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[[Paladin]] skills in Diablo IV are structured around a small number of core mechanics rather than isolated abilities. While individual skills vary in function, most are designed to reinforce shield use, sustained melee presence, or the projection of holy power through conjured effects.
'''[[Paladin|Paladin skills]]''' in Diablo IV are structured around a small number of core mechanics rather than isolated abilities. While individual skills vary in function, most are designed to reinforce shield use, sustained melee presence, or the projection of <span class='holy'>holy power</span> through conjured effects.


Many skills naturally cluster around the Paladin’s Oath doctrines. Melee-focused skills tend to support Zealot and Juggernaut playstyles, while conjured holy abilities and judgment effects align more closely with Judicator builds. Disciple-oriented skills interact with Arbiter Form and reward ability sequencing and cooldown management rather than sustained basic attacks.
Many skills naturally cluster around the [[Paladin Oath System|Paladin’s Oath doctrines]]. Melee-focused skills tend to support Zealot and Juggernaut playstyles, while conjured holy abilities and [[Judgement]] effects align more closely with Judicator builds. Disciple-oriented skills interact with [[Arbiter Form]] and reward ability sequencing and cooldown management rather than sustained basic attacks.


While any skill can be selected regardless of Oath, builds are generally most effective when their chosen skills reinforce the same underlying mechanics. The skill list below provides full details for each ability and its upgrades.
While any skill can be selected regardless of Oath, builds are generally most effective when their chosen skills reinforce the same underlying mechanics. The skill list below provides full details for each ability and its upgrades.
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== Related Pages ==
{{:Template:Paladin Navigation}}




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

Latest revision as of 16:19, 2 February 2026

Paladin skills in Diablo IV are structured around a small number of core mechanics rather than isolated abilities. While individual skills vary in function, most are designed to reinforce shield use, sustained melee presence, or the projection of holy power through conjured effects.

Many skills naturally cluster around the Paladin’s Oath doctrines. Melee-focused skills tend to support Zealot and Juggernaut playstyles, while conjured holy abilities and Judgement effects align more closely with Judicator builds. Disciple-oriented skills interact with Arbiter Form and reward ability sequencing and cooldown management rather than sustained basic attacks.

While any skill can be selected regardless of Oath, builds are generally most effective when their chosen skills reinforce the same underlying mechanics. The skill list below provides full details for each ability and its upgrades.


Basic

Required Points: N/A

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Brandish

Generate Faith: 14
Lucky Hit Chance: 20%
Brandish the Light, unleashing an arc that deals 75% damage.

Damage: Holy Damage
Tags: Basic, Disciple

Enhanced Brandish Upgrade

Enhanced Brandish

Brandish now pierces.

Returning Light Upgrade

Returning Light

Brandish's light returns to you, dealing 52% damage on its return.

Sword of Mastery Upgrade

Sword of Mastery

While Healthy, Brandish deals 127% damage and travels 100% faster.

Cross Strike Upgrade

Cross Strike

Brandish unleashes 2 additional arcs that deal 120% damage and apply Vulnerable .

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Holy Bolt

Generate Faith: 16
Lucky Hit Chance: 44%
Throw a Holy hammer, dealing 90% damage.

Damage: Holy Damage
Tags: Basic, Judicator, Disciple (upgrade), Justice (upgrade)

Enhanced Holy Bolt Upgrade

Enhanced Holy Bolt

Holy Bolt now applies Judgement.

Ricocheting Bolt Upgrade

Ricocheting Bolt

Holy Bolt deals 135% damage and ricochets 3 times.

Divine Bolt Upgrade

Divine Bolt

Holy Bolt becomes a Disciple Skill. Holy Bolt pierces, deals 120% damage, and applies Vulnerable .

Storm Bolt Upgrade

Storm Bolt

Holy Bolt becomes a Justice Skill with a 7 second Cooldown. Holy Bolt is hurled and smashes the ground, dealing 315% damage and Stunning (CC) enemies in an area for 2 seconds.

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Clash

Generate Faith: 20
Lucky Hit Chance: 50%
Strike an enemy with your weapon and shield, dealing 115% damage.

