Last Odyssey

Paladins

Paladins are tough warriors with a mix of offensive and defensive abilities.

Tier 1

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
19 6 6 15 2 6 2 3 1
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
1 3 6 2 2

Available Abilities

Name Type Cost Description
Focus Self 1 AP The Paladin applies the Focused status to themselves. While they are Focused, they may only use their basic attack. The Paladin also gain a flat +2 bonus to the damage they deal when they hit a warrior with a strike or spell. Every time they hit a warrior, this bonus increases by 1. When they miss, the Focused status goes away.
Strike Melee 3 MP, 1 AP The Paladin makes a colorless strike that deals 1.5x damage on a hit in addition to other modifiers.
Taunt Ranged 1 AP The Paladin uses a sleight that inflicts the Taunted status on a single target on a hit until the beginning of the Paladin’s next turn, not counting held turns. A Taunted character can only use single-target spells, strikes, and sleight abilities, and only on the character who inflicted it. It can also use the Move action to move into range of their target if needed. Each character can only be Taunted by a single other character at a time. If a Taunted character cannot affect the Paladin by any means, they will act as though they are not Taunted.
Heal Ally 3 MP, 1 AP The Paladin restores an amount of HP to a single target equal to the Paladin’s Magical Attack.

Tier 2

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
29 11 9 30 2 8 4 4 2
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
1 4 8 3 2

New Abilities

Name Type Cost Description
Paladin’s Mask Passive N/A Whenever the Paladin uses an ability that has an element, they may obtain the Masked status, which means they now count as having HP and Shell of that element for the purpose of calculating received damage. While the Paladin is Masked, they may use the Unmask ability, which costs 1 AP and removes the Masked status from themselves.
Shield Self 4 MP, 1 AP The Paladin inflicts the Shielded status on themselves. While a character is Shielded, if they are hit by a strike the damage dealt to them is automatically reduced to 0 and the Shielded status effect is removed.

Tier 3

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
39 16 13 40 2 10 4 5 2
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
2 5 10 4 4

New Abilities

Name Type Cost Description
Cavalry Passive N/A Once per round, the Paladin may use the Move action on their turn without spending any AP, including when they are Focused.
Elemental Strike Melee 3 MP, 1 AP The Paladin makes a strike whose element is the same as their base element.

Tier 4

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
49 21 16 55 2 12 6 6 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
2 6 12 5 4

New Abilities

Name Type Cost Description
Unstoppable Passive N/A The Paladin ignores the Guarded status when attacking targets.
Counter Self 7 MP, 1 AP The Paladin inflicts the Countering status effect on themselves until the beginning of their next turn. While a character is Countering, when they are hit by a strike the attacker takes damage as though they were also a target of the same attack.

Tier 5

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
60 25 20 65 2 14 6 7 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 7 14 6 6

New Abilities

Name Type Cost Description
Haste Ally 6 MP, 2 AP The Paladin grants the Hasted status to a single target during the Effect Phase of this round. The status then lasts for three subsequent rounds, or until it is removed. While a character is Hasted, they have +1 AP to use per round.
Combo Attack Melee 1 AP The Paladin makes two strikes that deal 0.75x colorless damage on a hit.

Tier 6

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
70 30 23 80 3 16 8 8 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 8 16 7 6

New Abilities

Name Type Cost Description
Power Strike Melee 5 MP, 2 AP The Paladin makes a colorless strike. On a hit, this attack’s damage is multiplied by 2 in addition to other modifiers.
Mend Ally 6 MP, 1 AP The Paladin heals a single target for an amount of HP equal to twice the Paladin’s Magical Attack.

Tier 7

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
80 35 27 90 3 18 8 9 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
4 9 18 8 8

New Abilities

Name Type Cost Description
Disciplined Focus Passive N/A While the Paladin is Focused, they may spend 2 AP to take the Calm action, which removes the Focused status from themselves.
Relentless Passive N/A Once per round, if the Paladin misses an attack while Focused, they may choose to keep the Focused status and not lose any bonus damage. If they miss again, they will lose the Focused status as normal.

Tier 8

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
90 40 30 105 3 20 10 10 5
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
4 10 20 9 8

New Abilities

Name Type Cost Description
Costume Change Self 2 AP The Paladin may change their element to an element of their choosing. While they have this new element, it counts as innate, and they have the Masked status.
Elemental Cleave Multi 10 MP, 2 AP The Paladin makes a melee strike against all opponents in the front row whose element is the same as their base element.

Tier 9

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
100 45 34 115 3 22 10 11 5
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
5 11 22 10 10

New Abilities

Name Type Cost Description
Multitaunt Multi 5 MP, 2 AP The Paladin uses a sleight that inflicts the Taunted status on every opponent on the battlefield until the beginning of the Paladin’s next turn, not counting held turns.
Relentless Passive N/A During the Effect Phase, all hexes on the Paladin move back up 1 level on the Bonus Tracker.

Tier 10

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
110 50 37 130 3 24 12 12 6
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
5 12 24 11 10

New Abilities

Name Type Cost Description
Elemental Whirlwind Multi 15 MP, 3 AP The Paladin makes a strike against all opponents on the battlefield whose element is the same as their base element.
Reflect Self 12 MP, 1 AP The Paladin inflicts the Reflecting status effect on themselves until the end of their next turn. While a character is Reflecting, the next time they are hit with a spell the attacker takes damage as though they were also a target of the same attack.