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 295 - Missing Zetas 42
When another light side Scoundrel ally is defeated, Revive that ally at 60% Health, if Chewbacca is Prepared. Then, Chewbacca is no longer Prepared.
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
Rebel allies recover 5% Protection whenever they gain a buff
+5% Critical Chance, +10% Defense, and Clone allies recover 5% of their Max Protection whenever they use a Basic ability
While Prepared, Han has 70% chance to Assist another Scoundrel ally's attack during their turn, limited once per turn
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
At the start of battle, if all allies are Imperial Troopers and Moff Gideon has exactly one Tank ally, two Attacker allies, and one additional Support ally, excluding summoned allies (in 3v3 Galactic Challenges or Grand Arenas, if all allies are Imperial Troopers and Moff Gideon has any combination where the team includes no more than one Tank, two Attackers, and/or an additional Support ally the conditions of this ability will be met): Whenever an enemy with the Leader tag uses an ability, Imperial Trooper allies gain 10% Offense (stacking) until the end of the encounter; whenever an enemy with the Leader tag takes a turn, Moff Gideon gains 1 stack of Insight; Imperial Trooper allies have an additional +25% Offense and revive with 50% Health and Protection the first time they are defeated each encounter
+5% Potency and other Scoundrel allies also gain half Potency and Critical Damage bonuses
+2 Speed and also inflict Expose for 2 turns on enemies that fall below 100% Health during Empire allies turns.
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
This ability has additional effects based on the number of stacks of Momentum Tusken Warrior has
While Logray is active, whenever an Ewok ally scores a Critical Hit, that ally gains Health Up for 2 turns, and then all Ewok allies with Health Up recover 10% Health
Paz gains Protection Up (50%) and Retribution for 2 turns; this ability deals 30% more damage for each stack of Overheat Paz has
+25% Turn Meter Gain Chance, +10% Heal, and dispel all debuffs from self
Empire allies recover 10% Protection whenever they score a Critical Hit
+5% Heal, +50% Turn Meter Gain, and Director Krennic can't be Critically Hit while Death Trooper is alive
Add Droid allies also gain 8% Potency and Critical Hit Chance when T3-M4 uses an ability. Also Droid allies have +8% Critical Damage for each debuff on the enemy team.
Whenever an Empire ally uses a Basic attack, they recover 5% Health
Grant Tusken allies 2 stacks of Momentum for 3 turns
+2% Heal and whenever any ally gains a buff they do not have, they gain a Heal Over Time effect for 2 turns
At the end of each of his turns, Bodhi grants Offense Up for 2 turns to a random ally who doesn't have it
+30% Counter Chance and +50% Offense
At the start of battle, If all allies are Separatist Droids, whenever an ally inflicts Pinned or Target Lock on an enemy, they also inflict damage equal to 10% of their Max Health damage to that enemy, which can't be evaded
+5% Tenacity and whenever an ally Resists a detrimental effect they gain Advantage for 2 turns