Paladin's Guide by Takashiro

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Jinzo
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Posts: 30
Joined: Fri Sep 28, 2018 11:19 am

Paladin's Guide by Takashiro

Post by Jinzo »

Hello and welcome to my Paladin's guide, hopefully you will find all you need to know about Paladin here.
Recommended to use black board style to not have problems while reading this guide.
This guide is updated till 0.61a.
Acronyms
In case you are new to abbreviations, here a list of the ones used in this guide:
Proc: proceed.
AA: Auto Attack.
AS: Attack Speed.
MS: Movement Speed.
AD: Attack Damage.
SKD: Skill Damage.
STR: Strength Stat.
INT: Intelligence Stat.
HP: Health Points.
Regen: Regeneration.
Cleanse: Remove debuffs.
DR: Damage Reduction.
DPS: Damage Per Second.
MR: Magic Resistance/Magic Defence.
I. Introduction
Mikaela Hyakuya
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Paladin is an STR melee damage dealer with excellent mobility and decent supportive potential.

Pros:
Strong damage dealer with decent team pressence.
Has excellent mobility and high sustain, enabling him to dodge and survive most of boss mechanics on his own.
Versatile as he can damage, heal, buff, shield, cleanse or stun depending on the situation.

Cons:
Paladin's versatility and utility come at a cost as the more you go for utility the less damage you will deal.
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Rating:
Mobility: 5/5. Paladin is one of the best when it comes to dodging and evading enemy spells.
DPS: 4.5/5. He can compete best damage dealers and beat them sometimes.
Burst: 3/5. A DPS hero who can do a decent burst in a small period of time with the right setup.
Support: 3/5. A damage dealer who can buff the team, with an INT focused build he can be a support but no where near best which is not recommeneded.
Survivability: 4/5. With a spefic gameplay style, he can be one of the best tanks in the game but this comes at the cost of losing damage.
Crowd Control (CC): 2/5. Paladin has multiple sources of stuns that are short, making him only good at stopping channeling spells.
II. Skills
⭐ Paladin has 4 modes, each mode provides a unique aura and changes the type of "Judgment" and "Sigil".
⭐ Judgment is an instance of magic damage that proc from auto attacks, [W] or [E]. Has different effects based on the aura.
⭐ Sigil is a buff that can be provided by [W] or [E], has different effects based on the aura.

Holy Aura (D)
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Passive: each 7th attack empowers next attack with "Judgment" to deal bonus magic damage.
Active opens a set of 4 auras to choose from.
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Aura of Retribution (Offensive Mode):
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The default and main Aura.
damage oriented Aura that can increase AD and SKD in addition to increasing the damage of Judgment.
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Aura of Protection (Sustain Mode):
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This Aura can provide MR and shields to the team.
Judgment applies a defensive debuff that helps team take less damage from enemies.
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Aura of Restoration (Heal Mode):
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This Aura can provide heals and regen to the team.
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Aura of Awakening (Stun&Cleanse Mode):
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Last Aura, can provide MS boost to the team
This Aura is used to cleanse allies or stun the enemies.
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Summary:
Retribution/Restoration/Protection/Awakening aura provide-> AD/MR/Regen/MS to nearby allies respectively.
Retribution/Restoration/Protection/Awakening Judgment will-> Deal bonus damage/shield self/heal self/stun.
Retribution/Restoration/Protection/Awakening Sigil gives-> SKD/Heal/Shield/Remove debuffs.
Holy Divide (Q)
Paladin casts a light wave that heals self and allies hit while dealing damage to enemies and leaves Mark of Light on them.
Mark of Light lasts 3 seconds, activated and consumed when you attack the marked enemy from distance (400-800 range) making your attack deal more damage.
Cooldown resets on casting other spells (except F).
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▶The damage and healing of this spell are quite low but Paladin casts it alot due to the low cooldown and unique reset which makes up for its cons.
▶This spell is used in Paladin's combo which makes it an important source of damage.
Divine Spirit (W)
Paladin makes a quick dash that deals damage to enemies hit (150% more damage to marked enemies).
Empowers next attack with Judgment and applies Sigil to first ally hit.
Max charges: 3, cooldown for each charge: 6 seconds.
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[W] provides Sigil to first ally hit
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If you click on an ally you can provide the Sigil to him and ignore other allies in the way.
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▶This spell is the key of mobility and utility for Paladin.
▶It's also an important source of damage as it's used in his combo.
Holy Grace (E)
Passive: increases max HP and Healing recieved by 15%.
Active applies Sigil to self and nearby allies, therefore an AOE Buff/Shield/Heal/Cleanse spell based on which aura you are using.
Applies Judgment to nearby enemies and provdies 2x [W] Charges.
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Applying Judgment to nearby enemies
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Applying Sigil to self and nearby allies
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▶This spell is the only way for Paladin to provide Sigil to himself.
▶Paladin can use Protection/Restoration Judgment to shield/heal himself, therefore its more efficient to use [E] under Retribution/Awakening Aura to Buff/Cleanse himself because Judgment can't provide these.
▶More [W] charges to deal more damage.
Divine Cross (R)
Paladin Lands a projectile that deals high damage and binds enemies hit.
Deals up to 75% bonus damage based on enemy's missing HP.
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▶Spell usage is simple. High damage with average cooldown, use it whenever its up.
Divine Shield (T)
Paladin summons a holy shield that provides 80% DR to self.
High HP regen for Paladin and nearby allies each second.
Lasts 5 seconds, on recast or expiring deals damage to nearby enemies and stuns for 1 second.
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▶Heavy defensive spell, use it in fatal situations to survive or support allies.
Genesis (F)
Paladin spawns a field that does the following:
Deals damage and mini stuns each second.
Heals 2 allies each 0.25 second.
Field lasts 4 seconds.
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▶This utlimate provides a mix of support and damage, average damage with several mini stuns and immense amounts of heal.
III. Combos and Gameplay
✼Paladin's gameplay for dealing damage is easy and simple.
✼While Retribution Aura is the main aura for Paladin as a damage dealer, other auras are essential in some situations.
✼Dealing damage while also providing support and utility to the team is the way to master this hero.

