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[[File:Paladin Art.jpg|alt=Paladin|thumb|Paladin]]
[[File:Paladin Art.jpg|alt=Paladin|thumb|Paladin]]
The Paladin was announced at the 2025 Game Awards and was made available to everyone for the start of [[Season 11]] if they pre-order the [[Lord of Hatred]] expansion.
== Paladin Overview ==


== Overview ==
The Paladin is a heavily armoured holy warrior in Diablo IV, built around shields, faith-fuelled abilities, and sustained close-range combat. Unlike faster, more evasive melee classes, the Paladin is designed to hold position, absorb pressure, and deal consistent damage through a mix of physical strikes and holy power.
The Paladin returns in Diablo IV: Lord of Hatred as a familiar but reworked holy warrior. Players coming from Diablo II or Diablo III will recognise the core identity immediately: heavy armour, sword and shield, Auras, and some of the most iconic holy skills the series has ever had. What has changed is how those pieces are structured and how far the class leans into divine power rather than pure martial strength.


== What Will Feel Familiar ==
At the centre of the class is the '''Oath system''', a defining mechanic that reinforces distinct combat doctrines and shapes how Paladin skills function together.
Anyone who played a Paladin in Diablo II or a Crusader in Diablo III will feel on steady ground here.


The class once again revolves around shield-based combat, controlled positioning, and steady pressure rather than burst mobility. Auras are back, serving as a foundational part of the kit rather than a secondary flavour mechanic. Blessed Hammer and Blessed Shield return as centrepiece skills, not nods or callbacks, and Zeal once again defines fast, committed melee combat.


From Diablo III’s Crusader, several ideas carry forward directly. Condemn and Heaven's Fury are present, and the overall pacing of combat still favours deliberate swings, heavy impacts, and strong defensive uptime. The Paladin does not rely on evasive movement in the way classes like Rogue do.
== How the Paladin Plays ==


== Where It Breaks from the Crusader ==
Paladin gameplay emphasises commitment and durability rather than constant movement.
The biggest shift is philosophical. Where the Crusader leaned into physical presence and martial resolve, the Diablo IV Paladin leans much harder into faith and divine power.


Holy damage is formally back as a damage type, which immediately sets the Paladin apart from other classes. Many skills are less about raw weapon strikes and more about channeling or conjuring holy force through weapons, shields, and the battlefield itself.
Most builds operate at close range, using shields, armour, and damage mitigation to stay engaged while applying steady pressure. The class is designed to take hits and continue fighting, rather than relying on avoidance or frequent disengagement.


Visually and mechanically, the Paladin is presented as a conduit for the Light rather than simply a knight blessed by it. This shows up across skills, animations, and sound design, all of which emphasise weight, impact, and divine authority.
Paladins combine direct melee attacks with conjured holy abilities. Combat alternates naturally between weapon-based strikes and abilities that channel divine power through shields, weapons, and the environment.




== Class Fantasy and Themes ==
== Core Paladin Systems ==
Paladins fight as disciplined champions of the Light. Their armor, weapons, and conjured tools act as conduits for celestial power. The class design emphasises weight, impact, faith driven strength, and the ability to project holy force across the battlefield.


Three design pillars, as described by Blizzard, shape the class:
Several interconnected systems define how the Paladin functions in practice.
* Indomitable Guardian
* Divine Armory
* Holy Conduit


== Core Mechanics ==
; Faith
* Holy damage returns as a primary Paladin element.
The Paladin’s primary resource. It is generated through basic actions and select utility skills, then spent on heavier attacks and abilities. Managing Faith determines how long pressure can be maintained before pacing becomes necessary.
* Combat animations highlight heavy armor and radiant force.
* Conjured holy weapons include hammers and lances.
* Arbiter Form grants flight-assisted movement and heavenly attacks.
* The Oath System defines your class identity.


== Skills and Types ==
; Resolve
Paladin skills share some similarity to the [https://www.purediablo.com/diablo-2/paladin Diablo 2 Paladin] and the Diablo 3 Crusader. The skills are categorised as Offensive, Defensive, Mobility, Utility, and Ultimate abilities.
Provides sustained damage mitigation. Rather than avoiding damage, Paladins reduce incoming damage over time, allowing them to remain effective during prolonged engagements.


