|“||The Paladin has robust armor and is brutally strong, but is weak against poison.||„|
Paladins move along the path, attacking every enemy unit or structure they can reach. Firebolt towers are ignored since they cannot be reached. A paladin will stop at a trap to attack it.
The Paladin is one of only three melee troop types in your arsenal (excluding monsters). It serves many of the same roles as a knight, usually in an upgraded capacity. However this is offset by the increased morale cost of the paladin (3 versus 1 for a knight). While individual paladins are much stronger than individual knights, three knights will deal more damage and have more health than a single paladin. On the other hand, the individual knights are more fragile and can easily die to a single spell from the hero.
Paladins serve as the backbone of many defense strategies. Their higher hitpoints allow them to survive firestorms well. Their resistence to piercing damage protects them well from swordrain and arblaster. Paladins also move at normal speed (versus fast speed for knights) which means they won't get ahead of ranged troops when progressing down the path to the attacking troops.
Paladins tend to be weak versus attacking forces that heavily rely on knights as their front line troops, so be sure to provide some ranged area of effect backup for them. A wave of paladins followed by a mixed wave of pyromancers, frosters and cannon can be very effective against mass knights -- especially if your path is shaped such that the ranged group will get near the attacking force in an adjacent lane at the same time the paladins reach the attacking force.
Paladins deal Blunt Damage, so they're strong against the Castle Gate (weakness Blunt Damage). Paladins can serve well in an attacking force. Their higher hitpoints makes them less vulnerable to AoE defenders and towers. If you are using heal or shield, you will usually have time to protect your paladins where knights can often die before you have a chance to get a heal or shield spell off.
Because you will usually have fewer paladins than knights, they will be less likely to impede the progress of your other troops, especially if the paladins get slowed.
Paladins will attack spikes rather than walk on them. Usually this is beneficial, but can delay a force from attacking a castle gate if time is tight.
Paladins walk slowly. This means that paladins summoned late in a stage may never make it to the front line in sufficient time to help with the assault. Their vulnerability to ice damage is especially problematic, as is their poison weakness. Many heroes use the Blizzard spell, Frosters and Elite Arblasters which can be brutal to the paladins. Frost Towers, Snake Towers, Poison Arrow Towers and Frost Traps also do reasonable amounts of damage. Mortars also have a similar effect. In lower levels, toxic cloud is also quite harmful to paladins. Because paladins are vulnerable to normal damage, knights and the hero themself (which does normal damage) are also major threats.
|Forgings Levels||Pearls Cost||Cooldown||Success Chance||Max Fails|
Elite Boost (Holy Paladin)Edit
Holy Paladin LevelsEdit
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