Damage Gameplay
Paladin's Combo is related to [Q] and [W], rest of spells are used seperately:
1.Get to melee range with the enemy.
2.Cast [Q] towards the enemy (that will leave a Mark on him) then [W] through him (W will deal 150% more damage and empower next attack with Judgment).
3.Directly click the enemy to dash attack him and cosume the mark.
Summary: [Q-> W-> Attack] and repeat.
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Faster Rotation
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▶Use [Q] in case it's ready before casting other spells since it's going to reset.
▶try to [W] through the enemy at an ally direction to provide him with Sigil.
▶Use [R] whenever its up.
▶Get close to teammates before using [E] to provide as many as possible with Sigil.
▶[T] main use is to survive, save it for fatal situations.
▶Use [F] when your team is going to burst the boss.
Utility Gameplay
Damage is not everything, sometimes you will need surviving tools to save yourself or your teammates.
These are some moves Paladin uses besides the usual damage combo:

[Q-> W-> Attack] to apply Judgment on enemy In Protection/Restoration/Awakening Aura to Self shield/Self heal/Stun respectively.
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[W-> Q-> Attack] to apply Judgment on enemy who is far away.
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Paladin supports his team by providing Sigil using [W] and [E].
[Q], [T] and [F] can heal allies.
Protection Judgment can be used to reduce the damage of enemy spells, this increases the survivability of your team.
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Boss Raids
Here you can learn what unique moves Paladin can do in real fights.
We are starting directly from Skeleton King since early game bosses are quite simple and need no real stratagy.
In case you are new to some bosses or missing any info, maybe you should have a look at a boss guide first.
Skeleton King Desperia
Paladin is quite tanky for this boss, only thing you would worry about are the insta kill mechanics.
▶Damage the boss normally, save one [W] charge to dash away from Howl at 75%, 50%, 25% HP.
▶Go to sides when boss casts Fall, sides drain your HP so swap to Restoration Aura to heal your self and teammates if needed.
Bone Dragon
For this boss, your shields and mini stuns can make the fight alot easier.
▶When Bone Dragon casts Swipe, apply Protection Judgment on him to reduce the damage of Swipe (Howl in case no one took Swipe).
▶When Boss uses his Name call (Phoenix), quickly swap to Awakening Aura to apply Judgment on him and stop the channeling.
▶During Enrage phase, damage is less efficient so swap to Protection/Restoration Aura for safety till the end of the phase.
Ancient Ent
Only spells you will worry about here are Storm and Elder Ent's Reflect in addition to insta kill mechanics (Elder's Ent Jump).
▶You can fit any role here, you can Damage first Elder Ent or hold the second one.
▶You can also be the one collecting orbs thanks to your high mobility and Sustain.
Zombie Lord
As a melee hero, be careful from Hunger and Star.
▶In first phase, wait boss to wake up then damage him normally
▶In 2nd and 3rd phases, Save [T] and one [W] Charge to dodge and tank Star.
▶When Zombie Lord casts Infection, apply Awakening Sigil on infected allies to cleanse them if needed.
▶When Acolytes become full mana and start channeling, apply Awakening Judgment on them to stop the channeling.
Archangel Samael
Barrage (Namecall) and Vanish deal high damage, be wary of them.
▶Save one [W] Charge to dash out of Vanish's runes.
▶Use [T] When Vanish or Barrage are being fatal to you.
▶When Samael casts Barrage on you, get away from your teammates and swap to Protection/Restoration Aura till Barrage is over.
▶In wheel, swap to Awakening Aura to move faster.
Shadow Dragon Irbert
▶When Breath hits an ally, Apply Awakening Sigil to cleanse him.
▶When he casts Burn on you, get away from teammates and swap to Restoration/Protection Aura to sustain the damage