<div class="linkbox">[[Paladin Skill Tree|Paladin's Skill Tree Guide]] </div>
; Auras
A core part of the Paladin’s toolkit. While slotted, they provide persistent passive effects that influence nearby allies and enemies, with optional active components that can be triggered for short-term effects.


Blocking is integral to the class. Shields are not merely defensive tools, but interact directly with several skills and effects, making shield use an active part of many builds.


== Legacy Skills and Class Identity ==
Paladins are most commonly played with a one-handed weapon and shield, though two-handed options exist for builds that trade defensive depth for increased damage.
The Paladin’s legacy in [https://www.purediablo.com/diablo-2 Diablo II] provides clear historical context for several returning names in Diablo IV: Lord of Hatred. The following summaries describe how these abilities functioned in Diablo II and why they became central to the class fantasy. These descriptions do not reflect any confirmed behaviour in Diablo IV but it's unlikely `they would be a million miles away.


=== Combat Techniques (Diablo II) ===


* '''Zeal''' - A rapid chain attack that struck multiple times in quick succession, establishing the Paladin as an aggressive frontline fighter.
== The Oath System ==
* '''Smite''' - A shield driven blow that always hit its target, reinforcing the Paladin’s disciplined, shield based identity.
* '''Vengeance''' - A single powerful strike that added elemental damage based on weapon strength, expressing the blend of martial skill and holy power.
* '''Charge''' - A fast, forceful rush used to close distance instantly and deliver high impact momentum driven damage.


=== Holy Conjurations (Diablo II) ===
The Paladin’s defining choice is the '''Oath''' they swear.


* '''Blessed Hammer''' - A spiraling conjured hammer that dealt magic damage and defined one of the most recognised Paladin archetypes.
Each Oath reinforces a specific combat doctrine and rewards commitment to that playstyle. Oath choice strongly influences which mechanics a build revolves around and how skills interact.
* '''Holy Bolt''' - A projectile that healed allies and inflicted damage on undead, reflecting the Paladin’s dual priestly and punitive roles.
* '''Fist of the Heavens''' - A lightning strike that released Holy Bolts at nearby undead, symbolising celestial judgment.


=== Auras and Sacred Empowerment (Diablo II) ===
* '''Might''', '''Concentration''', and '''Fanaticism''' - Auras that enhanced physical power, attack speed, and reliability, establishing the Paladin as a battlefield leader.
* '''Conviction''' - An aura that lowered enemy resistances and defense, emphasising the Paladin’s role in enabling allies and weakening foes.
* '''Holy Fire''', '''Holy Freeze''', '''Holy Shock''' - Elemental auras that added pulsing elemental damage and visually expressed radiant empowerment.
* '''Defensive auras''' such as Prayer, Resist auras, Cleansing, Vigor, Meditation, Redemption, and Salvation - Effects that provided healing, resistance, stamina, recovery, and purification, reinforcing the Paladin’s identity as a guardian.
=== Influence on Modern Class Identity ===
These abilities shaped the long-standing themes of disciplined melee combat, holy conjuration, and aura driven battlefield presence. Blizzard referenced skills such as Zeal, Blessed Hammer, Blessed Shield, Condemn, and Consecration during the Diablo IV reveal because they reflect the established legacy of the Paladin archetype, even though their Diablo IV functionality has not yet been detailed.
== Specialisation: Oath System ==
The defining new mechanic for the Paladin is the '''Oath System'''.
Instead of a passive class mechanic, Paladins swear one of four Oaths. Each Oath pushes the class toward a distinct role and rewards commitment to that playstyle rather than encouraging generalist builds.
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=== Zealot ===
A fast-paced melee doctrine focused on sustained pressure and repeated strikes. Skills such as '''Zeal''' exemplify constant, committed combat.
: <span style="color:#2e7d32; font-weight:700; font-size:110%;">✔</span>  ''Suited to players who enjoy high attack frequency and continuous melee engagement.''