Damage: Physical Damage
Requires a Shield
Tags: Basic, Juggernaut, Zealot (upgrade)

Enhanced Clash Upgrade

Enhanced Clash

Whenever you cast Clash, gain Crusader's March for 6 seconds. Crusader's March grants you x 15% Block Chance and 2 stacks of Resolve.

Punishment Upgrade

Punishment

You are emboldened during Crusader's March, granting:

Skirmish Upgrade

Skirmish

Clash becomes a Zealot Skill and cleaves in an area for 155% damage. Crusaders March no longer grants Block Chance or Resolve, instead granting + 10% Critical Strike Chance up to + 30%.

Seize Them Upgrade

Seize Them

Your Resolve empowers Clash, dealing x 8% increased damage per stack of Resolve. Every 3rd strike, enemies are Pulled in (CC).

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Advance

Generate Faith: 18
Lucky Hit Chance: 14%
Advance forward with your weapon, dealing 105% damage.

Damage: Physical Damage
Tags: Basic, Zealot, Mobility, Juggernaut (upgrade), Disciple (upgrade)

Enhanced Advance Upgrade

Enhanced Advance

Casting Advance grants you Unhindered for 2 seconds.

Vanguard's Rush Upgrade

Vanguard's Rush

Advance rushes into enemies, granting 1 Fervor on each strike and deals an additional x 25% damage per stack of Fervor you have.

Wave Dash Upgrade

Wave Dash

Advance becomes a Juggernaut Skill. Advance's impact waves out, dealing 137% damage and gains 1 Resolve for every 1 meter you dash.

Flash of the Blade Upgrade

Flash of the Blade

Advance becomes a Disciple Skill and has a 10 second cooldown. Advance becomes a dash that cuts through enemies, applying Vulnerable and dealing 230% damage.


Core

Required Points: 1

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Zeal

Faith Cost: 20
Lucky Hit Chance: 3%
Strike enemies with blinding speed, dealing 80% damage followed immediately by 3 additional strikes dealing 20% damage each.

Damage: Physical Damage
Tags: Core, Zealot

Enhanced Zeal Upgrade

Enhanced Zeal

Zeal gains 2 additional strikes.

Zealot's Legacy Upgrade

Zealot's Legacy

Zeal extends its assault, randomly seeking surrounding enemies and striking 4 additional times.

Death or Glory Upgrade

Death or Glory

Zeal costs x 10% Maximum Life instead of Faith and strikes around you in a circle. Whenever you lose Life, Zeal's damage increases by 40% and Critical Strike Chance by 40% for 6 seconds.

Cull the Wicked Upgrade

Cull the Wicked

Zeal's cleave is larger, gains 2 additional strikes, and deals x 25% increased damage to Weakened enemies.

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Blessed Shield

Faith Cost: 28
Lucky Hit Chance: 30%
Bless and hurl your shield with Holy energy, dealing 216% damage that ricochets up to 3 times.

Damage: Holy Damage
Requires a Shield
Tags: Core, Judicator, Juggernaut (upgrade)

Enhanced Blessed Shield Upgrade

Enhanced Blessed Shield

Blessed Shield deals + 1% additional damage for each Armor on your shield.

Shield of Retribution Upgrade

Shield of Retribution

Blessed Shield becomes a Juggernaut Skill. Blessed Shield travels straight without returning, pulsing your Thorns damage each second for 3 seconds before bursting for 378% damage.

Shield of the Revenant Upgrade

Shield of the Revenant

Blessed Shield now boomerangs and pierces instead of ricocheting, dealing 270% damage. When Blessed Shield hits a Crowd Controlled enemy, gain 5 Faith.

Shield of Justice Upgrade

Shield of Justice

Blessed Shield detonates Judgement and ricochets 5 additional times. Whenever, Blessed Shield detonates Judgement, it empowers your next throw to deal 40%[x] increased damage, up to a maximum of 5 times.

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Blessed Hammer

Faith Cost: 10
Lucky Hit Chance: 24%
Throw a Blessed Hammer that spirals out, dealing 115% damage.

Damage: Holy Damage
Tags: Core, Judicator, Disciple (upgrade)

Enhanced Blessed Hammer Upgrade

Enhanced Blessed Hammer

Blessed Hammer now hits enemies multiple times.