▶Use [T] when many teammates are hit by breath to heal them.
▶In 2nd phase, use [F] to burst the 3 mini dragons with your team.
▶Becareful with using Awakening Sigil while bursting the mini dragons, cleanse can kill you and your teammates.
▶In 3rd phase, its efficient to use [W] to dash out and break the link quickly.
Death Fiend
Paladin is very effecient in this fight as he can fit any role, he can solo any of the summons or Death Fiend himself.
▶Use [T] to tank 20% Proc.
Holding Death Fiend:
▶Apply Protection Judgment before 7th attack to block the damage.
▶Swap to Restoration Aura to heal yourself when needed.
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Holding HellHound:
▶Dash out using [W] everywhile to reset Hellhound's degen aura.
▶Use your mobility to collect the orbs and prevent Hellhound from healing.
▶When Hellhound channels Grrrr.., apply Awakening Judgment on him to stop the channeling.
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Holding Sylvanas:
▶When Sylvanas casts Snipe, stop dashing around as this could cause great danger to your teammates..dodge Snipe carefully instead.
▶As a melee hero, be wary vortexes.
▶As a holder, warn your teammates when Sylvanas casts 4th Arrow.
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Holding Succubus:
▶Easiest Fight for Paladin, simply dodge the mechanics while damaging Succubus normally.
▶Warn your teammates when Succubus is reaching full mana.
Valtora
Lightning orbs are your greatest threat in this fight, they are moving everywhere which is bad for heros that move around alot such as Paladin.
▶Its better to use Protection Aura as main aura in this fight. 15% MR and Protection Judgment are very efficient at dealing with many of Valtora's offensive spells.
▶In lines phase, Swap to Restoration Aura to sustain the damage from Nados.
Ifrit
Paladin's Kit makes him an excellent hero at dealing with this boss to an extent he can solo him with lower tier items.
▶Apply Protection Judgment on Ifrit when Seed's timer is 2.0 or less to tank its damage.
▶When ELS become full mana and start channeling, apply Awakening Judgment on it to stop the channeling.
▶Apply Awakening Sigil on allies with seed to cleanse them if needed.
▶In wheel, swap to Restoration Aura to sustain the damage.
▶[W] can be used to easily dodge Charges even if you are being mini stunned by ELS.
Nereid
Unfortunately, Paladin's kit is weak against this boss, so be careful when you are dealing with him to not have a poor performance.
▶Use Awakening Sigil to save allies trapped by bubbles.
▶Various circles that can trap you into a bubble are lying around, be careful about where you are dashing to not get trapped by them.
Underlord Agareth
▶When Agareth casts Skewer or Voidfall, apply Protection Judgment on him to reduce their damage.
▶Apply Protection Judgment on Crystal before its shield is broken to tank the incoming damage.
▶When Crystal become full mana and starts channeling, use Awakening Judgment to stop the channeling.
▶Stop dashing around when Agareth casts Hunt as, its dangerous against dashing heros so deal with it carefully.
▶When Agareth is in Empowered Form (which happen during Minigame), damage is less efficient so swap to Protection/Restoration Aura for safety till the end of Minigame.
▶Use [T] to tank Armageddon(Boom) in case no one in the team is using a team-saving tool.

IV. Items
Paladin builds STR as main stat, his main sources of damage scale off AD mostly.
On the other hand, INT increases the strength of Paladin's heals and shields.
Going full STR & AD items build for damage or having some INT for more team utillity is up to your preference.
Early Game (Till Skeleton King Desperia)
These are your starter items before you get into tough bosses:
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Aglaia, the Spear of Heavenly Flows:
High STR and SKD.
Passive: On spellcast, Gain STR and SKD (up to 3 stacks).

