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 283 - Missing Zetas 51
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
If target enemy is above 50% Health, this attack will critically hit if able; if they are below 50% Health, this attack deals 200% more damage; enemies defeated by this attack can't be revived
At the start of battle if there is only one other non-Summon ally present and they are Sith: Bane takes reduced damage from Percent Health damage effects and gains 350% Defense; whenever his other ally gains Ultimate Charge, they gain an additional 2% Ultimate Charge, and the following effects occur for Bane and other Sith ally: - Immune to Ability Block, Cooldown Increase, Healing Immunity, Stun, and Turn Meter reduction - Gain 75% Max Health - Gain 75% Max Protection until the first time they are defeated - Ignore Taunt effects - At the start of their turn, recover 35% Protection and dispel all debuffs on themselves - When Bane or other ally is defeated: The remaining ally gains 5% Critical Damage, Offense and Potency plus an additional 15% of these stats per the defeated character's Relic Amplifier level until the end of battle
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
If Dark Trooper Moff Gideon is in the Leader slot, defeated Imperial Remnant allies are revived with 100% Health and Protection and Stealth for 2 turns
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
Whenever the Leader is damaged, all allies gain 5% Turn Meter
Light Side enemies have -10 Speed, doubled for Jedi
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
Non-Droid Separatist allies gain Tactical Supremacy for 2 turns, which can't be copied. Trench gains Protection Up (40%) for 2 turns and other Separatist allies gain Protection Up (20%) for 2 turns
If an enemy critically hits an Inspired ally, all buffs are dispelled from that enemy at the end of the turn
When another light side Scoundrel ally is defeated, Revive that ally at 60% Health, if Chewbacca is Prepared. Then, Chewbacca is no longer Prepared.
While Visas Marr has no debuffs, she has a 60% chance to Assist when another ally attacks Sith enemies once per turn.
+5 Speed; Jedi allies gain Offense equal to 3 times their Speed, and gain Foresight for 2 turns at the start of each encounter and whenever any unit is defeated
+5% Tenacity; +5% Turn Meter Gain; whenever a Jedi ally Resists a debuff, they gain Critical Chance Up and Critical Damage Up for 2 turns; whenever a Jedi ally suffers a debuff, they gain Tenacity Up for 1 turn at the end of that turn; Grand Master Yoda is immune to Shock
+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
Gain a stack of Heal Over Time for 2 turns when receiving damage; buff duration +1; +50% chance to gain Turn Meter; whenever Savage is critically hit, he dispels all debuffs on himself
+5% Potency and other Scoundrel allies also gain half Potency and Critical Damage bonuses
Add whenever a Bounty Hunter ally defeats an enemy, Bounty Hunter Attackers gain Stealth for 2 turns
+50% Health Steal
Whenever a Separatist ally inflicts a debuff on an enemy, they gain 20% Offense for 3 turns (stacking, limit once per turn); when a non-Geonosian Separatist ally gains Baktoid Shield Generator Tech, they dispel Stealth from themselves and while they have Baktoid Shield Generator Tech, they are immune to Stealth and gain 100% Critical Avoidance and Defense
Add if the target is Toppled, this ability's cooldown is reset
Paz gains Protection Up (50%) and Retribution for 2 turns; this ability deals 30% more damage for each stack of Overheat Paz has
Whenever Han gains any status effect, he gains 50 Armor Penetration (stacking) until the end of his next turn