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 156 - Missing Zetas 70
Whenever Rey uses a Special ability, if she has no debuffs, she inflicts Daze for 2 turns which can't be Resisted
Embo can't be critically hit
When an ally damages an enemy with Shatterpoint, all allies recover 10% Protection, and all Galactic Republic Jedi allies gain Foresight for 1 turn
Offense Duration + 1
Whenever an Empire ally uses a Basic attack, they recover 5% Health
+2% Heal and whenever any ally gains a buff they do not have, they gain a Heal Over Time effect for 2 turns
Whenever Han takes damage he recovers 5% Protection
At the end of each of his turns, Bodhi grants Offense Up for 2 turns to a random ally who doesn't have it
When Juhani falls below 100% Health, she recovers 5% Protection for each active Jedi or Old Republic ally, then gains Health Steal Up and Offense Up for 2 turns
+5% Tenacity and whenever an ally Resists a detrimental effect they gain Advantage for 2 turns
Add another 50% Chance for each debuffed enemy
Whenever an enemy is inflicted with a Damage Over Time effect, all Old Republic allies recover 3% Health and Protection
+45% Chance to Heal and whenever Leia attacks she recovers 5% Protection
Rogue One allies are immune to Buff Immunity; Jyn is immune to Stun
If an enemy is damaged by a Resistance ally, for each Expose on them: That enemy loses 5% Turn Meter for each Resistance ally, all Resistance allies gain 3% Turn Meter for each Resistance ally, and their cooldowns are reduced by 1
When another Resistance ally scores a Critical Hit, Rose Tico gains 10% Turn Meter
At the start of each encounter all Rebel allies gain Protection Up (20%) for 3 turns
Droid allies gain 100% of T3-M4's Defense Penetration.
If the ally in the Leader slot is Hutt Cartel, whenever another Hutt Cartel ally falls below 70% Health while Gamorrean Guard has Defense Up, he Taunts and gains Protection Up (100%) for 2 turns
At the start of each of his turns, Luke gains 10% Critical Damage (stacking) until the end of the encounter