Paladin
Playstyle: Defensive · Complexity: 5/6 · Season 1
Who is this character?
A holy toolbox: stack buffs, survive, strike in crit windows.
How to play Paladin
If after roll 1 5× Hand for Resolute Faith! are reachable. Keep 5× Hand and reroll all dice not needed, aiming at Resolute Faith! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Righteous Prayer. Resolute Faith! deals a documented 10 damage, so the 5 committed dice stay on the table.
Early game: Play Righteous Combat / Mighty Prayer as the safe baseline load.
Mid game: Prioritise straights for Holy Attack to combine damage and healing.
Late game: Work toward Resolute Faith! once prayer dice cluster.
If after roll 1 4× Hand for Righteous Prayer are reachable. Keep 4× Hand and reroll all dice not needed, aiming at Righteous Prayer (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Resolute Faith!. Righteous Prayer deals a documented 8 damage, so the 4 committed dice stay on the table.
If three swords and one prayer are up after roll 1, take Mighty Prayer instead of rerolling for Righteous Combat: 3 undefendable damage always lands, the 7 normal damage gets blocked.
Take Holy Light when two hearts are up and you are missing more than 4 health: healing per heart beats a 3-damage attack.
Only chase Righteous Prayer when two prayers are already up after roll 1; otherwise Holy Attack via the small straight is the far more reliable route.
Wasting crit on a 3-damage attack – it only triggers on attacks of 5+.
Sinking all CP into cards and then failing to pay off knockdown (2 CP or your attack phase).
Strengths
- Divine Defense prevents about 2 damage per incoming attack with no condition attached.
- Mighty Prayer (3× sword + 1× prayer, 60%) deals 3 undefendable damage and bypasses any defense.
- Holy Attack (small straight, 59%) combines 6–8 damage with 1 healing in a single turn.
Weaknesses
- Righteous Prayer (4× prayer, 10%) and Resolute Faith! (5× prayer, 1%) are the only big hits – with just one prayer face per die they almost never come up.
- The main route Righteous Combat (7 damage, 41%) is normal damage and can be blocked in full.
Key attacks
- RetaliateSetup
Setup attack: places effects that later turns rely on.
Play it early while turns remain for the effect to pay off – as the last action of a close game Retaliate deals no damage.
3× ⛑ Helmet + 1× 🙏 Prayer
- Righteous CombatBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 3× ⚔ Sword + 2× ⛑ Helmet is missing after roll 1 (41% across all three rolls); otherwise you give up an already safe route.
3× ⚔ Sword + 2× ⛑ Helmet · about 7 damage
- Mighty PrayerStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× ⚔ Sword + 1× 🙏 Prayer is mostly on the table after roll 1 (60% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× ⚔ Sword + 1× 🙏 Prayer · 3 damage
- Holy AttackHealing
Healing instead of damage this turn.
Only take it once you have taken enough damage for the healing to land in full – at full health the turn is wasted.
Small straight (4 in a row) · 6 damage · healing: 1 health
- Righteous PrayerBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 4× 🙏 Prayer is missing after roll 1 (10% across all three rolls); otherwise you give up an already safe route.
4× 🙏 Prayer · 8 damage
- Holy LightHealing
Healing instead of damage this turn.
Only take it once you have taken enough damage for the healing to land in full – at full health the turn is wasted.
2× ♥ Heart · healing: 1 per ♥ Heart
- Resolute Faith!Finisher
Ultimate: the board's highest damage value with the hardest requirement.
Do not force 5× 🙏 Prayer (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.
5× 🙏 Prayer · 10 damage · healing: 5 health
Key statuses & resources
- Crit, Protect, Retribution, Accuracy and Blessing of Divinity are positive statuses – no cap is recorded for them in this data source.
- Retaliate (3 helmets + 1 prayer) deals no direct damage per the data set; it builds status/resources instead (~60% hit chance).
- Token-Toolbox: The dataset records no explicit grants for these statuses; Retaliate has no recorded payload.
- CP: No concrete Tithe conversion is stated without evidenced card text.
Abilities & board
Health: 50 · Starting CP: 2
Dice symbols
Level I abilities
- Retaliate
- Dice requirement:
- 3× ⛑ Helmet + 1× 🙏 Prayer
- Damage/healing:
- Not sufficiently verified
- Righteous CombatNormal
- Dice requirement:
- 3× ⚔ Sword + 2× ⛑ Helmet
- Damage/healing:
- about 7 damage
- Mighty PrayerUndefendable
- Dice requirement:
- 3× ⚔ Sword + 1× 🙏 Prayer
- Damage/healing:
- 3 damage
- Holy AttackNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 6 damage · healing: 1 health
- Righteous PrayerNormal
- Dice requirement:
- 4× 🙏 Prayer
- Damage/healing:
- 8 damage
- Holy Light
- Dice requirement:
- 2× ♥ Heart
- Damage/healing:
- healing: 1 per ♥ Heart
Ultimate
- Resolute Faith!Ultimate
- Dice requirement:
- 5× 🙏 Prayer
- Damage/healing:
- 10 damage · healing: 5 health
Defense
Divine Defense The defense roll is made whenever you are attacked. On average it prevents about 2 damage. The prevention is reliable. Divine Defense: expected prevention 2 per the gameplay dataset; the complete die and retaliation resolution is not evidenced here.
Special mechanics
- Paladin token toolbox Token mechanicCrit, Protect, Retribution and Accuracy are separate one-token positive effects; none is folded into Divine Defense. · Maximum: 1
- Tithe passive Board mechanicTithe is evidenced as a passive Paladin mechanic in the reviewed dossier; unquantified gain and spend rules remain open.
Resources
- Token-ToolboxCrit = +4 on attacks of 5+; protect = halves one hit; retribution = half back; accuracy = makes your attack undefendable (max 1 each). · The dataset records no explicit grants for these statuses; Retaliate has no recorded payload. · Concrete spends are not claimed here because the structured card text is missing.
- CPCP interactions are not structurally recorded in the captured Paladin abilities. · No reliable CP generation is recorded in the gameplay fields. · No concrete Tithe conversion is stated without evidenced card text.
Upgrades & cards
What changes?
- Holy AttackLevel II
- Damage: 8 damage instead of 6 damage
- Healing: 2 damage instead of 1 damage
- Dice requirement: Large straight (5 in a row) instead of Small straight (4 in a row)
Hero-specific cards
Not sufficiently verified
Works well with
Good matchups
- Gunslinger
Paladin keeps Gunslinger tied up with attack denial, and Gunslinger already needs tight rolls.
- Pyromancer
Pyromancer lands ~6 damage per turn once Fire Mastery is up – more than Paladin heals back.
- Cursed Pirate
Paladin pushes damage through that Cursed Pirate barely stops with Ahoy Matey.
Tough matchups
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