Royal Guard touch up
This guy needs to be a bit more competitive, especially after being sidelined from the LV team. As Palpatine's bodyguards, I really think they should have specific synergy. Zeta upgrades in bold, reworks in italics.
Force Pike (Basic) (Final text, Omega)
Deal Physical Damage to target enemy with an 80% chance to inflict Speed Down for 2 turns. If Emperor Palpatine is in the leader slot, and not the ally slot, Stun the target for 1 turn. If Emperor Palpatine is not in the leader slot, or this Stun is resisted, inflict Shock and Daze for 2 turns.
Imperial Phalanx (Special 1, cooldown 5) (Final text, Omega)
All Dark Side allies gain Defense Up and Heal Over Time for 2 turns. Empire allies also gain Health Up and Retribution for 2 turns. Royal Guard gains Taunt for 2 turns.
Enhanced Training Techniques (Special 2, cooldown 5) (Final text, Omega)
Grant Guard to Emperor Palpatine and target ally for 3 turns. If this Guard is dispelled before it would expire, all Empire allies recover 35% of their Max Health and Max Protection. Trigger all Heal Over Time effects on all allies and all Damage Over Time effects on all enemies. All Empire allies gain Potency Up for 2 turns.
Guard: Can’t be Critically Hit, immune to Daze and Stun, +25% Critical Chance
Unyielding Defender (Unique) (Final text, Zeta)
At the start of the encounter, if the allied Leader is Empire, Royal Guard gains Max Health equal to 10% of the allied Leader’s Max Health and then doubles his Health until the end of the encounter. If Emperor Palpatine is the Leader, Royal Guard loses all Protection and gains that much Max Health, and takes reduced damage from Percent Health damage effects.
At the end of each turn, if another ally took damage that turn, all Empire allies recover 6% Health. Royal Guard Taunts for 1 turn whenever another ally falls below 100% Health or whenever an ally with Guard would be critically hit.
Empire allies recover 4% Protection whenever they damage an enemy inflicted with Shock.