Mortar Combat Upgrade

Mortar Combat

Blessed Hammer mortars 3 hammers to the ground, dealing 67% damage in an area.

Disciple's Halo Upgrade

Disciple's Halo

Blessed Hammer becomes a Disciple Skill. Blessed Hammer follows and orbits around you, dealing 115% damage and attacking 20% faster.

Shattering Blow Upgrade

Shattering Blow

Blessed Hammer deals 115% damage and shatters into 3 small explosions on impact, dealing 46% damage each.

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Divine Lance

Faith Cost: 25
Lucky Hit Chance: 6%
Impale enemies with a heavenly lance, stabbing 2 times for 90% damage each.

Damage: Holy Damage
Tags: Core, Disciple, Mobility, Zealot (upgrade)

Enhanced Divine Lance Upgrade

Enhanced Divine Lance

Divine Lance's damage is increased by 30% of your Movement Speed bonus.

Tip of the Spear Upgrade

Tip of the Spear

Divine Lance flurries, stabbing 2 additional times and deals 32% damage each. Killing Vulnerable enemies with Divine Lance increases its Attack Speed by 5% for 10 seconds, up to 30% .

Zealous Joust Upgrade

Zealous Joust

Divine Lance becomes a Zealot Skill. Divine Lance now stabs with 2 additional spears in a wider area, dealing 68% damage each and has a 10% increased Critical Strike Chance.

Divine Javelin Upgrade

Divine Javelin

Throw Divine Lance, dealing 90% damage to the first enemy hit and bursting for an additional 450%. The first time an enemy is hit by a Divine Lance, they are impaled and dragged with it.

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Shield Bash

Faith Cost: 32
Lucky Hit Chance: 16%
Charge at an enemy and bash in front of you, dealing 205% damage.

Damage: Physical Damage
Requires a Shield
Tags: Core, Juggernaut, Mobility

Enhanced Shield Bash Upgrade

Enhanced Shield Bash

Hits with Shield Bash counts as Blocks. This effect can trigger once per Cast.

Breach Upgrade

Breach

Hits with Shield Bash grant you + 10% Retribution Chance for 5 seconds, stacking up to 5 times.

Smite Upgrade

Smite

Shield Bash smites the first enemy it hits, dealing 287% damage, Stunning (CC) for 1 second, and Knocking Back enemies behind for 102% damage.

Lay Siege Upgrade

Lay Siege

Whenever you have Resolve, Shield Bash increases impact size by x 50% and deals 246% damage. Gain 1 Resolve per enemy hit.

Passives

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Piety

Your Maximum Faith is increased by 5.

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En Garde

You gain + 10% Armor and + 5% Block Chance.

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Parry

Blocking restores 1 Faith.

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Riposte

Blocking grants you x 6% damage for 5 seconds.

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Discipline

Your Core Skills deal x 6% increased damage.


Auras

Required Points: 2

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Fanaticism Aura

Faith Cost: 10
Cooldown: 15 seconds
Passive: Spending Faith emanates power from you, granting you and your allies + 5% Attack Speed and + 2% Critical Strike Chance for 3 seconds up to a maximum of 4 times.

Active: Weaken all Nearby enemies for 4 seconds.

Tags: Aura, Zealot

Enhanced Fanaticism Upgrade

Enhanced Fanaticism

Fanaticism Aura's passive also grants you and your allies 10% Maximum Resource.

Rite of Vengeance Upgrade

Rite of Vengeance

Fanaticism Aura Passive increases Critical Strike Damage by x 15% for you and your allies. Critical Strikes trigger Fanaticism's Passive.

Rite of Humility Upgrade

Rite of Humility

Fanaticism Aura's active instead makes Nearby enemies Vulnerable for 4 seconds. Damaging Vulnerable enemies will also trigger Fanaticism's Passive.

Rite of Redemption Upgrade

Rite of Redemption

Weakened enemies who die within Fanaticism Aura's radius Heal you for 0.5% and Fortify for 1% of your Maximum Life.

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Defiance Aura

Faith Cost: 25
Cooldown: 20 seconds
Lucky Hit Chance: 33%
Passive: Your presence reinforces you and your allies, granting 30% Armor and 30% bonus on All Resistances.

