- "Mom? Dad? Are you watching me? This is for you two!"
- ―Son of the Soldier and Dragon Priestess
Paladin, along with Juggernaut, is one of the two Advanced Tank-type classes that cost 200 points in CRITICAL STRIKE.
Appearance[]
Paladin wears a suit of adequate armor, along with 2 capes protruding from the back and big ol' boots.
Paladin wields a war-hammer and a round shield with a cross pattern in the middle.
Overview[]
Summary: High damage potential, decent mobility and defense potential, but very fragile.
Paladin's rework has gained much more compatible playstyle, being able to heal on hit, auto-aim shield for Defense, and a high-damage finisher. You can easily eat up some HP of a player at close range due to having high damage potential from ATK and CRT, which both are also the main source of the damage. With the heal on hit and he defense "spam", you can easily make a great defense buff for yourself and making you very sturdy and deal less damage.
However, with the cool mechanic and great damage and defense make-up, it will become a waste if you don't know how to use correctly as it is very fragile. Since you can heal on hit, the amount of heal is very small and the Defense "spam" need to be at within the range to actually gain self. This creates a bait for most of the classes which makes it require to be inside the risk to be risk-less. The finisher, despite dealing high damage, but it also drags you into vulnerability where you will be slowed down and deal self-damage on overcharge before you unleash the attack.
Strengths[]
- High damage potential
- Heal on hit
- Great defense potential
- High 125 HP
Weakness[]
- Fragile
- Low amount of heal
- Short range
- Self-damage on overcharge.
Movesets[]
Attack | Name / Preview | Description | Status Effects | Damage | Cooldown |
---|---|---|---|---|---|
ATK |
Hammer Swing Holley Volley |
After a delay, swing your hammer forwards and deal 12 damage. If you time your shield in Holy Guard, knock your shield forward to nearby player and deal 8 damage while gaining yourself +2 Defense for 3s on hit. The duration is reset if you knock your shield. Otherwise, if out of the range, start Holy Guard cooldown. |
+2 Defense | 12 / 5 | 0.9s |
AB1 | Prophet Tornado | Dash and spin forward, creating an AoE that deals 10 damage, slows and self-heals 4 HP. | Slowed (Target) | 10 | 5s |
AB2 | Holy Guard |
Orbit your shield around you for 4s, dealing 4 neutral damage on contact. Can activate Holley Volley and Faith Piercer if timed correctly. |
N/A | 4 | 5s |
CRT |
Heaven Postage Faith Piercer |
Charge your hammer while slowing down yourself and unable to be knockbacked. Starting at 15 damage and gain +5 damage per second. On recast, dash forwards, deal 15 / 20 / 25 damage, inflict the amount of knockback and the duration of stun based on the duration you charged. On 25 damage charge, you will deal 2 self-damage every 0.2s. Upon reaching 25 damage, if you time your shield during Holy Guard, send the shield forward in a high travel-speed, dealing 15 true damage, gain +3 Defense for 4s and refresh AB2's cooldown on hit. Otherwise, below will be normal Holy Volley. |
Stunned (Target) |
15 / 20 / 25 2x(??) 15 |
6s |
Attack | Name / Preview | Description | Status Effects | Damage | Cooldown |
---|---|---|---|---|---|
ATK | Hammer of Justice | After a delay, swing your hammer forwards and deal damage. Generate a stack of Angelic Fountain on hit. | N/A | 12 | 0.9s |
AB1 | Angelic Fountain |
Heals yourself 4 HP and your allies 10 HP, cures you and your allies of all negative status effects. Require at least one stack of it to be consumed, otherwise you cannot heal. Max stack is 5. |
N/A | N/A | 1.5s - 5s |
AB2 | Mighty Shield |
Toss your shield forwards, after it reaches its max range/collided with something it will return to you like a boomerang. Once a foe is struck, it will damage, stagger them and give you extra defense, along with 1 Angelic Fountain. |
Stagger (Target), +2 Defense (Self) | 6 | 6s |
CRT | Divine Retribution |
Raise your hammer to the sky. After a short delay, summon pillars of light deals damage and knocks foes upwards. Generate a stack of Angelic Fountain on hit. |
N/A | 14 | 8s |
Tips and Tricks[]
- WIP.
Gallery[]
Trivia[]
- This is one of the three classes that has the heavy slash animation, the others being Valkyrie and Elementalist (Earth).
- There used to inflict Slowed effect on public test (Rework Rumble) before it was permanently reworked.
- Paladin has similar abilities (and weaponry) to Poppy from League of Legends.
- Paladin is one of the three classes whose reworks are accepted in Rework Rumble, others being Recon and Necromancer.
- Counting its rework, Paladin is the fourth class that is capable of dealing self-damage, others being Bomber, Beast and Elementalist.
Update History[]
- v5.2.1: Paladin reworked.
- v5.8.0: Paladin changed.
- v5.8.5:
- v5.8.6:
- v5.8.9: Reworked
- v5.9.3:
- AB2: Cooldown reduced. (6s -> 5s)
- AB2/ATK: Damage increased. (5 -> 8)
- AB2/ATK: No longer stacks +2 defense on multiple hits.
- AB2/ATK: No longer auto-aims to players.
- AB2/CRT: Refreshes AB2 cooldown on hit.
- CRT/AB2: Defense duration and quantity increased.(+2 defense for 3s -> +3 defense for 4s)
- AB2/CRT: No longer auto-aims to players.
- CRT: Self damage no longer applies gray HP.
- CRT: Cooldown reduced. (7s -> 6s)
- CRT: Charge adjusted, starts at 10 damage, then adds +5 damage every second to a max of +15 damage, at which it becomes fully charged at 25 damage and starts dealing self-damage.
- CRT: “Minecraft Cobblestone Tech” has been removed from the game. (Sorry Steve!)
- This is unrelated??
- CRT: Stun duration from a low charge hit reduced. (1s -> 0.5s)
- CRT/AB2: Hammer damage is now set at 15, rather than increasing over time.
- CRT/AB2: Faith Piercer now requires full charge to launch with cross-map range and 15 damage. (otherwise functions like ATK/AB2)