With the addition of Rey in her Galactic Legend form to Star Wars Galaxy of Heroes the game has yet another first – the first two characters to have six Zeta abilities (along with Supreme Leader Kylo Ren). Of course when we reviewed General Skywalker’s Zetas a few months ago he was the first to have four Zeta abilities, so now that these two high-dollar characters have six Zeta abilities we’re looking at a bar that has been set even higher. Of course with any new multi-Zeta character the question becomes “which ability do I place a Zeta material on first?” We at Gaming-fans.com are here to help you. Of course you first want to make sure you have the right mods on Rey to make sure she is as effective as possible, and since the Galactic Legends are 7-star unlocks and have the ability to take them directly to Gear 13, the new Kylo and Rey’s Relic upgrades will be important to research, however today we want to review these four Zeta upgrades, so let’s take a look at each.
To start, Rey has a Zeta ability on all six of her abilities – her basic, two specials, leader and two uniques. Here is how they are worded with the Zeta text in italics.
Relentless Advance (Basic) – FINAL TEXT: (ZETA) Deal Physical damage to target enemy. If it’s Rey’s turn, she deals damage a second time, has +50% Health Steal, and ignores 50% of the target’s Armor. This Health Steal is doubled while Rey is under 50% Health.
Gaming-fans.com Notes: The Zeta here adds the line “If it’s Rey’s turn, she deals damage a second time,” which will be pretty significant in any battle. However, based on the review of all of these Zeta abilities, this is my 6th place finisher as it is not as impactful in my opinion.
Lifeblood (Special) – FINAL TEXT: (ZETA) Rey loses 25% Health and target Light Side ally gains bonus Protection equal to the amount lost. All other Light Side allies gain half of that amount. If Rey is at full health when she uses this ability, all Light Side allies gain Critical Hit Immunity for 2 turns.
Target other ally gains Lifeblood until they are defeated or until Lifeblood is granted to a different ally, which can’t be copied, dispelled, or prevented. Rey can’t be defeated by this ability.
Lifeblood: Damage received decreased by 30% and damage dealt increased by 30%.
Gaming-fans.com Notes: The “Target other ally gains Lifeblood until they are defeated or until Lifeblood is granted to a different ally, which can’t be copied, dispelled, or prevented,” is the Zeta text to note. The interaction and strategy of how Lifeblood is used in SWGoH will be interesting, but until further testing is done it is hard to see how impactful this buff will be.
Sudden Whirlwind (Special) – FINAL TEXT: (ZETA) Deal 3x massive damage to target enemy. Then, deal Physical damage to all enemies. Enemies defeated by this ability can’t be revived. This attack can’t be countered or evaded.
Gaming-fans.com Notes: The Zeta text is “Deal 3x massive damage,” which is of course going to be a huge boost to the power of this attack. These Galactic Legend characters are super expensive and incredibly strong for a reason – giving Rey a chance to deal “3x massive damage” seems like a must have to me.
Wisdom of the Sacred Texts (Leader) – FINAL TEXT: (ZETA) Light Side allies have +40% Mastery, +30 Speed, and +30% Max Health. Whenever an enemy gains bonus Turn Meter, Inspired Light Side allies gain 5% Mastery (stacking) until the end of the encounter. The first time each Light Side ally falls below 50% Health, they gain Damage Immunity for 1 turn, which can’t be copied, dispelled, or prevented, and recover 50% Health when it expires.
Gaming-fans.com Notes: The Zeta text, “The first time each Light Side ally falls below 50% Health, they gain Damage Immunity for 1 turn, which can’t be copied, dispelled, or prevented, and recover 50% Health when it expires,” is quite impactful as this will really cause problems for your opponents in any game mode. Keeping your characters alive and helping keep the weakest ally alive with damage immunity is going to really cause problems for anyone trying to defeat your squad.
Manifest Inspiration (Unique) – FINAL TEXT: (ZETA) At the start of her turn, Rey becomes Inspired. If she is already Inspired, she instead Inspires the healthiest Light Side ally who isn’t. Inspired Light Side allies dispel all debuffs on themselves when they use a Basic ability during their turn. Light Side allies with Inspired or Damage Immunity can’t have their Turn Meter reduced.
Gaming-fans.com Notes: The Zeta text of “Light Side allies with Inspired or Damage Immunity can’t have their Turn Meter reduced” is going to help the survivability of whomever you team up with Rey in battle. Since it is likely that Rey will be teamed up with Resistance Heroes Finn and Poe, the Inspired buff should be prevalent, thus making this Zeta more valuable than if you use her in other lineups.
Galactic Legend (Unique) – FINAL TEXT: (ZETA) This unit takes reduced damage from percent Health damage effects and massive damage effects. They take massive damage from destroy effects (excludes raid bosses) and are immune to stun effects.
This unit has +10% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 30%.
Gaming-fans.com Notes: The last line of text, “This unit has +10% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 30%,” is the Zeta text which is really quite irrelevant until you get Rey to Gear 13 and Relics are in play.
Which Zetas to Apply First?
Looking at each of these abilities, I like to segment them into “Must Have” and “Nice to Have” categories. For Galactic Legend Rey’s Zetas I list them below in order of importance (as I see it):
- Wisdom of the Sacred Texts – Must Have (if using her as a leader)
- Manifest Inspiration – Must Have
- Sudden Whirlwind – Must Have
- Lifeblood – Must Have
- Galactic Legend – Nice to Have (becomes a Must Have at Gear 13)
- Relentless Advance – Nice to Have