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PALADIN

Paladin-0

Strength: 18+11 (5507 max)

Agility: 13+5 (2508 max)

Intelligence: 9+4 (2005 max)

Life: 1510

Mana: 18

Starting damage: 94

ROLES: Tank, Healer, Support

Description: The paladin doesn't have too much damage capacity, but he is almost impossible to kill if played properly, and the support he can offer allies is insanely powerful if you get a good sized group together. Not only can the paladin heal, but he can make the entire party invincible or render all enemies unable to attack for a long duration. A good paladin makes a great addition to any group.

PROS:

  • Best tank in the game
  • One of the only 2 healers in the game
  • Massive armor boost to party members
  • Big bad voodoo and heaven's cloud can make the party unkillable
  • Summons help to augment mediocre melee damage

CONS:

  • Low damage output (especially without summons)
  • Hard to farm souls
  • Needs a group to make full use of his abilities
  • low mana pool at early levels
  • Melee hero. Can't reach enemies stuck in trees, and vulnerable to thorns and cleave. PLEASE watch out for cleave. 

SKILLS

(note that cooldowns get longer as you level the skills)

Heal

Heals the wounds of a nearby friendly unit.

FORMULA: (250hp x ability level) +(str x (1+(Ability lvl x 0.03)))

Miracle Bonus: Heals 100% Mana.

MANA COSTS: Levels 1=3mp, 10=30mp, 20=60mp, 30=90mp, 100=300mp

Review: Heal is your bread and butter skill as a paladin. It will keep you and your team mates alive in the harder fights. Getting this at level 1 will greatly improve your survivability. You want to be sure you don't level this skill so much that it's overhealing you, because then you're wasting mana.

Smite

Paladin uses holy light to smite enemies of the faith.

  • FORMULA: (250 x ability level) + (str x (1+(Ability lvl x 0.03)))
  • MANA COSTS: levels 1=5mp, 10=50mp, 30=150mp, 100=500mp

Review: Smite is a single target damage ability. It's not very impressive until you get your ultimate item, and you'll probably want to focus more on heavenly rain for the aoe. However, it's low cooldown and low mana cost make it ideal for picking off lone enemies or adding an extra punch against a boss. Once your paladin hits level 200, Syzyx's halo can make this spell a lot more powerful and useful for bossing.

Aura of the blessed

Gives additional armor to nearby friendly units.

  • FORMULA: (1 x ability level) Caps at level 90 with 90 armor.

Review: Aura of the blessed is a great support skill, offering increased damage mitigation to yourself, your summons, and all of your allies. You should have at least 1 point in every other skill before getting this, because that's more useful than 1 armor. After that however, pump points into Aura of the blessed whenever you find the mana cost of your spells getting too high. Every bit of armor helps you stay alive longer.

Heavenly Rain

Calls forth the heavens to inflict punishment upon the hero's enemies in two waves.

  • FORMULA: 2 waves of (50 x ability level) + (Str x (1+(Ability lvl x 0.01))).
  • MANA COSTS: levels 1=7mp, 10=70mp, 20=140mp, 100=700mp

Review: This will be your only AOE for a while, so be sure to find a proper balance between power and mana cost.

DAEMONIC PALADIN ABILITIES

The power of light swarms the paladin, increasing his power and abilities; however, there is a dark taint to these incredible abilities.

LEVEL 1:

DIVINE SHIELD (level 1)

A shield of pure energy surrounds the hero, protecting it from all damage and spells.

  • Duration: 3 seconds. Cooldown: 45 seconds. Mana Cost: 150mana

Review: This is your panic button, use this to flee from a fight gone wrong or just to dish out some punishment without worrying about your health. Used properly, you can take on some of the toughest bosses by combining this skill with a few others you get later on.

LEVEL 2:

BLESSED (level 1)

Blessed from the Heavens, the paladin does more damage.

  • PASSIVE: Damage +10%

Review: Baseline damage buffs are always useful, but it doesn't really help the paladin's dps too much.

LEVEL 3:

ANGELIC CALL

Pray for the Angels to aid you in battle.

  • Summons: 1+(Hero lvl/100) Angels
  • Health: 33% oh Hero's health
  • Damage: 25% of Hero's dmg
  • Armor: (Hero lvl /10)
  • STATS: 250 range. (Holy armor, Holy Dmg). 
  • Evasion: 30%
  • Spell immunity
  • Mana Cost: 500mana

Review: This summon help you augment your own mediocre damage, make use of him whenever you can . These guys have spell immunity and can't be banished,

LEVEL 4:

DIVINITY OF THE BLESSED (level 1)

Turns all friendly units invulnerable in an area around the paladin.

