Paladin

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Description
The Paladin is a warrior with spellcasting abilities in Healing Magic. The skills the Paladin possesses allows increased damage vs Undead and all evil aligned creatures.

Stats and Skills
The attribute changes you get by choosing this class:

The abilities you get by choosing this class:

Overall
The Paladin is yet another victim of the useless skill disease, but unlike the other classes with slaying abilities, the Paladin has got some very useful tools available. Access to Healing Magic at a low level, combined with the Paladin's natural toughness (compared to the Healer for example), an XP boosting skill for the Knights of the Knights race and the fact that Smite Evil is superior to Smite Good thanks to race alignment imbalancing (there are much more evil races than good) means the Paladin can be a very difficult hero class to beat.

Races
The first choice that comes to mind is the Knight Paladin. With access to early Healing Magic and a synergy in Knight Protector, the Knight Paladin has all the tools ready to maximally support his/her own race almost from the beginning. With enough investment, all Knights will be popping out at level 6 (level 7 cannot be achieved) by hero level 50. By that time, the Paladin should have plenty of skill points left over to put into Healing Magic, Ferocity or Smite Evil depending on what is needed. Note: Knight Protector does not work for Dragon Knights (otherwise a High Elf Paladin would be feasible).

Another very interesting choice is the Plaguelord Paladin. This particular combo requires a fairly high hero level (around 30+) but when it is pulled off, it can be incredibly devastating for the opponent. The toughness of the Paladin and the power of Healing Magic comes together and combines very well with Leech, the ability that allows the hero to instantly gain a certain amount of mana per kill. Once the hero is powerful and Leech is invested in enough, the Plaguelord Paladin becomes a true terror of the battlefield - everything it kills can just be used to heal itself. Combine this with every spell in the Healing Spell Sphere and the Plaguelord Paladin (and possibly even the player's units) becomes practically immune to swarming.

Counters

 * The Paladin's ability to heal multiple units at the same time including the caster, combined with the physical toughness of the Paladin means that they're very hard to take out. Use every opportunity to chase and run down a slow Paladin with little mana left to heal with.
 * The Plaguelord Paladin may be immune to lesser units but spamming powerful units at it will likely be its downfall. Missile units are also capable of giving the Plaguelord Paladin trouble since they cannot abuse Leech as easily.