Active: You become Unstoppable for 2 seconds.

Tags: Aura, Juggernaut, Defensive

Enhanced Defiance Upgrade

Enhanced Defiance

Defiance Aura's Passive also grants you and your allies 10% Maximum Life.

Rite of Might Upgrade

Rite of Might

Defiance Aura increases your damage by x 10% for 4 seconds whenever you gain Resolve.

Rite of Prayer Upgrade

Rite of Prayer

Defiance Aura's Passive also Heals you and your allies for 2% of your Maximum Life per second. Healing allies grants 2 stacks of Resolve every 2 seconds.

Rite of Thorns Upgrade

Rite of Thorns

Defiance Aura's Passive also grants 912 Thorns and increases all Thorns damage by x 75% for you and your allies. Defiance Aura's Active instead releases a nova dealing x 500% of your Thorns damage.

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Holy Light Aura

Cooldown: 25 seconds
Lucky Hit Chance: 25%
Passive: You and your allies emanate the Light, dealing 90% damage every 2 seconds to 3 random Nearby enemies.

Active: Unleash 2 pure bolts of light, dealing 320% Holy damage to the Closest enemy and chaining up to 4 additional enemies before returning to you. When your first bolt of light returns, Heal for 12% of your Maximum Life.

Damage: Holy Damage
Tags: Aura, Judicator

Enhanced Holy Light Upgrade

Enhanced Holy Light

Holy Light's Passive now targets 2 additional enemies.

Rite of Submission Upgrade

Rite of Submission

Holy Light's Active now Stuns (CC) enemies for 3 seconds and deals 130% damage.

Rite of Mercy Upgrade

Rite of Mercy

Holy Light's Active chains 2 more times and Fortifies you and your allies for 4% of their Maximum Life.

Rite of Judgement Upgrade

Rite of Judgement

Holy Light's Active instead Judges enemies and its Cooldown is reduced per rank.

Passives

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Longevity

You gain + 10% Healing received.

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Renewal

Blocking Fortifies you for 0.5% of your Maximum Life.

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Anointing

Your allies Heal for 11% of the Healing you receive.


Valor

Required Points: 9

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Shield Charge

Cooldown: 10 seconds
Lucky Hit Chance: 35%
Charge with your shield and push enemies Back, granting+ 10% Damage Reduction and dealing 90% damage while Channeling.

Damage: Physical Damage
Requires a Shield
Tags: Valor, Juggernaut, Channeled, Mobility, Valor, Judicator (Upgrade)

Enhanced Shield Charge Upgrade

Enhanced Shield Charge

Shield Charge grants 1 Resolve whenever it hits an enemy.

Phalanx Charge Upgrade

Phalanx Charge

Shield Charge surges forward in a wave of energy and Knocks enemies Back, dealing 158% damage.

Virtuous Charge Upgrade

Virtuous Charge

Shield Charge becomes a Judicator Skill and consumes Judgement on impact, increasing its damage by + 20% for each Judgement consumed up to 100%. When Shield Charge ends, you release a Holy nova, dealing 90% damage and Stunning (CC) enemies for 3 seconds.

Relentless Charge Upgrade

Relentless Charge

Shield Charge becomes a Core Skill that:

  • Costs 20 Faith to Cast and additional 1 Faith per second.
  • Hits count as Blocking.
  • Deals 158% damage.
  • Grants + 10% Retribution Chance per second up to 50% .
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Aegis

Cooldown: 20 seconds
Surround yourself with shields of the Light, Taunting Close enemies and gaining 100% Block Chance for 4 seconds.

Tags: Valor, Juggernaut, Defensive

Enhanced Aegis Upgrade

Enhanced Aegis

Casting Aegis grants Unstoppable for 4 seconds.

Impunity Upgrade

Impunity

While Aegis is active, you gain 40% Thorns and Retribution Chance.

Faith Is My Shield Upgrade

Faith Is My Shield

Aegis now applies Judgement instead of Taunting enemies. Blocking while Aegis is active applies Judgement to the attacker.

Stay Resolute Upgrade

Stay Resolute

Passive: Gaining or spending Resolve has a 4% chance to trigger a free Aegis.
Active: Casting Aegis grants maximum stacks of Resolve.

