Paladin

"Smack your enemies with your Holy Hammer!"

— Former Specialized Adventuring! Description

Paladin is a class.

Auto Hammer

 * {| class="wikitable" style="text-align: left;

! Tooltip
 * You automatically whack enemy players that get on your space!
 * You automatically whack enemy players that get on your space!

If the Class Talent is active: Whenever Auto Hammer triggers, also move 4-6 spaces forward.

Category: Buff
 * }

Effect

 * While you have a (Holy) Hammer, when you move onto an enemy player's space, when an enemy player moves onto your space, or when you revive while an enemy player(s) is on your space, you automatically utilize your (Holy) Hammer to perform a melee attack on that player in order to knock them backward as if you used the (Holy) Hammer standardly.
 * If your Auto Hammer triggers against another player whose Auto Hammer would trigger within the same effect chain while you both have a Hammer or both have a Holy Hammer, instead of either of you performing a proper melee attack, you both become Incapacitated in a "Paladin Hammer Fight". If one of you has a Hammer and the other has a Holy Hammer, the player with the Hammer is knocked back 18-27 spaces by the Holy Hammer, while the player with the Holy Hammer is unaffected; this is NOT a Paladin Hammer Fight.
 * It's important to note that Auto Hammer, like the (Holy) Hammer item, activates against other players by join order, so a Paladin Hammer Fight will prevent Incapacitated Paladins from hitting players past "the later Incapacitated Paladin in join order" in join order.


 * Auto Jackhammer: After another player's Shield (including upgraded Shield) passive effect blocks your melee attack (including from a non-Hammer melee weapon like Sword), you automatically utilize your Jackhammer to perform a melee attack on that player in order to knock them backward, destroy their Shield, and destroy the Jackhammer if you destroyed an upgraded Shield as if you used the Jackhammer standardly on their space.
 * If the Class Talent is active: Whenever your Auto Hammer (including Auto Jackhammer) activates without you being in a Paladin Hammer Fight, you move 4-6 spaces forward.

Standard Use

 * If you have a Hammer: Your Hammer turns into a Holy Hammer for 2 turns. (It reverts to a Hammer after.)
 * If you have a Holy Hammer: Your Holy Hammer has 2 turns added to its turn counter.
 * If you have no (Holy) Hammer: Gain a Holy Hammer for 2 turns. (It reverts to a Hammer after.)

Passive Effect

 * If the Class Talent is active:
 * After your Holy Hammer item makes contact with another player due to its melee attack, you gain an Auto-Resurrection for 2 turns.
 * If you use Hammer Of Justice to hit another player with a Holy Hammer, you gain an Auto-Resurrection for 2 turns.

Standard Use

 * Target any player. Remove (up to) 2 total random Disease or Curse Debuffs from that player. If at least 1 Debuff was removed, you gain 1 stack of Empowered Dice.
 * If the Class Talent is active: Remove (up to) 3 total random Disease or Curse Debuffs from the player you select rather than only (up to) 2. You gain 1 stack of Empowered Dice for each Debuff removed instead of a static 1 stack.

Event Use

 * Use against the Cursed Gate of the Archaeology Dig; you gain 1 stack of Empowered Dice.
 * Use on Salem's collar at The Magic Shop; you gain 1 stack of Empowered Dice.

Standard Use

 * Target another player.
 * If they are within range and you have a Holy Hammer: Incapacitate the target, also you lose your Holy Hammer.
 * If they are within range and you have a Hammer: Give the target Skip A Turn, also you lose your Hammer.
 * If they aren't within range or you have no (Holy) Hammer: Nothing occurs besides this skill going on cooldown.
 * If the Class Talent is active: If they are within range and you have a Holy Hammer and they are already Incapacitated: Kill the target, also you lose your Holy Hammer.

Skills

 * Holy Hammer (Class Talent)

Event Use

 * Use against the Lv 2 or 3 Small Golem of the Archaeology Dig; you lose your Holy Hammer if you have one. Fails unless you have a Holy Hammer. (A regular Hammer is not consumed upon failure.)

Strengths

 * Melee weapons have a much harder time trying to strike you as long as you can knock opponents back with your Auto Hammer. With the knockback, you also block Incapacitation from various sources like Assassinate, Bear Form: Maul, and Seduction and can block a kill from Bear Boots.
 * Easier access to Jackhammer (as well as Auto Jackhammer) allows for destruction of enemy Shields.
 * Holy Hammer has quite a knockback and can be replenished after theft/destruction.
 * Curses and Diseases can be removed (from yourself or from a teammate or enemy -cubus especially), providing you with the benefit of Empowered Dice.
 * The Divine Blessing Talent can grant a very large amount of spaces in a short period.
 * Decent range to inflict Skip-A-Turn/Incapacitation on an opponent every so often.
 * Hammer Of Justice can beat Archaeology Dig's Lv 2 or 3 Small Golem (at the cost of a Holy Hammer). Divine Blessing can beat the Archaeology Dig's Cursed Gate.

