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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

  • Retaliate
    Setup

    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 Combat
    Burst

    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 Prayer
    Standard 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 Attack
    Healing

    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 Prayer
    Burst

    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 Light
    Healing

    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

⚔ Sword · 2/6 (faces 1, 2)⛑ Helmet · 2/6 (faces 3, 4)♥ Heart · 1/6 (faces 5)🙏 Prayer · 1/6 (faces 6)

Level I abilities

  • Retaliate
    Dice requirement:
    3× ⛑ Helmet + 1× 🙏 Prayer
    Damage/healing:
    Not sufficiently verified
  • Righteous Combat
    Normal
    Dice requirement:
    3× ⚔ Sword + 2× ⛑ Helmet
    Damage/healing:
    about 7 damage
  • Mighty Prayer
    Undefendable
    Dice requirement:
    3× ⚔ Sword + 1× 🙏 Prayer
    Damage/healing:
    3 damage
  • Holy Attack
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    6 damage · healing: 1 health
  • Righteous Prayer
    Normal
    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 mechanic
    Crit, Protect, Retribution and Accuracy are separate one-token positive effects; none is folded into Divine Defense. · Maximum: 1
  • Tithe passive
    Board mechanic
    Tithe 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 Attack
    Level 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

  • Seraph

    Seraph adds the healing that Paladin lacks.

  • Wolverine

    Wolverine adds the healing that Paladin lacks.

  • Barbarian

    Barbarian adds the healing that Paladin lacks.

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

  • Druid

    Druid pushes damage through that Paladin barely stops with Divine Defense.

  • Storm

    Storm keeps Paladin tied up with attack denial, and Paladin already needs tight rolls.

  • Thor

    Thor keeps Paladin tied up with attack denial, and Paladin already needs tight rolls.

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