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Falling Star

Cooldown: 12 seconds
Lucky Hit Chance: 24%
Soar into the air with angelic wings and dive onto the battlefield, dealing 80% damage on takeoff and 240% damage on landing.

Damage: Holy Damage
Tags: Valor, Disciple, Mobility, Zealot (Upgrade)

Enhanced Falling Star Upgrade

Enhanced Falling Star

Killing a Vulnerable enemy reduces the cooldown of Falling Star by 0.5 second.

Freefall Upgrade

Freefall

Falling Star has 1 additional Charge.

Fanatic Descent Upgrade

Fanatic Descent

Falling Star becomes a Zealot skill, now dealing 560% damage on landing and Weakening enemies hit for 4 seconds.

Faster Than Light Upgrade

Faster Than Light

Falling Star cuts through the battlefield, creating a fissure that deals 180% damage to enemies before erupting for 60% damage.

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Rally

Charges: 3
Charge Cooldown: 16 seconds
Rally forth, gaining 20% Movement Speed for 8 seconds and generate 22 Faith.

Tags: Valor, Zealot

Enhanced Rally Upgrade

Enhanced Rally

Rally's increases your Movement Speed by an additional + 10% and generates 5 additional Faith.

Words of Sacrifice Upgrade

Words of Sacrifice

Rally now costs 15% of your Maximum Life and can stack.

Words of Inspiration Upgrade

Words of Inspiration

Rally spends all available Charges, reducing all active Justice Skill Cooldowns by 3 seconds per Charge.

Words of Rejuvenation Upgrade

Words of Rejuvenation

Rally generates 20 more Faith and gains 1 additional Charge.

Passives

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Resolute

Gaining a stack of Resolve Heals for 0.5% of your Maximum Life.

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Conviction

Gain + 0.3% Attack Speed for each stack of Resolve up to + 3.0%.

Damage: Physical Damage

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Courage

You gain 1 Resolve every 7 seconds an Elite enemy is Nearby.

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Attenuate

Gain + 1% Resource Cost Reduction for every stack of Resolve up to 5%.

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Thorns and Thistles

Gain 20 Thorns and your total Thorns damage is increased by x 15%

Damage: Physical Damage

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Repentance

Gain + 6% Retribution chance.

Damage: Physical Damage

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The Best Offense

You deal x 6% increased damage while Fortified.

Damage: Physical Damage

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Fortitude

Gain x 6% Critical Strike Damage while Fortified.

Damage: Physical Damage


Justice

Required Points: 14

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Purify

Cooldown: 12 seconds
Lucky Hit Chance: 33%
Enshroud your enemies in the Light, Dazing (CC) them for 2 seconds.

Damage: N/A
Tags: Justice, Judicator, Defensive

Enhanced Purify Upgrade

Enhanced Purify

Purify generates 10 Faith for each enemy affected by Purify .

Sentence Upgrade

Sentence

Purify also Judges enemies and its cooldown is reduced by 4 seconds.

Surrender Upgrade

Surrender

Instead of Dazing enemies, Purify now Stuns (CC) for 4 seconds.

Absolution Upgrade

Absolution

Purify now can be cast on enemies instead of Dazing (CC) them, dealing 380% damage and Weakening them for 4 seconds.

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Consecration

Cooldown: 18 seconds
Lucky Hit Chance: 12%
Bathe in the Light for 6 seconds, Healing you and your allies for 4. Maximum Life per second and damaging enemies for 75% damage per second.

Damage: Holy Damage
Tags: Justice, Judicator, Defensive

Enhanced Consecration Upgrade

Enhanced Consecration

While inside Consecration, you and your allies deal x 15% additional damage and consume x 15% less resource.

Hallowed Ground Upgrade

Hallowed Ground

Consecration's size is increased and lasts an additional 4 seconds. Enemies within Consecration are now Weakened.

Bastion Upgrade

Bastion

Consecration Immobilizes (CC) enemies and can be cast anywhere.

Sanctify Upgrade

Sanctify

Consecration lasts 3 seconds, increasing its damage and Healing by 20% each second. Consecration detonates when it expires, dealing 90% damage to all enemies and Healing you and your allies for 15% of their Maximum Life.