=== Juggernaut ===
=== Juggernaut ===
A defensive oath focused on shield and armor. Juggernaut turns defense into offense.
A defensive doctrine that converts durability into power. Juggernaut builds revolve around '''Resolve''', shield use, and retaliation effects.
* Core skill: Shield Bash
: <span style="color:#2e7d32; font-weight:700; font-size:110%;">✔</span> ''Suited to players who prefer survivability, control, and deliberate pacing.''
* Ultimate: Fortress
 
=== Zealot ===
A fast paced melee oath based on Zeal. The Zealot fights with sustained pressure and builds toward a powerful finishing attack.
* Core skill: Zeal
* Ultimate: Zenith


=== Judicator ===
=== Judicator ===
A judgment oriented oath with an emphasis on holy conjurations.
A doctrine built around applying and detonating '''Judgment'''. Skills such as '''Blessed Shield''' and '''Spear of the Heavens''' are commonly used to trigger these effects.
* Key abilities: Blessed Shield, Blessed Hammer, Consecration, Heaven's Fury
: <span style="color:#2e7d32; font-weight:700; font-size:110%;">✔</span> ''Suited to players who prefer structured combat and planned damage spikes.''


=== Disciple ===
=== Disciple ===
A celestial oath that unlocks the Arbiter Form. Blizzard developers described the Arbiter Form as an angelic transformation in which the Paladin temporarily becomes an angelic figure. The form grants wings, aerial movement, diving attacks, and access to radiant lances such as Spear of the Heavens.
A celestial doctrine centred on '''Arbiter form''', an angelic transformation that enhances mobility and damage. Disciple gameplay rewards chaining cooldown-based abilities to maintain empowered states.
* Grants access to Arbiter Form with angelic wings
: <span style="color:#2e7d32; font-weight:700; font-size:110%;">✔</span> ''Suited to players who enjoy transformation mechanics and ability-driven play.''
* Key ability: Spear of the Heavens


Switching Oaths changes not just bonuses, but how the Paladin approaches combat and buildcraft. This system replaces older ideas like Diablo II’s broad Aura stacking with something more structured and explicit.
Full mechanical details for each Oath are covered on the Oath System page.


== Arbiter Form and What Is New ==
<div class="linkbox">[[Paladin Skill Tree|Oath System Guide]] </div>
The most dramatic addition is '''Arbiter Form'''.


Under the Disciple Oath, the Paladin can temporarily transform into an angelic form. This is not a cosmetic effect. It introduces flight, diving attacks, and a new conjured lance weapon that does not resemble anything the Paladin has used before.


This form draws clear inspiration from angelic figures in Diablo’s lore, but it functions as a short-term power state rather than a permanent shift. It is also the clearest signal that Diablo IV’s Paladin is willing to push beyond nostalgia rather than simply recreate Diablo II.
== Strengths and Trade-offs ==


== Class Strengths ==
; Strengths
* Strong defensive identity and shield based toolkit.
* Strong defensive identity built around armour, shields, and mitigation
* Wide mix of melee, conjured, and transformation skills.
* Clear mechanical focus and class cohesion
* Clear thematic variety through Oath specialisation.
* Distinct playstyles defined through Oath choice
* Iconic legacy themed abilities preserved.
* Mix of melee, conjured, and transformation-based abilities


== Class Weaknesses ==
; Trade-offs
* Oath specialisation may reduce hybrid flexibility.
* Primarily close-range focused
* Resource system details have not been provided in official material.
* Many builds rely on setup and commitment
* Cooldown management plays a significant role
* Oath specialisation can limit hybrid flexibility


== Lore ==
The Paladin entered the Diablo series in Diablo II as a holy warrior of the Zakarum faith. Over more than twenty five years of franchise history, Paladins have represented devotion, discipline, and righteous strength.


