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Paladin 1.jpg|Normal
 
Paladin 1.jpg|Normal
 
Paladin 2.jpg|Levitating
 
Paladin 2.jpg|Levitating
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Paladin Blessing 5.jpg|Blessing
 
</gallery>
 
</gallery>
 
|Caption =
 
|Caption =
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|Appearances = *[[Tiny Tina's Assault on Dragon Keep]]
 
|Appearances = *[[Tiny Tina's Assault on Dragon Keep]]
   
|Strategy = Paladins are highly specialized [[Knight (faction)|knights]] endowed with numerous abilities that their comrades do not possess. Foremost of these abilities is the power to heal themselves and allies around them. When healing, a Paladin will hold his sword to his chest, downwards and levitate into the air. A field of energy will form around them as they restore health. In addition to healing themselves, this also grants them a [[shield]].
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|Strategy = Paladins are highly specialized [[Knight (faction)|knights]] endowed with numerous abilities that their comrades do not possess.
   
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Foremost of these abilities is the power to heal themselves and some of the allies around them. They can also imbue them with holy purpose. In so doing Paladins will hold their swords to their chests, and levitate into the air. As they ascend, and while they are spreading out their arms, a very speciffic sound can be heard followed by a field of energy spreading out around them. All affected knights (excluding Archers, Badass Archers, Badass Knights, Storm Knight, and other Paladins) have their health restored by a certain amount and for a short (about 5 seconds) period of time are granted a prefixed name Blessed. While holding this prefix, all affected knights have their movement speed and base damage increased. Blessed knights are easily recognized by bright yellow rings around them.
Paladins can also imbue their comrades with holy purpose. In so doing they reach out with their sword and touch their fellow knight at shoulder height, granting them a prefixed name<!-- Endowed? --> and strength to match.<!-- Needs info -->
 
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Paladins also have access to offensive spells that can bathe attackers in fire or ice, and when attacking conventionally, they run in close to deal melee damage, or sometimes stop to throw their sword from a distance.
   
Paladins also have access to offensive spells that can bathe attackers in fire, and when attacking conventionally, they run in close to deal melee damage, or sometimes stop to throw their sword from a distance.
 
 
|Mission =
 
|Mission =
 
 
|Quotes =
 
|Quotes =
 
 
|Notes =
 
|Notes =
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*Paladins spawn with out shields which are in form of energy orbs. To gain their shields, Paladins must hold their swords to their chests, and levitate into the air.
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*Once destroyed, energy shield can not be restored.
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*They tend to heal their allies only once their own shields have been destroyed.
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*{{PAGENAME}}s are resistant to fire, taking even less damage from [[incendiary]] weapons than other knights.
 
*Paladins have different names for each difficulty level:
 
*Paladins have different names for each difficulty level:
 
**Normal Mode: Paladin
 
**Normal Mode: Paladin
 
**[[True Vault Hunter Mode|TVHM]]: Exalted Paladin
 
**[[True Vault Hunter Mode|TVHM]]: Exalted Paladin
 
**[[Ultimate Vault Hunter Mode|UVHM]]: Crowned Paladin
 
**[[Ultimate Vault Hunter Mode|UVHM]]: Crowned Paladin
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|Trivia =
 
|Trivia =
 
 
|See Also =
 
|See Also =
 
|External Links =
 
|External Links =

Revision as of 23:54, 7 October 2019

Paladins are enemies encountered in the DLC Tiny Tina's Assault on Dragon Keep. They are claymore-wielding holy knights with the ability to heal themselves and others.

Appearances

Strategy

Paladins are highly specialized knights endowed with numerous abilities that their comrades do not possess.

Foremost of these abilities is the power to heal themselves and some of the allies around them. They can also imbue them with holy purpose. In so doing Paladins will hold their swords to their chests, and levitate into the air. As they ascend, and while they are spreading out their arms, a very speciffic sound can be heard followed by a field of energy spreading out around them. All affected knights (excluding Archers, Badass Archers, Badass Knights, Storm Knight, and other Paladins) have their health restored by a certain amount and for a short (about 5 seconds) period of time are granted a prefixed name Blessed. While holding this prefix, all affected knights have their movement speed and base damage increased. Blessed knights are easily recognized by bright yellow rings around them.

Paladins also have access to offensive spells that can bathe attackers in fire or ice, and when attacking conventionally, they run in close to deal melee damage, or sometimes stop to throw their sword from a distance.

Notes

  • Paladins spawn with out shields which are in form of energy orbs. To gain their shields, Paladins must hold their swords to their chests, and levitate into the air.
  • Once destroyed, energy shield can not be restored.
  • They tend to heal their allies only once their own shields have been destroyed.
  • Paladins are resistant to fire, taking even less damage from incendiary weapons than other knights.
  • Paladins have different names for each difficulty level:
    • Normal Mode: Paladin
    • TVHM: Exalted Paladin
    • UVHM: Crowned Paladin