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Condemn

Cooldown: 15 seconds
Lucky Hit Chance: 26%
Harness the Light and Pull (CC) enemies in after 1.5 seconds, briefly Stunning (CC) them and dealing 240% damage.

Damage: Holy Damage
Tags: Justice, Disciple

Enhanced Condemn Upgrade

Enhanced Condemn

While Casting Condemn, become Unhindered for 1.5 seconds.

Gather the Guilty Upgrade

Gather the Guilty

Condemn now has 1 additional Charge and applies Vulnerable for 4 seconds.

Atonement Upgrade

Atonement

Condemn casts significantly faster, instead of Pulling (CC) enemies in, dealing 420% damage.

Shepherd the Flock Upgrade

Shepherd the Flock

Condemn's build up marks all enemies and drags them to your location after it casts.

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Spear of the Heavens

Cooldown: 14 seconds
Lucky Hit Chance: 33%
Rain down 4 heavenly spears from the sky, dealing 160% damage and Knocking Down (CC) enemies for 1.5 seconds. After 1.5 seconds, the spears burst, dealing 120% damage.

Damage: Holy Damage
Tags: Justice, Judicator

Enhanced Spear of the Heavens Upgrade

Enhanced Spear of the Heavens

Consuming Judgement reduces Spear of the Heavens active cooldown by 0.5 seconds.

Pronouncement of Heaven Upgrade

Pronouncement of Heaven

Spear of the Heavens's first spear gains a permanent Judgement mark and remains on the battlefield, dealing 120% damage per second for 8 seconds.

Part the Heavens Upgrade

Part the Heavens

Spear of the Heavens now drops 8 spears along the path toward your target.

Fist of the Heavens Upgrade

Fist of the Heavens

Spear of the Heavens becomes a Core Skill and is now pure Holy energy that crashes down from the sky. On impact it deals 386% damage and breaks into 5 projectiles, dealing 386% additional damage to enemies in their path.

Passives

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Crack in the Armor

You deal x 6% increased damage to Vulnerable enemies.

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High Charity

You gain 4% Cooldown Reduction.

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Righteousness

You deal x 6% increased Holy and Fire damage.

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Leave Luck to Heaven

You gain 3% Lucky Hit Chance.

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Pacify

You gain + 15% increased Crowd Control duration.

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Dizzying Blow

You deal x 7% increased damage to Crowd Controlled enemies.

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Iron Sharpens Iron

You gain + 6% Critical Strike Damage.

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Break the Line

You have a + 2% increased Critical Strike Chance and deal x 5% increased Damage to Weakened enemies.

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Heavyweight

You deal x 6% increased Critical Strike Damage while Healthy.

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Press the Advantage

Critically Striking grants you 3% Damage Reduction for 5 seconds.


Ultimate

Required Points: 21

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Heaven's Fury

Cooldown: 30 seconds
Lucky Hit Chance: 2.8%
Grasp the Light, dealing 200% damage around you per second before releasing it to seek Nearby enemies and dealing 60% damage per hit for 7 seconds.

Damage: Holy Damage
Tags: Ultimate, Judicator

Enhanced Heaven's Fury Upgrade

Enhanced Heaven's Fury

Heaven's Fury's light Judges enemies.

Triplicate Upgrade

Triplicate

Heaven's Fury splits into 3 beams, dealing 36% damage each hit for 7 seconds.

Walk With The Light Upgrade

Walk With The Light

Heaven's Fury splits into 5 orbiting beams, dealing 78% damage each hit for 7 seconds.

Final Justice Upgrade

Final Justice

Heaven's Fury can cast anywhere, concentrating the Light as it grows and Pulls enemies in (CC) while dealing 105% damage per second before erupting for 1,260% damage. Heaven's Fury's Cooldown is increased by 10 seconds.

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Fortress

Cooldown: 60 seconds
Lucky Hit Chance: 14%
Make your stand, becoming Immune for 3 seconds and create a defensive area around you for 8 seconds.

Standing in your Fortress grants you and your allies 2 Resolve stacks every 0.5 seconds.