Weaknesses

 * Fairly long cooldowns on the two more powerful skills.
 * No direct movement skills for same-spacing enemy players to knock them back aggressively.
 * Auto Hammer cannot trigger if you are Disarmed or Incapacitated or Reincarnated.
 * Special movement-triggered effects can allow a player onto your space despite Auto Hammer.
 * Shields can block your regular Hammer (including from Auto Hammer) and leave an enemy on your space if you don't have a Jackhammer off cooldown. Shield Mastery and various upgraded Shield Buffs in particular can punish you for simply having a Hammer, potentially forcing you to keep your Hammer on cooldown or to dispose of it somehow when you lack a Jackhammer off cooldown.
 * Multiple Paladins being in a game will reduce each Paladin's effectiveness. Paladin Hammer Fights can leave you Incapacitated and on an enemy's space, an enemy Holy Hammer trumps your regular Hammer, and you will likely have to compete with each other over Divine Blessing targets for Empowered Dice (esp. with the Talent.)
 * Saboteurs and Quantum Physicists can deliberately mess with your Hammers. ACME Magnet and Magneto Gloves can be used similarly.
 * Illusionist's Hallucination can evade Holy Hammer knockback.
 * Time Twister's Bend Space can manipulate you like a toy if you have a Hammer. This can exacerbate the Paladin Hammer Fight problem.
 * Priest's Dispel Magic and Warlock's Spellbreaker can remove your Empowered Dice if you use Divine Blessing too early, though you may feel forced to use it early if some Curses or Diseases will be removed soon.
 * Warlock's Filthsucker can be used to deliberately deny Diseases for Divine Blessing.
 * You have to sacrifice your Hammer with Hammer Of Justice, leaving you without a tool for Auto Hammer. You can replenish your Hammer with the Holy Hammer skill after, but you have to forego the Incapacitation in that case.

Strategies

 * Make a Holy Hammer and use Hammer of Justice during the target player's turn for maximum effect, preferably when they need access to their items in encounters such as The Magic Shop, Archaeology Dig, The Bear!, or Pawn Shop.
 * Any Curse or Disease can effectively turn into Empowered Dice for you. You can deliberately Curse yourself or give yourself a Disease so you can cleanse it; sources to look out for are The Beach's Crabs, Crabs at Flava O' Da Jungle, STDs from The Brothel/The Pirate Ship/Libido Demon/Hell's Angel/STD Exchangers/Trivia penalty, Saruman's Curse, and Salem's Curse.
 * Certain items that drag other players to your space will be very useful with your Holy Hammer; among these are the Lasso, Free Drink, Sexy Shoes, and throwing a Delicious Cake onto your space.
 * Divine Blessing can be used along with spell protection to capture Salem at The Magic Shop, gaining an infinite range Incapacitation.
 * If the Dr. Who reference event is chosen, Shady Dealer being available through the Arcane Portal can grant access to Cocaine for strong synergy with Divine Blessing. The Witch during Travel in the Middle Ages can give a Curse, and so can Mystic Bob in The Haunted Mansion's Tower Room. However, other players have easier access to the Church for removal of Curses and Diseases and easier access to Shields.
 * If the Board Game Of Thrones reference event is chosen, you can become a Lannister for Rupees and for a periodic chance to gain Cocaine or STDs from The Brothel. You can become a Stark to periodically gain Speed Boost from the Godswood. You can become a Baratheon for a Hammer (allowing Hammer Of Justice use/Jackhammer combination/Torch combination) as well as potential access to The Bear!, which you can beat with Holy Hammer. If you become a Targaryen, Blue Dragonling can remove your vulnerability to Frostbolt. However, if you don't get a Blue Dragonling yourself, another player that gets one can use it to greatly diminish your space-gain with Empowered Dice, also other Stark players may remove their Curses at the Godswood.
 * If the Interdimensional Portal Gun reference event is chosen, Candy World's Diabetes and Low Blood Sugar can be removed with Divine Blessing. Cronenberg streets can also give players Creeping Fungus which can give Fungal Infection or Mystery Meal which can give a random Disease or Mystery Mixer for recurring Mystery Meals.

Dual-Class Synergies

 * -cubus: You can use Divine Blessing to remove STDs that you have spread to other players and gain Empowered Dice. If you spread enough STDs to a single player, you can gain 3 stacks of Empowered Dice at once if you have the Divine Blessing Talent. Players that you same-space with Seduction can be knocked back by your Holy Hammer.
 * Druid: You can use Divine Blessing from random occurrences to gain Empowered Dice alongside Shapeshift, Crow Form, and Wolf Form for sprinting. Shapeshift, Bear Form, and Snake Form, Crow Form, and Wolf Form as well as Skeleton minion are tools to same-space an enemy so you can knock them back with your Holy Hammer. Hammer Of Justice can be used to make someone an easier target for Roots.
 * Illusionist: Grand Disappearance allows for same-spacing to hit enemies back with Holy Hammer. Magic Hat can be used when you don't want Auto Hammer to activate (such as to kill with Pacman, to apply a Teleporter to an enemy, to Duct Tape an enemy, or to avoid a Paladin Hammer Fight), used to prevent Holy Hammer's turn counter from ticking down (esp. with the Hat Talent), and to keep a replacement Hammer for after using Hammer Of Justice. Magic Hat can also protect your Hammer from Quantum Physicists (and to a lesser extent Saboteurs) as well as ACME Magnet and Magneto Gloves.
 * You can use Grand Disappearance to move onto a player's space, apply Duct Tape and Teleporter to them, knock them back with Holy Hammer until the Duct Tape breaks, and then teleport to them to knock them back with the Holy Hammer again. This combo can knock an enemy back by a brutal amount of spaces in one turn, all while avoiding space loss yourself with Grand Reappearance.


 * Necromancer: You can use Divine Blessing to remove Drain Soul or Zombie Infection and gain Empowered Dice. Perverted Corpse and Drain Soul can together apply 3 Curses/Diseases in quick succession that can be removed for 3 stacks of Empowered Dice at once if you have the Divine Blessing Talent. A Skeleton minion can be used to hit a player onto your space so you can knock them back with your Holy Hammer. Divine Blessing and Spirit Slippers are both useful for sprinting.
 * Warlock: Call Demon's Curses can be removed with Divine Blessing for Empowered Dice. 3 can be removed for 3 stacks of Empowered Dice at once if you have the Divine Blessing Talent (though other Paladins may ruin the build-up.) Because they both produce Empowered Dice, both classes will benefit from heavily prioritizing seeking out Speed increases.