This page shows the most popular Omicrons 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 Omicrons 18 - Missing Omicrons 14
While in Grand Arenas: Dispel all buffs on all enemies
While in Grand Arenas: While Unleashed, dispel all debuffs on all allies, and the Buff Immunity and Healing Immunity can't be copied, dispelled, or resisted
While in Territory Wars: Additional +10% chance to call a random ally to assist. Captain Phasma has +100 Speed. Whenever a First Order ally attacks out of turn, First Order allies recover 5% Health and Protection. Whenever a First Order ally gains Advantage, they also gain 10% Offense (stacking) for the rest of battle and all First Order allies gain 7.5% Turn Meter.
While in Grand Arenas if there are no Galactic Legend allies and all allies are First Order: +30% chance to gain Foresight; at the start of the encounter: all allies gain 50% Max Health; whenever an ally has Advantage, they have +50% Critical Damage and +100 Speed; at the start of each character's turn, if an ally doesn't have Advantage, they have +100% Tenacity until they gain Advantage; whenever an ally loses Advantage, they recover 20% Health and Protection; whenever First Order TIE Pilot gains bonus Turn Meter, they gain Advantage for 1 turn if they didn't already have it; whenever First Order TIE Pilot gains Foresight, all allies gain Foresight for 2 turns
While in Grand Arenas: Nightsister allies gain 30% Max Health, Potency, and Tenacity; when any ally or enemy is defeated, all Nightsister allies gain 10% Turn Meter, recover 25% Protection, and the cooldown of Endless Wrath is reset; when Asajj uses Endless Wrath, inflict Healing Immunity on all enemies for 2 turns and reduce their Defense and Max Health by 4% for the rest of the encounter (excludes Galactic Legends); Asajj has +10% Critical Damage for each enemy with debuffs
While in Grand Arenas: Whenever a Nightsister ally is defeated or revived, Merrin gains 100% Turn Meter, which can't be prevented; at the start of Merrin's turn, inflict all enemies with 1 stack of Plague for 3 turns
While in Territory Battles: Enemies can't gain bonus Turn Meter and Force Influence can't be resisted. When Kyle Katarn attacks out of turn, he gains an additional stack of Force Connection, and the bonuses of Jedi Knight also apply to other Jedi allies. At the start of each encounter, all Jedi and Rebel Fighter allies gain 75% bonus Protection until the end of the encounter. At the start of each encounter, Kyle Katarn gains 10% Turn Meter for each other Jedi ally.
While in Territory Battles: The next time Jedi Knight Cal Kestis uses Windmill Defense, he recovers 50% Health and Protection and gives all allies Protection Up (20%, stacking) for 2 turns for each use of Whirlwind Slam since the last use of Windmill Defense; If Jedi Knight Cal Kestis didn't have Configuration - Double-Bladed at the start of his turn, instead: All allies gain Advantage for 4 turns, Stun all enemies for 1 turn and inflict them with Armor Shred for the rest of encounter;
While in Territory Battles: Old Republic allies have +20% counter chance, Defense, and Max Health for each Old Republic ally; whenever an Old Republic ally uses a Special ability, they inflict 4 Damage Over Time effects on the target enemy, which can't be evaded, and then Carth is called to assist; whenever an Old Republic ally attacks out of turn, they recover 5% Health and Protection and gain 25% Offense (stacking) until the end of the encounter
While in Territory Battles: Impetuous Assault deals an additional 10% of the target's Maximum Health per Jedi Knight Cal Kestis' Relic Amplifier level; after Impetuous Assault is used, Jedi Knight Cal Kestis' attacks ignore Protection and all allies gain 300% of Jedi Knight Cal Kestis' base Offense for the rest of battle
While in Territory Battles and if there are no Galactic Legend allies: Resistance allies gain 60% Max Health and Protection; enemies attacking out of turn deal 50% less damage; at the start of the encounter, revive all Resistance allies with 100% Health, recover 100% Protection, and gain Protection Up (100%) for 2 turns, which can't be dispelled or prevented, and Finn gains Determination for 2 turns; while Finn has Determination, Resistance allies are immune to critical hits, and have 100% counter chance; whenever a Resistance ally uses a Special ability, dispel all buffs on target enemy and inflict Expose for 2 turns, which can't be evaded or resisted; whenever another Resistance ally is damaged by an enemy attack, Finn has a 20% chance to gain 100% Turn Meter once per turn; if an enemy is damaged by a Resistance ally, for each Expose on them, deal additional true damage to all other enemies, then Resistance allies recover 10% Health and gain 2 Speed (max 60) for the rest of the battle
While in Grand Arenas and all allies are Rebel Fighter at the start of battle: Saw gains 30% Max Health; whenever Saw uses Set Explosive Trap, he takes a bonus turn and increases the cooldowns of all enemies by 1; at the start of each ally's turn, inflict Defense Down on the weakest enemy until the end of that turn, which can't be resisted, and if an enemy has a taunt effect and Explosive Trap has detonated, inflict Marked on the weakest enemy until the end of that turn, which can't be evaded or resisted; whenever an ally uses a Special ability during their turn, they call themselves to assist; whenever a buff expires, gain 3 stacks of Heal Over Time for 1 turn (limit once until the start of their next turn)
While in Territory Wars: At the start of the encounter, T3-M4 gains Stealth for 2 turns, and Droid allies gain 15 Armor Penetration and 30% Max Health; Droid allies have +20% Defense for each Target Locked enemy, +20% Defense while debuffed, and +20% Defense while buffed; at the start of T3-M4's turn, inflict Target Lock for 2 turns on a random enemy who does not already have it, which can't be evaded; then, all allies recover 5% Health and Protection for each Target Locked enemy
While in Territory Wars: At the start of battle, all allies gain 25% Defense, Protection Up (50%), and Tenacity Up for 2 turns; whenever an allied Wookiee is critically hit, Wookiee allies gain Foresight for 1 turn and +5% Defense (stacking) until the end of the encounter; whenever an allied Wookiee gains Retribution, all allies gain Retribution for 2 turns; the first time each Wookiee ally is defeated, all Wookiee allies have their cooldowns refreshed, and they recover 100% of their Health, and gain 25% Offense (stacking) until the end of the encounter