Warrior can advanced as Hero, Paladin or Dark Knight. This specific job route is determined when you reach Level 30. For this job, you will undergo as Page (2nd Job Advancement), White Knight (3rd Job Advancement) and Paladin (4th Job Advancement). Pages are armed with swords, blunt weapons, and shields, and are naturally more defensive than the other two warrior classes. They utilize the power of fire, ice, lightning, and holy elements to scar the battlefield. Their third job is White Knight, and their fourth job is Paladin. They can equip 2-handed sword/blunt-weapon but they will be not utilizing their defensive skills without their shield being equipped. Only 1-handed sword/blunt-weapon aka mace can be equipped with shield.
PALADIN OVERVIEW
CLASS: Adventurer/Explorer
EQUIPMENT TYPE: Warrior
PRIMARY WEAPON: 1-handed sword, 2-handed sword, 1-handed mace, 2-handed mace
SECONDARY WEAPON: Rosary, Shield
PRIMARY STAT: Strength (STR)
LINK SKILL: None
MAPLE UNION EFFECT: STR +10/20/40/80/100
BEST INNER ABILITY: Attack Speed +1, Critical Rate +30%
JOB SKILLS: I: Swordman → II: Page → III: White Knight → IV: Paladin → Hyper Skills → V: Paladin
Paladin Pros and Cons
Pros
- *Share your pros on this job!*
- Amazing defense with most monsters dealing only 1 damage on you.
- Can block Status ailments and attacks.
- Very good 1 versus 1 or mobbing damage.
- Barely have to pay for HP pots due to HP regeneration and massive defense.
- Can block 1/1 (Boss skill that reduces your HP and MP to 1).
- Reach their offensive peak very early.
Cons
- *Share your cons on this job!*
- Not very effective at mobbing.
- Few attacking skills.
MapleStory Paladin Video
Ayumilove MapleStory Paladin 1st, 2nd, 3rd, 4th, 5th Job Skills + Hyper Skills (2017)
MapleStory Paladin Guide 2021 by Nat
Swordman – Warrior 1st Job Skills
Please refer to Warrior 1st Job Skill Build Guide as it is shared by Hero, Paladin and Dark Knight.
Page – Warrior 2nd Job Skills
Weapon Mastery
Increases Sword and Blunt Weapon Mastery.
Level 1: Sword and Blunt Weapon Mastery: 14%
Level 10: Sword and Blunt Weapon Mastery: 50%
Weapon Booster
Required Skill: Weapon Mastery (5)
Increases the attack speed of your weapon. Must have a sword or blunt weapon equipped.
Level 1: MP Cost: 29, Duration: 20 sec
Level 10: MP Cost: 11, Duration: 200 sec
Elemental Charge
Use Charge skills of different elements to charge the elemental power and enhance yourself. Your max DEF will increase as well.
Level 1: If you use a different Charge skill right after using another Charge skill, you will gain 1 Elemental Charge. Up to 5 Elemental Charges can be gained. Recovery amount +2% (excluding the damage and Potions), Attack Power +8, Abnormal Status Resistance +2%, hit damage -2%, max DEF can increase up to 20000 for each Elemental Charge
Flame Charge
Instantaneously grants fire attribute to your weapon to deal fire damage to enemies and inflict burns on them
Level 1: MP Cost: 11. Max Enemies Hit: 4, Damage: 102%, Number of Attacks: 3. At 33% chance, deals 56% Fire Damage for 3 sec
Level 20: MP Cost: 30. Max Enemies Hit: 4, Damage: 140%, Number of Attacks: 3. At 90% chance, deals 75% Fire Damage for 6 sec
Blizzard Charge
Instantly grants ice attribute to your weapon to deal ice damage to enemies and slow them. When you attack an enemy that is taking continuous damage from Flame Charge, more damage can be dealt.
Level 1: MP Cost: 11, Max Enemies Hit: 4, Damage: 102%, Number of Attacks: 3. At 33% chance, reduce enemy’s movement speed for 2 sec. When attacking a burning enemy, 106% additional damage
Level 20: MP Cost: 30, Max Enemies Hit: 4, Damage: 140%, Number of Attacks: 3. At 90% chance, reduce enemy’s movement speed for 6 sec. When attacking a burning enemy, 115% additional damage
Close Combat
Pulls in enemies to either side of you while dealing damage.
Level 1: MP Cost: 11. Max Enemies Hit: 8, Damage: 116%, Number of Attacks: 2). A 35% chance to stun enemies for 2 sec after drawing them toward you.
Level 10: MP Cost: 20. Max Enemies Hit: 8, Damage: 125%, Number of Attacks: 2). A 80% chance to stun enemies for 4 sec after drawing them toward you.
Final Attack
Required Skill: Weapon Mastery (3)
Grants a chance to deal additional damage after an attack skill. Must have a sword or a blunt weapon equipped.
Level 1: Proc Rate: 2%, Damage: 100%
Level 20: Proc Rate: 40%, Damage: 150%
Physical Training
Improves STR and DEX permanently through physical training.
Level 1: Permanently increase STR by 6 and DEX by 6.
Level 5: Permanently increase STR by 30 and DEX by 30.
Page Skill Build Guide: Everything maxed except Close Combat.
