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OutrunWhistle's avatar
2 months ago

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.

6 Replies

  • IronWake's avatar
    IronWake
    Rising Newcomer
    20 days ago

    I absolutely agree that Royal Guard is in desperate need of a touch-up. 1-turn Taunt effects that aren't a pre-Taunt or an Unique that will trigger before something important enters the danger zone are simply not good enough for a Tank character to be worth taking anymore.

  • I know a very easy way to make him useful.

    1. Give him the Sith tag.
    2. Give him a pre-taunt.
    3. When he dies, he gives a 25% Defence & Tenacity buff (that can't be dispelled) to the leader.  

    This instantly makes him the best tank in the game for SEE.

  • OutrunWhistle's avatar
    OutrunWhistle
    9 days ago

    ....the Royal guards aren't anywhere close to being Sith. For a start, force-sensitivity seems like a pretty important characteristic to have, which they lack.

  • harvestmouse1's avatar
    harvestmouse1
    Seasoned Ace
    9 days ago

    This might be a presumption on my part.  However, I thought the Royal Guard morphed into Sith Troopers.  Now I'm starting to think that all those red guys Kylo and Rey chopped in half were not..........Sith Troopers?

    Be that as it may............HK has a Sith Empire tag without being Sith.  You could be aligned to the Sith, without actually being a Sith....maybe.

    Or if that's a canon jump too far.  Simply doing the job if there's a Palpatine in the lead slot.

  • OutrunWhistle's avatar
    OutrunWhistle
    9 days ago

    From what I understand, Sith troopers weren't Royal Guards. The Royal Guard were an elite section of the Imperial military, and there weren't nearly enough of them to be reconstituted into standard foot soldiers.

    The Royal guards who were force-sensitive were personally trained by Vader and became Shadow Guards. And the Sith Empire weren't exclusively members of the Sith Order, so HK makes sense. But non-force-sensitives being Sith doesn't, which is why Sith Trooper in-game kind of rubbed me up the wrong way.

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