The Paladin is one of the Elite Archetypes in Metaphor: ReFantazio. It is able to auto-counter physical attacks and heal your party, acting as a shield and protector. It is weak to Electric damage but strong against both Slash and Light damage.
The Paladin is a part of the Knight Lineage and is one of the final forms like the Dark Knight. The Paladin Archetype is a fairly simple class, although tricky to truly master due to its unique playstyle.
How to unlock the Paladin Archetype¶
To unlock the Paladin Archetype, you need to level up Hulkenberg’s bond Rank to 7 which occurs during your free time on Virga Island. You will also need to get the Magic Knight to Rank 20. From there you can purchase it for a eye-watering 18,750 MAG.
Paladin Skills¶
The Paladin has access to a number of Skills:
- Auto-Repel - [Hero Passive] Chance to reflect an enemy’s attack in overworld combat.
- Holy Knight’s Proclamation - Guards, drawing enemy attention and taking attacks for allies for 1 turn. (Certain attacks defy this effect.) (8 MP)
- Knight’s Defense - Increases caster’s Defence by three ranks for 3 turns. (20 MP)
- Protect Guard - Raises a barrier that nullifies one Slash/Pierce/Strike attack for one ally. (10 MP)
- Counter - [Passive] Has a 15% chance of repelling Slash/Pierce/Strike damage.
- Emergency Aid - Weak HP recovery for all allies. (Can only be used from the main menu.) (6 MP)
- Holy Knight’s Works - Recovers a medium amount of HP and removes debuff effects. (15 MP)
- Revitalise 3 - [Passive] Recovers significant MP every turn.
Paladin Synthesis Skills¶
The Paladin has five damaging Synthesis Skills and two buff/nerf Synthesis Skills:
- Flying Guard Thrust - Deals extreme physical Pierce damage to one enemy. Lowers their Defence for 3 turns. (14 MP) [Allies needed: Warrior, Brawler, or Berserker Lineages]
- Crusader’s Hammer - Deals severe physical Light damage to one enemy. Inflicts a one-time weakness to Light. (20 MP) [Allies needed: Warrior, Thief, or Masked Dancer Lineage]
- Peerless Sanctity - Deals severe physical Light damage to all enemies. Decreases their Attack/Defence/Hit/Evasion for 3 turns. (25 MP) [First ally needed: Seeker, Knight, or Commander Lineages & Second ally needed: Knight, Healer, or Commander Lineages]
- Magic Knight’s Hammer - Deals extreme physical Electric damage to one enemy. Inflicts a one-time weakness to Electric. (18 MP) [Allies needed: Gunner, Masked Dancer, or Berserker Lineages]
- Hammer of Justice - Deals heavy physical Pierce damage to one enemy. Inflicts a one-time weakness to Pierce. (18 MP) [Allies needed: Brawler, Merchant, or Summoner Lineages]
- Line Guard - Raises a barrier that nullifies one physical attack for all allies in caster’s row. (28 MP) [Allies needed: Knight, Healer, or Commander Lineages]
- Magic Guard - Raises a barrier that nullifies one elemental attack for all allies in caster’s row. (28 MP) [Allies needed: Seeker, Mage, or Healer Lineages]
For a full list of the Archetypes in the game, check out our Archetypes list.
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