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Zetas
1
Level 9
4
Level 6-8
1
Level 3-5
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Escalating Conflict
Together. As One.
Lvl 9
Escalating Conflict
37.41%
Offense
8.01%
Critical Chance
12.94%
Health
7.09%
Protection
Level 3
- Light Side
Whenever Light Side allies are evaded by an enemy, that ally gains Accuracy Up for 2 turns, and they inflict Evasion Down for 2 turns on that enemy, which can't be evaded.
Level 6
- Jedi
The first time each Jedi ally falls below 50% Health, all Jedi allies reduce their cooldowns by 1 and gain 10% Turn Meter.
Level 9
- Jedi Knight Cal Kestis
The first time Jedi Knight Cal Kestis falls below 30% Health they dispel all debuffs on themself, recover 40% Health, and gain a bonus turn.
Lvl 8
Escalating Conflict
45.37%
Accuracy
2.77%
Critical Chance
22.35%
Health
15.91%
Protection
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Level 6
- Sith
Whenever Sith allies damage all enemies with an ability, they grant Tenacity Up for 2 turns to all allies.
Lvl 8
Escalating Conflict
53.75%
Health Steal
39.51%
Offense
2.73%
Critical Chance
Level 3
- Light Side
Light Side allies start the battle with Protection Up (20%) for 2 turns.
Level 6
- Resistance
Resistance allies have +100% Tenacity. Resistance allies can't be defeated until each ally that had 100% Health at the start of battle has fallen below 100% at least once.
Lvl 6
Together. As One.
11.03%
Critical Damage
60.82%
Armor Penetration
5.84%
Accuracy
6.96%
Critical Avoidance
Level 3
- Dark Side
Whenever Dark Side allies start their turn, for each enemy with fewer than 4 debuffs, that ally gains 30% Potency until the end of the turn.
Level 6
- Inquisitorius
Whenever Inquisitorius allies start their turn with fewer than 2 buffs, all other allies gain 15% Turn Meter.
Lvl 6
Together. As One.
91.57%
Armor Penetration
5.79%
Accuracy
10.52%
Critical Avoidance
Level 3
- Light Side
At the start of the encounter Light Side allies gain 15% Max Health and Max Protection for each other Light Side ally.
Level 6
- Galactic Republic
At the end of each turn, Galactic Republic allies recover Health and Protection equal to 50% of the amount enemies recovered that turn. This recovery can't trigger this effect on enemies.
Lvl 5
Together. As One.
49.75%
Armor Penetration
8.96%
Offense
7.21%
Critical Chance
5.36%
Critical Avoidance
Level 3
- Light Side
Whenever Light Side allies evade an attack, they gain Offense Up for 1 turn.