Down, they are Stunned for 1 turn
Embo can't be critically hit