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The | 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 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. | |||
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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Latest revision as of 21:42, 26 December 2025
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 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.
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.
BasicRequired Points: N/A |
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![]() BrandishGenerate Faith: 14 |
Enhanced BrandishBrandish now pierces. |
Returning LightBrandish's light returns to you, dealing 52% damage on its return. |
Sword of MasteryWhile Healthy, Brandish deals 127% damage and travels 100% faster. | ||
Cross StrikeBrandish unleashes 2 additional arcs that deal 120% damage and apply Vulnerable . |
![]() Holy BoltGenerate Faith: 16 |
Enhanced Holy BoltHoly Bolt now applies Judgement. |
Ricocheting BoltHoly Bolt deals 135% damage and ricochets 3 times. |
Divine BoltHoly Bolt becomes a Disciple Skill. Holy Bolt pierces, deals 120% damage, and applies Vulnerable . | ||
Storm BoltHoly 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. |
![]() ClashGenerate Faith: 20 |
Enhanced ClashWhenever you cast Clash, gain Crusader's March for 6 seconds. Crusader's March grants you 15%[x] Block Chance and 2 stacks of Resolve. |
PunishmentYou are emboldened during Crusader's March, granting:
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SkirmishClash 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 ThemYour Resolve empowers Clash, dealing x 8% increased damage per stack of Resolve. Every 3rd strike, enemies are Pulled in (CC). |
![]() AdvanceGenerate Faith: 18 |
Enhanced AdvanceCasting Advance grants you Unhindered for 2 seconds. |
Vanguard's RushAdvance rushes into enemies, granting 1 Fervor on each strike and deals an additional x 25% damage per stack of Fervor you have. |
Wave DashAdvance 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 BladeAdvance 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 Skills
Zeal
Strike enemies with blinding speed, dealing damage and followed immediately by additional strikes.
Blessed Shield
Bless and hurl your shield with holy energy, dealing damage that ricochets up to three times.
Blessed Hammer
Throw a Blessed Hammer that spirals out.
Divine Lance
Impale enemies with a heavenly lance, stabbing two times.
Shield Bash
Charge at an enemy and bash in front of you.
Auras
Fanaticism Aura
- Passive: Spending Faith emanates power from you, granting you and your allies Attack Speed and Critical Strike Chance for three seconds, up to a maximum of four times.
- Active: Weaken all nearby enemies for four seconds.
Defiance Aura
- Passive: Your presence reinforces you and your allies, granting bonuses to Armor and All Resistances.
- Active: You become unstoppable for two seconds.
Holy Light Aura
- Passive: You and your allies emanate the Light, dealing damage every two seconds to three random nearby enemies.
- Active: Unleash two pure bolts of light, dealing holy damage to the closest enemy and chaining up to four additional enemies before returning to you. When the first bolt of light returns, heal for a percentage of your maximum health.
Valor Skills
Shield Charge
Charge with your shield and push enemies back, granting damage reduction and dealing damage while channeling.
Aegis
Surround yourself with shields of the Light, taunting close enemies and gaining one hundred percent block chance for four seconds.
Falling Star
Soar into the air with angelic wings and dive onto the battlefield, dealing damage on take-off and upon landing.
Rally
Rally forth, gaining twenty percent movement speed for eight seconds and generating faith.
Justice Skills
Purify
Enshroud your enemies in the Light, dazing them for two seconds.
Consecration
Bathe in the Light for six seconds, healing you and your allies for maximum health per second and dealing damage per second to enemies in the effect.
Condemn
Harness the Light and pull enemies in after a delay, briefly stunning them and dealing damage.
Spear of the Heavens
Rain down four heavenly spears from the sky, dealing damage and knocking down enemies. After a delay, the spears burst, dealing damage.
Ultimate Skills
Heaven's Fury
Grasp the Light, dealing damage around you per second before releasing it to seek nearby enemies and deal damage to them per second for seven seconds.
Fortress
Make your stand, becoming immune for three seconds and create a defensive area around you for eight seconds. Standing in your Fortress grants you and your allies two resolve stacks every half a second.
Zenith
Summon a divine sword that cleaves that battlefield. Casting Zenith again cuts through the battlefield deals damage and knocks down enemies for a short duration.
Arbiter of Justice
Ascend to the Heavens and crash upon the battlefield as an Arbiter for twenty seconds, dealing damage upon landing. Arbiter Form grants increased movement speed, evade is replaced with Angelic Leap, and wings strike around you dealing damage to nearby enemies.