In Lord of Hatred, the class returns as a beacon of holy power during a new rise in demonic influence. The Arbiter Form uses angelic visual themes described directly by Blizzard developers, who cited Tyrael as a source of inspiration for its silhouette and presentation.
== Where to Go Next ==


Legacy elements such as Auras, Blessed Hammer, Blessed Shield, and Condemn were referenced by Blizzard developers when discussing Paladin expectations and returning themes. Individual Aura skills for Diablo IV have not been detailed in the provided material but were highlighted as part of the class fantasy. 
* [[Paladin Skill Tree]] – complete list of Paladin skills
* [[Paladin Oath System]] – detailed mechanics and interactions
* [[Arbiter Form]] – how Arbiter form works and how it changes gameplay
* [[Paladin Legacy and Inspiration]] – historical influences and class lineage


There is a wealth of familiar traits to satisfy those who played the Paladin previously, but the Oath System and Arbiter Form introduce mechanics that give this version its own identity.


[[Category:Classes]]
[[Category:Classes]]

Revision as of 18:35, 26 December 2025

Paladin
Paladin

Paladin Overview

The Paladin is a heavily armoured holy warrior in Diablo IV, built around shields, faith-fuelled abilities, and sustained close-range combat. Unlike faster, more evasive melee classes, the Paladin is designed to hold position, absorb pressure, and deal consistent damage through a mix of physical strikes and holy power.

At the centre of the class is the Oath system, a defining mechanic that reinforces distinct combat doctrines and shapes how Paladin skills function together.


How the Paladin Plays

Paladin gameplay emphasises commitment and durability rather than constant movement.

Most builds operate at close range, using shields, armour, and damage mitigation to stay engaged while applying steady pressure. The class is designed to take hits and continue fighting, rather than relying on avoidance or frequent disengagement.

Paladins combine direct melee attacks with conjured holy abilities. Combat alternates naturally between weapon-based strikes and abilities that channel divine power through shields, weapons, and the environment.


Core Paladin Systems

Several interconnected systems define how the Paladin functions in practice.

Faith

The Paladin’s primary resource. It is generated through basic actions and select utility skills, then spent on heavier attacks and abilities. Managing Faith determines how long pressure can be maintained before pacing becomes necessary.

Resolve

Provides sustained damage mitigation. Rather than avoiding damage, Paladins reduce incoming damage over time, allowing them to remain effective during prolonged engagements.

Auras

A core part of the Paladin’s toolkit. While slotted, they provide persistent passive effects that influence nearby allies and enemies, with optional active components that can be triggered for short-term effects.

Blocking is integral to the class. Shields are not merely defensive tools, but interact directly with several skills and effects, making shield use an active part of many builds.

Paladins are most commonly played with a one-handed weapon and shield, though two-handed options exist for builds that trade defensive depth for increased damage.


The Oath System

The Paladin’s defining choice is the Oath they swear.

Each Oath reinforces a specific combat doctrine and rewards commitment to that playstyle. Oath choice strongly influences which mechanics a build revolves around and how skills interact.

Zealot

A fast-paced melee doctrine focused on sustained pressure and repeated strikes. Skills such as Zeal exemplify constant, committed combat.

Suited to players who enjoy high attack frequency and continuous melee engagement.

Juggernaut

A defensive doctrine that converts durability into power. Juggernaut builds revolve around Resolve, shield use, and retaliation effects.

Suited to players who prefer survivability, control, and deliberate pacing.

Judicator

A doctrine built around applying and detonating Judgment. Skills such as Blessed Shield and Spear of the Heavens are commonly used to trigger these effects.

Suited to players who prefer structured combat and planned damage spikes.

Disciple

A celestial doctrine centred on Arbiter form, an angelic transformation that enhances mobility and damage. Disciple gameplay rewards chaining cooldown-based abilities to maintain empowered states.

Suited to players who enjoy transformation mechanics and ability-driven play.

Full mechanical details for each Oath are covered on the Oath System page.


Strengths and Trade-offs

Strengths
  • Strong defensive identity built around armour, shields, and mitigation
  • Clear mechanical focus and class cohesion
  • Distinct playstyles defined through Oath choice
  • Mix of melee, conjured, and transformation-based abilities
Trade-offs
  • Primarily close-range focused
  • Many builds rely on setup and commitment
  • Cooldown management plays a significant role
  • Oath specialisation can limit hybrid flexibility


Where to Go Next


Barbarian Druid Necromancer Rogue Sorcerer Spiritborn