8 years ago
A Better Royal Guard?
I was using Royal Guard and I thought up of a rework for him to make him much more useful:
Basic: Warding Strike
Deal physical damage to enemy, with a 50% chance to deal 50% less damage. If this happens, then the lost damage is converted into protection and distributed to all allies with Guard's Protection special buff. All the regular debuffs that Royal Guard had earlier still apply
Guard's Protection (5 turn cool down):
Grant chosen ally Guard's Protection, then grant all allies with Guard's Protection special buff health up, defense up, 20% Protection up and health over time for 1 turn. (Zeta)
Guard's Protection Buff: Damage that is supposed to be done to the characters with this special buff is instead done to Royal Guard
Unique: Royal Defender
Royal Guard gains health and Protection equal to 15% of the damage that happens to him
Unique: Undying Protector
When Royal Guard is killed, Guard's Protection Buff is removed from all allies and in return recover 50% protection and 20% health. They will also gain foresight, offense up, and shadow for 3 turns (Zeta)
Basic: Warding Strike
Deal physical damage to enemy, with a 50% chance to deal 50% less damage. If this happens, then the lost damage is converted into protection and distributed to all allies with Guard's Protection special buff. All the regular debuffs that Royal Guard had earlier still apply
Guard's Protection (5 turn cool down):
Grant chosen ally Guard's Protection, then grant all allies with Guard's Protection special buff health up, defense up, 20% Protection up and health over time for 1 turn. (Zeta)
Guard's Protection Buff: Damage that is supposed to be done to the characters with this special buff is instead done to Royal Guard
Unique: Royal Defender
Royal Guard gains health and Protection equal to 15% of the damage that happens to him
Unique: Undying Protector
When Royal Guard is killed, Guard's Protection Buff is removed from all allies and in return recover 50% protection and 20% health. They will also gain foresight, offense up, and shadow for 3 turns (Zeta)