Tags: Ultimate, Defensive, Juggernaut

Enhanced Fortress Upgrade

Enhanced Fortress

While inside of your Fortress your Skills are free to cast and you gain x 4% damage per stack of Resolve.

Rampart of Thorns Upgrade

Rampart of Thorns

Enemies inside Fortress are Slowed (CC) by 50% and take 500% of your Thorns damage per second.

Barricade Upgrade

Barricade

Killing enemies inside of your Fortress extends its duration by 0.5 seconds up to 20 seconds. You may recast Fortress to move it to your current location.

Entrench Upgrade

Entrench

While inside of Fortress your Life cannot be reduced below 1 .

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Zenith

Cooldown: 25 seconds
Lucky Hit Chance: 28%
Summon a divine sword that cleaves the battlefield for 450% damage.

Casting Zenith again cuts through the battlefield for 400% damage and Knocks Down e(CC) nemies for 2 seconds.

Damage: Physical Damage
Tags: Ultimate, Zealot, Mobility (Upgreade)

Enhanced Zenith Upgrade

Enhanced Zenith

While Zenith is active, you are Unstoppable .

Empyrean Edge Upgrade

Empyrean Edge

Zenith is now also a Mobility Skill that:

Killing Weakened enemies with either of Zenith's strikes will reduce its cooldown by 2 seconds.

Sermon of Steel Upgrade

Sermon of Steel

Zenith unleashes your wrath, dealing 158% damage and can be cast indefinitely for 4 seconds before starting its Cooldown. Instead of Knocking Down enemies, Zenith's 2nd strike extends this duration by 0.5 second.

Sunder Upgrade

Sunder

Zenith sunders a rift in the ground with a single strike, Knocking Down (CC) enemies and dealing 900% damage. After 0.75 second, the rift detonates for 675% damage.

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Arbiter of Justice

Cooldown: 120 seconds
Lucky Hit Chance: 16%
Ascend to the heavens and crash upon the battlefield as an Arbiter for 20 seconds, dealing 600% damage upon landing.

Damage: Holy Damage
Tags: Ultimate, Disciple, Mobility

Enhanced Arbiter of Justice Upgrade

Enhanced Arbiter of Justice

Arbiter Form's Wing Strikes recast time is reduced by 0.5 seconds.

Divine Intervention Upgrade

Divine Intervention

Arbiter of Justice ascends for an additional 2 seconds and rains Blessed Spears on the battlefield. Upon landing, Arbiter of Justice bombards the battlefield with 10 additional Blessed Spears , making enemies Vulnerable for 4 seconds.

Reach of the Law Upgrade

Reach of the Law

Arbiter's Wing Strikes now apply Judgement to enemies.

Seraph's Wings Upgrade

Seraph's Wings

Arbiter Form gains the following benefits:

  • 100% Movement Speed
  • Wing Strikes deal x 200% increased damage
  • Wing Strikes apply Vulnerable .


Passives

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Master Craftwork

Your Armor is increased by 50% of your Shield's Block Chance.

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Shake It Off

You have a 8% chance to become Unstoppable for 1 second after being hit by a Crowd Control Effect.

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Shining Armor

Gain a bonus based on your equipped weapon and armor qualities:

  • Unique Weapon or Shield: Gain x 5% Damage.
  • Unique Helmet, Chest or Pants: Gain + 5% Armor.
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Giant Slayer

You deal x 5% increased damage to Elites and x 8% increased damage to Healthy enemies.

Damage: Physical Damage

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Sacred Arms

Gain a bonus based on your equipped weapon types:


Key Passives

Required Points: 33 - You can have a point in only one of these at a time.

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Coat of Arms

Your damage is increased by 75% of your Armor Percent and 50% of your Block Chance.

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Path of the Penitent

Your Zealot Skills cost 100% more Faith, but casting them grants all Skills + 6% Resource Cost Reduction and x 10% increased damage for 4 seconds, up to 10 times.

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Exaltation

During Arbiter your damage is increased by x 85% and Wing Strikes strike 1 additional time.

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Judgement Day

Consuming Judgement increases your damage by x 6% for 5 seconds, up to x 90%.

Judgement now spreads to nearby targets without Judgement when it detonates.

Related Pages

Paladin
Other classes