  • Duration: 35 seconds. Mana Cost: 600mana

Review: this skill is great when fighting in teams or with a bunch of summons. Simply activate the skill to keep your teammates safe and tank the damage. When your health starts getting low, run back a bit and activate divine shield so you can heal up with healing wave. At later levels this skill even turns you invincible for a while as well. The personal invincibility stays even if the ally portion of the skill is canceled, so it can work like a second divine shield.

LEVEL 5:

BLESSED (level 2)

Blessed from the Heavens, the paladin does more damage.

  • PASSIVE: Damage +15%

HEAVEN'S CLOUD (level 1)

The units while under the cloud cannot attack or cast spells of any kind. Use this to protect yourself and your allies in times of great need

  • Attacks Prevented: Melee, Ranged, Special, Spells.
  • Area of Effect: 400
  • Duration: 30 seconds. Cooldown: 90 seconds. Mana Cost: 1000mana

Review: Probably my favorite paladin ability. This renders even the toughest bosses helpless. Try using this combo for fights when you have a lot of summons or allies to deal damage. Kingdom's cloud, divine blessing, (divine shield if needed), Kingdom's cloud. Depending on the fight, you can have everyone run out of range before the effect wears off so the boss won't target them. Then use divine shield to wail on him yourself while the cooldowns finish.

LEVEL 6:

DIVINE SHIELD (level 2)

A shield of pure energy surrounds the hero, protecting it from all damage and spells.

  • Duration: 4 seconds. Cooldown: 45 seconds. Mana Cost: 250mana

DIVINITY OF THE BLESSED (level 2)

Turns everyone around the hero invulnerable. This time however, the paladin also turns invulnerable for 20 seconds.

  • Duration: 35 seconds. Cooldown: 180 seconds. Mana Cost: 750 mana.

WHITE LIGHT (level 1)

Completely heals all wounds in an instant.

  • Life Healed: 100%
  • Mana cost: 1500. Cooldown: 150 seconds.

LEVEL 7:

HEAVEN'S CLOUD (level 2)

The units while under the cloud cannot attack or cast spells of any kind. Use this to protect yourself and your allies in times of great need

  • Attacks Prevented: Melee, Ranged, Special, Spells.
  • Area of Effect: 600
  • Duration: 45 seconds. Cooldown: 100 seconds. Mana Cost: 750 mana.

THORNS AURA (level 1)

An aura that gives nearby units a damage shield, that reflects an enemies attack back at it.

  • PASSIVE: 10% dmg reflect aura.

REVIEW: This is good when paired with other tanks or summons. Some bosses will deal immense damage to themselves in the process of killing off summons with thorns aura.

LEVEL 8:

MIRACLE:

Performs a Miracle which allows any unit who dies with the Miracle to be instantly ressurected.

LEVEL 9:

GOLDEN PILLAR

Summons a golden pillar from the heavens to bless all those around with powerful auras.

  • Thorns Aura 15%, Mystic Aura (HP regen), Fearless Aura (15% dmg), Brilliance Aura (Mana Regen), Sentinel's Aura (20% trueshot)
  • Duration: 30 seconds. Cooldown: 90 seconds. Mana Cost: 1500 mana.

Review: This a great support ability. Providing both damage and regeneration. However, thorns aura is worthless since you all ready have it, and it would be nice if the ability lasted longer.

WHITE LIGHT (level 2)

Completely heals all wounds in an instant.

  • Life Healed: 100%
  • Cooldown: 120 seconds. Mana cost: 2500.

THORNS AURA (level 2)

Grows tiny thorns on nearby friendly players, which returns a percent of the damage from melee attacks back to the attacker.

  • PASSIVE: 15% dmg reflect aura.

LEVEL 10:

WRATH OF HEAVEN

Call down the power of heaven to smite those unworthy with an ultimate blast of heavenly power

  • DAMAGE FORMULA: 4 waves of (3x strength)
  • Cooldown: 80 seconds.  Mana Cost: 3250 mana.

Review: wrath of heaven deals immense AOE damage, and is your most damaging spell available. If combined with God's set or divine set, the damage is doubled and can easily take out Diablos infernals if you have high strength bonuses. Also very useful against Nagator's zombies.

BLESSED (level 3)

Blessed from the Heavens, the paladin does more damage.

  • PASSIVE: Damage +20%

HOUSING

The Paladin's house location is south of the Temple of Almighty.

CLASS ITEMS

Sizyx's Halo (level 200 req) (Ultimate)

Tyronus (level 350 req) (Ultimate)

Evolution Location

Take a level 500 Paladin with Love's Tear to Temple of Almighty, on the eastern side of the desert to transform into Mystic Angel.

  • Note that your level will be reset to 1, so make sure your bank has room for the items you were carrying*