6 years ago
Royal Guard: A thoughtful rework.
Emperor Palpatine is indeed one of the more powerful characters in GOH. However, we all know that his most loyal red bodyguard is sadly underpowered. It’s an older character that has been left behind by newer and better additions of dark side tanks. Currently Palpatine doesn’t have synergy with a single character, and I think suggestions by the community that Royal Guard is ripe for improvement are well founded. Here are a few thoughts:
-Force Pike: Deal physical damage to target enemy and inflict speed down for 1 turn, 2 turns if the target is a rebel. This attack cannot be evaded by rebels, and if Palpatine is below 50% health, this also applies to Jedi.
- Unique: Royal Guard has a 50% counter chance when Palpatine is attacked by a basic ability, 75% chance if attacked by a rebel or a Jedi. If Palpatine is present, Palpatine and Royal Guard both recover 10% protection anytime shock is applied.
-Zeta: if Palpatine is an ally, Royal Guard has + 75% potency. If Palpatine is the leader, RG also has 25% tenacity, 10% health steal, and 25% max protection. When Palpatine falls below 100% health, RG taunts for 2 turns and grants critical hit immunity to Palpatine for 3 turns.
-Imperial Phalanx: Keep the same but add taunt for 1 turn. If Palpatine is an ally, he immediately takes a bonus turn, grant him speed up for 2 turns, and expose the weakest Jedi or rebel for 1 turn.
That’s it! It’s easy to just wish a character could have more health, damage or speed. I’m a strong believer in synergy and it’s what makes GOH such a fun game. The potency boost will make his speed down debuff far more feasible, which is practically useless in the top 500 of Squad Arena. Since Palpatine already stuns very efficiently, I found it better remove the stun from RG and boost his synergy, and make his debuffs more situational, and more interesting.
These modest changes would modernize and make a useable bodyguard out of RG.
I have made some edits based on others recommendations. Thoughts?
-Force Pike: Deal physical damage to target enemy and inflict speed down for 1 turn, 2 turns if the target is a rebel. This attack cannot be evaded by rebels, and if Palpatine is below 50% health, this also applies to Jedi.
- Unique: Royal Guard has a 50% counter chance when Palpatine is attacked by a basic ability, 75% chance if attacked by a rebel or a Jedi. If Palpatine is present, Palpatine and Royal Guard both recover 10% protection anytime shock is applied.
-Zeta: if Palpatine is an ally, Royal Guard has + 75% potency. If Palpatine is the leader, RG also has 25% tenacity, 10% health steal, and 25% max protection. When Palpatine falls below 100% health, RG taunts for 2 turns and grants critical hit immunity to Palpatine for 3 turns.
-Imperial Phalanx: Keep the same but add taunt for 1 turn. If Palpatine is an ally, he immediately takes a bonus turn, grant him speed up for 2 turns, and expose the weakest Jedi or rebel for 1 turn.
That’s it! It’s easy to just wish a character could have more health, damage or speed. I’m a strong believer in synergy and it’s what makes GOH such a fun game. The potency boost will make his speed down debuff far more feasible, which is practically useless in the top 500 of Squad Arena. Since Palpatine already stuns very efficiently, I found it better remove the stun from RG and boost his synergy, and make his debuffs more situational, and more interesting.
These modest changes would modernize and make a useable bodyguard out of RG.
I have made some edits based on others recommendations. Thoughts?