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Paladin
Paladin

Dps / Tank

About

A mighty warrior and defender, Paladin has made it their mission to wipe out all evil. They always stay true to their values, and the sacred light guides them and those who follow them. Paladin is an expert at healing and raising the spirits of their allies. But when prayers are no help, they are not helpless – Paladin can knock out their enemies with a stroke of their heavy hammer or mace.

HAND OF THE LIGHT

Hand of the Light is a melee hero who uses heavy two-handed weapons and the energy of the light. Though their specialty is dealing damage, they can also buff their allies in a fight.

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Paladin hits with a powerful strike and deals physical damage (Attack Power) in the area in front of them. All enemy targets hit by the ability gain increased damage (Vitality).

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When the ability is activated, Paladin releases 4 meters long beam of light in the target area. All enemies struck by the beam gain magic damage (Spell Power) and movement speed reduction (Tenacity). Beam removes all slowing effects from the allies who were touched by it.

If Paladin hits the target with the beam of light, they can recast the ability and shield (Spirit) themself or allies.

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Paladin marks their enemy for 5 seconds. When expired, the mark deals true damage (Spell Power) and 10% (Vitality) of all damage received while the target was marked.

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Paladin raises the weapon and starts to charge the ability, and then smashes it on the ground. The ability deals magic damage (Spell Power, Attack Power) to the area. Paladin can move while the ability is being charged. The damage that the ability causes depends on the duration of the charge.

SPECIAL ABILITY

After using an ability, Paladin's next basic attack is empowered. An empowered basic attack deals bonus magic damage (Spell Power) and casts periodic healing (Spirit) on Paladin. Empowerment stacks up to 3 times. When the periodic healing effect stacks at 3 charges, Paladin gains bonus movement speed for 5 seconds, and when expired, the charges are reset.

CLERIC

Cleric is a support hero who can still deal a lot of damage in a melee fight. Cleric's weapons are dual maces and the energy of light, of which the latter they use for healing and shielding allies. The effect of all abilities this hero uses while they're in a fight is increased.

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Paladin attacks an enemy with their weapon and deals physical damage (Attack Power). After the strike, a small energy zone is created around the enemy in which Paladin's allies gain periodic healing (Spirit). The ability can be recast if Paladin is in the energy zone. The zone explodes dealing magic damage (Spell Power) to enemies. The zone disappears after that.

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Paladin charges the weapon and releases a light wave in front of them, which deals magic damage (Spell Power) and debuffs an enemy reducing their armor (Spirit) and magic resistance (Spirit). The target is also rooted for 1.5 seconds.

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Paladin shields (Health) themself or an ally. The shield absorbs all incoming damage. If the shield has more than 1 strength point upon its expiration, it triggers a magic explosion (Spell Power) in the range of 2.5 meters around the hero. All enemies in the range of the explosion are stunned.

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For 3 seconds, Paladin surrounds themself with an aura, which heals allies (Spell Power), increases Paladin's movement speed, and reduces their incoming damage (Spirit). While aura is active, Paladin can basic attack, but not able to use abilities.

SPECIAL ABILITY

When attacking, Paladin gets and stacks charges, which empower their abilities by 2%. Charges stack up to 5 times and are automatically reset when any of the abilities was used.

Stacked charges will be reset if the special ability is activated, and basic attacks will deal additional magic damage (Spell Power) for 10 seconds.

CRUSADER

Crusader is a tank who wields a shield and uses morgenshtern and the energy of light. Crusader was made to withstand loads of incoming damage. At the right moment, they can drag enemies back to them, aiding allies in a fight.

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Paladin flings a chain in the target direction, which deals physical damage (Attack Power) the first enemy it hits and drags the enemy back to Paladin. The ability taunts enemies to attack Paladin for 2 seconds.

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Paladin starts to charge the ability. They can't use any other abilities, launch basic attacks, and move. The ability charges for 2 seconds and triggers an explosion, which deals magic damage (Spell Power, Vitality).

Recast: an explosion will occur instantly, and damage dealt will depend on the amount of time the ability was charging.

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Paladin raises the shields and blocks the first attack or ability. If the damage has been blocked, Paladin can recast the ability. Paladin deals physical damage (Attack Power) in a small area in front of them and slows all the affected enemies.

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Paladin creates a field on the ground. All enemies trapped in this field can't use teleporting and dashing abilities. All allies within the field gain reduced damage. When enemies cross the border of the field, they will be disarmed (Spirit) and will receive magic damage (Spell Power).

When Paladin or their allies cross the border of the field, they gain bonus movement speed (Spirit).

SPECIAL ABILITY

Each Paladin's basic attack marks an enemy. The mark stacks up to 10 times. Upon reaching the maximum stacks, the mark stuns the enemy for 2 seconds.