Roblox Critical Strike Wiki
Register
Advertisement
"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

PaladinLMB

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
Paladin 2RR
Dash and spin forward, creating an AoE that deals 10 damage, slows and self-heals 4 HP. Slowed (Target) 10 5s
AB2 Holy Guard
Paladin 3RR

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

Paladin 4RR

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
PaladinLMB
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
PaladinQ

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
PaladinE

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
PaladinF

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.
    • Regen AB1 now removes negative status effects instead of buffing players and allies.
    • Regen AB2 now buffs the user per ricochet, increasing the defense by 2 for every hit.
    • Regen AB2's damage is increased from 8 to 10.
    • Regen CRT's damage is increased from 14 to 15.
  • v5.8.0: Paladin changed.
    • Blank Image AB1 now requires stacks to be used To generate stack, ATK or CRT should get a hit. Therefore, to make it fair, cooldown is reduced to 1.5s.
    • Blank Image AB2's damage is decreased from 10 to 6.
    • Blank Image CRT's damage is reverted to 14.
  • v5.8.5:
    • NeutralChange AB2 no longer ricochets, but can deal damage on return.
  • v5.8.6:
    • Regen AB2 now generate 1 Angelic Fountain per once hit. (Which means you cannot generate a second Angelic Fountain from one hit player.
    • Regen CRT's cooldown is reduced from 8s to 7s.
    • NeutralChange AB1 uses all stacks, heal from 4 HP to 20 HP. Cooldown is also changed to 1.5s to 5s.
  • v5.8.9: Reworked
    • Blank Image HP was nerfed to 125 instead of 150.
  • v5.9.3:
    • Regen AB2: Cooldown reduced. (6s -> 5s)
    • Regen AB2/ATK: Damage increased. (5 -> 8)
    • Blank Image AB2/ATK: No longer stacks +2 defense on multiple hits.
    • Blank Image AB2/ATK: No longer auto-aims to players.
    • Regen AB2/CRT: Refreshes AB2 cooldown on hit.
    • Regen CRT/AB2: Defense duration and quantity increased.(+2 defense for 3s -> +3 defense for 4s)
    • Blank Image AB2/CRT: No longer auto-aims to players.
    • Regen CRT: Self damage no longer applies gray HP.
    • Regen CRT: Cooldown reduced. (7s -> 6s)
    • NeutralChange 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.
    • Blank Image CRT: “Minecraft Cobblestone Tech” has been removed from the game. (Sorry Steve!)
      • This is unrelated??
    • Blank Image CRT: Stun duration from a low charge hit reduced. (1s -> 0.5s)
    • Blank Image CRT/AB2: Hammer damage is now set at 15, rather than increasing over time.
    • Blank Image CRT/AB2: Faith Piercer now requires full charge to launch with cross-map range and 15 damage. (otherwise functions like ATK/AB2)
Advertisement