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 89 - Missing Zetas 154
When Bossk loses Taunt, he gains Taunt for 1 turn if the weakest enemy has Protection
Whenever an enemy takes damage, Scoundrel allies gain 2% Turn Meter
When Bad Batch allies use an ability while they have Defense Up, they deal true damage to all enemies
At the start of the encounter, if the allied Leader is Empire, Royal Guard gains Max Health equal to 5% of the allied Leader's Max Health and then doubles his Health until the end of the encounter
When any unit falls below half health, Talzin gains 35% Turn Meter
At the start of each enemy turn, Nihilus inflicts Health Down on them for 2 turns
When another ally is Revived while Old Daka is active, Old Daka gains +10% Max Health (stacking) until the end of the encounter
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 an ally with Master's Training is defeated, Yoda's cooldowns are reset
+8% Protection recovery when a Mandalorian ally attacks out of turn
Additionally, while Resistance Hero Finn is Inspired, when an ally is prevented from using an ability during their turn, they recover 40% Health and Protection and gain 40% Turn Meter
If Emperor Palpatine is the leader, he also gains 1.25% Turn Meter for each debuff inflicted by this ability
Tank allies Taunt for 2 turns, Attacker allies gain 50% Offense for 2 turns, and Support allies gain 100% Protection Up
Whenever the Leader is damaged, all allies gain 5% Turn Meter
Enemies defeated on his turn cannot be Revived
Whenever Han uses his Basic attack he gains +10% Max Health (stacking) for 3 turns
Whenever an ally is critically hit, that ally recovers 20% Health
If Kyle Katarn has Jedi Knight, instead inflict Force Influence to all enemies for 2 turns
If no buffs were dispelled, reset the cooldown of this ability
+20 Speed, 40% Defense Penetration, 20% Critical Damage
+25% Turn Meter Reduction Chance, +10% Turn Meter Reduction, Nightsisters gain 50% Turn Meter when they fall below 100% Health
Add Taunt effect Ignore, add 2% Health Steal (stacking) when enemy loses buff or debuff
All allies recover 10% Health and Protection and gain Evasion Up for 2 turns; if target ally is Inquisitorius, reduce this ability's cooldown by 1
Cooldown - 1, the target can't Evade and has -50% Armor against this attack
Wampa has +10% Counter Chance, +5% Health Steal, and +5% Offense for each Damage Over Time effect on each enemy