Paladin
Heavy armor and a holy hammer. Slow, but almost impossible to kill.
Unlock the Paladin with the achievement Victor: Win a map: defeat the 10-minute boss.
Base stats
| Health | 130 |
|---|---|
| Armor | 2 |
| Move speed | 4.37 |
| Health regen / s | 0.3 |
| Mana | 60 |
| Mana regen / s | 1.8 |
| Critical chance | 5% |
| Pickup range | 2.6 |
| Damage multiplier | ×1 |
At a glance
- 130 health, armor 2
- Regeneration 0.3 HP/s, −10% damage
- Slow
- Weapon: Hammer
- Ultimate: Divine Wrath
Starting weapon:
Hammer
Ultimates
Pick one of the two before a run, on the class card.
Divine Wrath
Pillars of holy light strike up to 14 enemies within 7.5 m. Heals 20% health and grants 2 s of invulnerability. Cooldown at least 15 s.
Available from the start.
Consecration
Holy ground beneath you for 8 s: enemies on it burn and get stuck, projectiles vanish at its edge, and you heal on it.
Unlock this ultimate with the achievement Paladin: Second Ultimate: Survive 8 minutes as Paladin on any map. Unlocks ultimate: Consecration.
Class weapons and skills
Class passives
Aura of Devotion (defense)
Penance (defense)
Lantern of Light (support)
Reliquary (support)
Purification (support)
Evolutions for this class
| Weapon | Passive | Evolution | Super-evolution |
|---|---|---|---|
| Dawn Hammer | Hammer of Judgment | ||
| Final Judgment | – | ||
| Wall of Faith | – | ||
| Star of Salvation | – | ||
| Martyr's Wrath | – | ||
| Shackles of Heaven | – | ||
| Hammer of Judgment | – | ||
| Black Sun | – | ||
| Holy Ground | – |
Talent tree
Talents are bought with points earned by playing the class. The trunk is open to every path; past the trunk you commit to one of the three paths.
Trunk
Open to every path.
| Tier | Talent | Effect | Ranks | Cost |
|---|---|---|---|---|
| 1 | +5% health per level. | 3 | 1 | |
| 1 | +4% damage per level. | 3 | 1 |
Crusader
Holy fire around you, the ultimate heals.
| Tier | Talent | Effect | Ranks | Cost |
|---|---|---|---|---|
| 1 | +20% fire, poison and explosion damage, but −5% speed. | 1 | 1 | |
| 2 | +5% damage per level. | 2 | 1 | |
| 3 | Every 3 s the ground around you burns with holy fire (radius 2.5) and ignites monsters. | 1 | 2 | |
| 4 | The ultimate additionally heals you for 15% health and grants 1.5 s of invulnerability. | 1 | 3 |
Defender of the Faith
Immovable: shields, armor, regeneration.
| Tier | Talent | Effect | Ranks | Cost |
|---|---|---|---|---|
| 1 | +3 armor, but −10% damage. | 1 | 1 | |
| 2 | +0.6 health per second per level. | 2 | 1 | |
| 3 | Every 10 s a radiant shield absorbs damage worth 15% health. | 1 | 2 | |
| 4 | Every hit that wounds you has a 25% chance to trigger a holy wave (radius 3.5). | 1 | 3 |
Inquisitor
Hunt elites: more of them, more loot, a bigger penalty.
| Tier | Talent | Effect | Ranks | Cost |
|---|---|---|---|---|
| 1 | Elites appear 30% more often, you deal them +20% damage, and gold drops +15%. | 1 | 1 | |
| 2 | +4% crit chance per level. | 2 | 1 | |
| 3 | A slain elite or boss explodes with holy fire in a 4 radius. | 1 | 2 | |
| 4 | Each burned monster heals you for 1 health; a slain elite restores 15% mana. | 1 | 3 |