Simple and effective Weapon for a spellcaster such as Paladin, it will do the job in Early Game.
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Reactive Armor:
High STR and decent SKD.
DPS Passive: Reflects damage received to deal damage.

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Horn of Devil:
Decent Stats and SKD, has -DR% penalty.
Passive: Upon moving a certain distance, empowers next attack to deal bonus damage.

An item fit for heros that move alot in fights like Paladin as he easily proc the Passive of this item to deal alot of damage.
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Heart of Ifrit:
High stats and SKD.
Passive can reduce enemy's armor.

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Wanderer's Cape:
Average Stats, decent DR% and high AD plus some HP Regen.
An item fitting for heros that need AD such as Paladin to boost the damage of your skills.
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Mid Game (Till Shadow Dragon Irbert)
In this stage, you are getting new items on armor and wings slot only.
This is the economic build for Paladin in Mid Game:

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Hellspike Armor:
High STR and SKD.
DPS Passive: reflects received damage to deal damage. Active proc the Passive.
Recieving damage will charge the armor.
When fully charged, next Active deals high damage and stuns for 1 second.

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Wings of Blood Lord:
Average Stats.
Passive: Upon moving a certain distance, empowers next attack to deal bonus damage and heals the user.
Also increases AD, MS and HP regen for duration (up to 5 stacks).

An item fit for heros that move alot in fights and rely on AD, Paladin easily proc the Passive of this item to deal damage.
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Late Game (Till Nereid)
No new wings in this stage, you are staying with Wings of Blood Lord.
This is your main build in this stage of the game:

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The Ender:
High stat and AD and AS.
Passive: Empowers your attack to deal bonus damage every 12seconds.
Passive: When dealing damage to enemies below 50% HP, you deal bonus damage for 5 seconds.

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Felspike Armor:
High STR and SKD.
Receiving damage charges the armor.
Active deals average damage and provides AD for a short duration.
When fully charged, next active deals high damage and stuns for 2 seconds.

Active gives AD bonus, use it before performing the combo to increase your damage.
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Horn of Lightning God:
Decent stats and SKD, has -DR% penalty.
Passive: Upon moving a certain distance, empowers next attack to deal bonus damage.

An item fit for heros that move alot in fights like Paladin as he easily proc the Passive of this item to deal more damage.
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Heaven's Fist:
Decent stats, SKD, DR and AD.
DPS Passive: deal bonus damage when attacking.
[R] Animation increased by %50 and damage increased by 15% when Paladin wears this item.

An item fit for DPS AD based heros like Paladin.
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End Game (Till Gaia)
This is your final build in the game:
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Heartrender:
Upgrade of previous weapon..high Stat, AD and AS, now provides SKD.
Passive: When dealing damage to enemies below 50% HP, you deal bonus damage for 5 seconds.
Active: Deals damage to a single target, double the damage to non-boss units.
If the target dies within 20seconds, cooldown is reduced to 3seconds.

Great weapon overall, high base stats and active is very strong at harvesting lesser units.
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Titan's Plates:
Upgrade of previous armor..High STR and SKD, now you can maintain the bonus AD all the time.
Passive: With a 5s CD, casting a spell deals damage to nearby enemies as well as increasing AD and STR for duration (up to 3 stacks).
Active: Triple passive proc with increased damage as well as applying a cleanse.

What more could you demand from this armor?
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Horn of Dragon:
Upgrade of previous helmet, all stats increased.
Passive: Upon moving a certain distance, empowers next attack to deal bonus damage and causes the target to recieve more damage from the weilder for the duration.
Now can activate the helmet after passive proc to deal more damage and extend debuff duration.

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Demonic Fist:
Upgrade of the previous Ring, stats are improved.
Passive now has a minor heal.
Active: resets the cooldown of Passive.

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Cape of Insatiable Hunger:
Upgrade of previous wings..stats are improved, now provides SKD and base MS
Passive: Moving certain distance empowers next attack to deal bonus damage and heal the user.
Passive proc increases AD and regen for duration (stacks indefinitely but stacks provide less after 5 stacks).
Active: Consumes HP to empowers next 3 attacks with passive proc with increased damage.

