Royal Guard Light Touch up!
So last one for today on light Touch Up Ideas. Royal Guard should have some Emperor Palpatine Synergy in case you want to use Royal Guard with Palps if you don't have Lord Vader and your using Starkiller in a team without Palps or Mara Jade. Yes I am suggesting to add the Guard Mechanic to Royal Guard for Palps since it makes since to be Guard of Palpatine and is a Highly Trained and Hard to get to position. Plus it'd be nice to have another Guard Mechanic added to a character, which this is the one I'd suggest for it.
Imperial Phalanx:
All Dark Side allies gain Defense Up and 2 Heal Over Times for 2 turns and Empire allies gain Health Up and Retribution for 2 turns. Royal Guard gains Taunt for 1 turn. Emperor Palpatine gains Tenacity Up and Potency Up for 2 turns.
Unyielding Defender:
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.
At the end of each turn, if another ally took damage that turn, all Empire allies recover 8% Health. Royal Guard Taunts for 1 turn whenever another ally falls below 50% Health. If Emperor Palpatine falls Below 50% Health he gains stealth for 1 turn.
Emperor's Guard: (Zeta)
At the start of the battle, grant Guard to the Emperor Palpatine until Royal Guard is defeated. Royal Guard Assists when a Guarded ally uses any ability during their turn, doing 20% less damage, limited once per turn. When Royal Guard deals damage to an enemy, Royal Guard and all Guarded allies recover 4% Health and 4% Protection.
Guard: Can't be Critically Hit, immune to Daze and Stun, +25% Critical Chance