Emperor Palpatine Player Touch Up
I will say It isn't needed that much But I still feel that Palpatine and Royal Guard should have some synergy together, like Royal Guard Guarding Palps. Now, yes, CG won't do any touch ups. I personally feel they need to update a ton of characters over time but they don't see the money in it, which Im sure various Relic lightspeed bundles would give them some money. I will always post this when I make my suggested touch ups. Fun to think about but hopefully it inspires(Which I know it won't) some touch up ideas at CG. Here are my changes to Palps kit below, which is in red.
Power of the Dark Side:
Deal Special damage to all enemies with a 85% chance to Stun them for 1 turn. Shocked enemies are Stunned for 2 turns and have their Shock dispelled. All allies gain Offense Up for 2 turns, and Empire allies gain Accuracy up for 2 turns.
Let the Hate Flow:
All other units lose 5% Health and Palpatine recovers Health equal to 150% of the total amount lost. Palpatine gains 50% Turn Meter for each Shocked enemy. All allies gain Health Steal Up for 3 turns and all versions of Palpatine and or Vader gain Tactical Supremacy for 2 turns.
(Versions of Palpatine are; Darth Sidious, Emperor Palpatine, Sith Eternal Emperor.) (All Versions of Vader are; Lord Vader, Darth Vader, Darth Vader (Duels End).)
Tactical Supremacy: +30% Critical Damage and Potency; recover 10% Protection at the start of turn; if dispelled, recover 40% Health then gain Advantage and Foresight for 2 turns at the end of that turn
Emperor of the Galactic Empire:
Empire and Sith allies have +40% Potency and +40% Max Health. Jedi and Rebel enemies have -40% Potency and -40% Evasion. When an Empire ally inflicts a debuff during their turn, they gain 20% Turn Meter. When a Sith ally inflicts a debuff during their turn, they recover 20% Health. When a debuff on an enemy expires, Empire and Sith allies gain 5% Turn Meter. If the Turn Meter is prevented recover 2.5% Health for each 5% Turn Meter prevented.
Crackling Doom:
While Palpatine is active, at the start of each enemy turn, they take damage equal to 20% of their Max Health for each of the following: they are Shocked; they are a Jedi; they are a Rebel. This damage can't defeat enemies. Palpatine has +50% Critical Avoidance and Max Protection, and, when he inflicts Shock, he gains 5% Max Protection until the end of the encounter. If Palpatine's Protection is converted into Health at the start of the battle or encounter, instead when Palpatine inflicts Shock, gain 3% Max Health instead.
Final notes, I wish if CG would post what I did in the Let the Hate Flow unique with listing all of the versions of a said character so players knew the info that is needed. Especially dealing with various versions of a character. Sadly this is not the case. Could have 2 to 3 people go through all characters and apply this in a separate non Galactic Power Unique or add to the many paragraphs of the characters ability the multiple variations of a said character.