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Utility Items
Those are secondary items, you may lose some damage but in exchange you gain more team pressence and utility.
Purelight Armor's Path
This Armor's path is abit less damage than Reactive Armor Path but provides an aura that increases the stats of the team.
Last upgrade debuffs enemies to recieve more damage from the team.

Recommended to use this path when no one else in the team is using it.
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Ring of Fervor's Path
Passive of this ring's path increases the stats and dmg output of teammates.
Paladin is one of the few heros who can proc the Passive by applying "Sigil" on allies (and self as well) using [W] and [E].
Last upgrade can remove debuffs on teammates.

Recommended to use if no one else in the team is wearing one.
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Ring of Holy Light's Path
This path provides a unique aura that increases Armor and HP of nearby allies.
Skill casts stores charges that can be used to heal nearby allies.
Range of [D] and [E] are increased by 50% when wearing rings of this path.
On last upgrade, [T] shares the 80% DR with allies.

Recommended to use when team lacks survivability as this item greatly increases the chances of your teammates surviving.
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Frozen Heart's Path
This path provides high amount of MR, STR and INT to make Paladin's tankiness, heals and shields alot higher.
Also provides an aura that slows MS and AS of nearby enemies.
Upgrades have a healing active.

Recommended to use when there is a lack of support in the team, you can then take care of your self on your own.
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Last edited by Jinzo on Sat Jul 16, 2022 2:21 am, edited 100 times in total.
kinrainy
Silverback Wolf
Posts: 3
Joined: Thu Nov 15, 2018 5:45 pm

Re: Paladin's Guide by Takashiro

Post by kinrainy »

Update item for early . mid and end game plz . i need most dps build for 3-4 man team
romantikmc
Kobolt Lord
Posts: 8
Joined: Fri Apr 23, 2021 10:19 am

Re: Paladin's Guide by Takashiro

Post by romantikmc »

Nice one!
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Jinzo
Dragon Turtle
Posts: 30
Joined: Fri Sep 28, 2018 11:19 am

Re: Paladin's Guide by Takashiro

Post by Jinzo »

kinrainy wrote: Tue May 18, 2021 2:32 am Update item for early . mid and end game plz . i need most dps build for 3-4 man team
there is a huge patch coming reworking the stats of items in the game, im waiting that patch first so i can post items with the new stats
till then, your build should be like this
weapon -> deathbringer/aglaia -> ruinbringer -> ender/splitting -> calamity
armor -> reactive -> hellspike -> felspike
helmet -> horn of devil -> halo of judgment/crown of composure -> horn of lightning god -> horn of demon god
ring -> ring of nightmare/ring of holy light-> ring of strike/bell of light/ring of fervor-> heaven's fist -> demonic fist/ring of hope
heaven's fist is your best damage ring, till then ring of strike is your best damage weapon
bell of light and ring of fervor line are support rings, you can use them with your dps build as they very much boost your team's survivality/dmg
wings -> wanderer's cape/ wings of fury -> wings of phoenix/wings of slayer -> wings of flame lord/wings of night lord
waderer's cape line is abit less damage but more tanky and easier to use with mobility stun active. you choose the line you like.
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Jinzo
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Joined: Fri Sep 28, 2018 11:19 am

Re: Paladin's Guide by Takashiro

Post by Jinzo »

romantikmc wrote: Tue May 18, 2021 6:24 pmNice one!
thank you, items section will be done soon :D
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Jinzo
Dragon Turtle
Posts: 30
Joined: Fri Sep 28, 2018 11:19 am

Re: Paladin's Guide by Takashiro

Post by Jinzo »

Updated guide to 0.50q, Items section added.
Facepalmer
Silverback Wolf
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Joined: Sat Jan 20, 2018 6:27 pm

Re: Paladin's Guide by Takashiro

Post by Facepalmer »

How come the paladin class weapon isnt here? is the earth sky splitter that much better?
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Jinzo
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Posts: 30
Joined: Fri Sep 28, 2018 11:19 am

Re: Paladin's Guide by Takashiro

Post by Jinzo »

Facepalmer wrote: Thu Sep 02, 2021 2:11 pm How come the paladin class weapon isnt here? is the earth sky splitter that much better?
which class weapon do you mean? the weapon order for paladin is usually ruinbringer->splitting/ender-> calamity
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Jinzo
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Posts: 30
Joined: Fri Sep 28, 2018 11:19 am

Re: Paladin's Guide by Takashiro

Post by Jinzo »

Guide updated to ver 0.61a.
Items section more simplified and now covers up to Gaia.
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