0. Elemental Charge (MAX)
1. Flame Charge, Blizzard Charge, Weapon Mastery (1)
2. Weapon Mastery (5)
3. Weapon Booster (6)
4. Weapon Mastery (MAX)
5. Physical Training (MAX)
6. Flame Charge (MAX)
7. Blizzard Charge (MAX)
8. Final Attack (MAX)
9. Weapon Booster (MAX)
10. Close Combat (9/10)
White Knight – Warrior 3rd Job Skills
Lightning Charge
Instantly grants lightning attribute to your weapon to deal lightning damage to enemies and stun them. Attack enemies with Blizzard Charge first to inflict more damage on them.
Level 1: MP Cost: 25. Max Enemies Hit: 6, Damage: 193%, Number of Attacks: 3. A 14% chance to stun for 3 sec. Damage Over Time: 77% for enemies that are not stunned. Attack slowed-down enemies with Blizzard Charge to deal 106% more damage
Level 20: MP Cost: 35. Max Enemies Hit: 6, Damage: 250%, Number of Attacks: 3. A 90% chance to stun for 6 sec. Damage Over Time: 115% for enemies that are not stunned. Attack slowed-down enemies with Blizzard Charge to deal 115% more damage
Parashock Guard
Reduces your Guard Chance and DEF and damage that nearby allies receive when they are hit. Grants your allies a chance to guard themselves. Increases your Attack Power. Can be toggled On/Off with the skill key.
Level 1: MP Cost: 24, Guard Chance: -11%, DEF: -11%, When nearby party members are hit (except yourself): Damage -11% and Guard Chance +11% , your Attack Power +2
Level 10: MP Cost: 32, Guard Chance: -20%, DEF: -20%, When nearby party members are hit (except yourself): Damage -20% and Guard Chance +20% , your Attack Power +20
Combat Orders
Required Skill: HP Recovery (5)
Permanently increases damage for Blizzard Charge and Flame Charge. Temporarily grants bonus skill levels to the skills of all party members, including yourself. Skills that have already reached the master level can be raised further. Exceptions: Beginner skills, Combat Orders, and Hyper Skills cannot be increased.
Level 1: MP Cost: 24, All Skill Levels +1, Duration: 86. [Passive Effect : Blizzard Charge and Flame Charge Damage +34%p]
Level 20: MP Cost: 36, All Skill Levels +2, Duration: 200. [Passive Effect : Blizzard Charge and Flame Charge Damage +110%p]
HP Recovery
Instantly recovers your HP. Higher skill levels will restore more health. Recovers less HP when used repeatedly.
Level 1: MP Cost: 24, Instantly recovers 23% of Max HP. If used repeatedly within 24 sec, recovery amount decreases by 10%, Minimum HP recovery amount 10%
Level 10: MP Cost: 40, Instantly recovers 50% of Max HP. If used repeatedly within 15 sec, recovery amount decreases by 10%, Minimum HP recovery amount 10%
Threaten
Intimidates enemies, with a chance to decrease their Attack, Defense, and Accuracy.
Level 1: MP Cost: 15, Success Rate: 18%, Number of Enemies: 6, Enemy Attack and Defense: -11% for 42 sec, Accuracy: -11%, Duration (Accuracy Debuff): 4 sec
Level 20: MP Cost: 24, Success Rate: 75%, Number of Enemies: 6, Enemy Attack and Defense: -30% for 80 sec, Accuracy: -30%, Duration (Accuracy Debuff): 8 sec
Rush
Dash forward and push back multiple monsters.
Level 1: MP Cost: 11, Damage: 251%, Max Enemies Pushed: 7
Level 10: MP Cost: 20, Damage: 305%, Max Enemies Pushed: 12
Shield Mastery
Increases Elemental Resistance, Abnormal Status Resistance, Weapon DEF, Magic DEF, and Attack Power when a shield is equipped. Gives your shield a chance to block and stun enemies.
Level 1: When shield is equipped – Abnormal Status Resistance: +13, Elemental Resistance: +13%, Defense: +115%, Attack Power: +1, Guard Chance: 4%, Stun Chance on Guard: 6%
Level 10: When shield is equipped – Abnormal Status Resistance: +40, Elemental Resistance: +40%, Defense: +250%, Attack Power: +10, Guard Chance: 40%, Stun Chance on Guard: 60%
Achilles
Permanently increases your defensive abilities so you take less damage from enemies.
Level 1: Damage Taken: -11%
Level 20: Damage Taken: -30%
Divine Shield
Generates a protective shield when hit that absorbs up to 10 blows and increases Weapon Attack. The shield lasts for 90 seconds and must cool down before reactivation. Cannot be broken by enemy attacks.
Level 1: Shield Proc Chance (when hit): 5%, For 90 sec, Attack Power: +2, Enemy Blows Absorbed: 1, Damage -7% only for attacks that inflict damage at a certain ratio of the max HP, Unable to recreate a Protective Shield for 30 sec when activated.
Level 10: Shield Proc Chance (when hit): 50%, For 90 sec, Attack Power: +20, Enemy Blows Absorbed: 10, Damage -25% only for attacks that inflict damage at a certain ratio of the max HP, Unable to recreate a Protective Shield for 30 sec when activated.
Knight Skill Build Guide: Max everything except HP Recovery, Threaten and Rush.
1. Lightning Charge, Rush, Divine Shield (1)
2. Divine Shield (MAX)
3. HP Recovery (8/10)
4. Combat Orders (MAX)
5. Lightning Charge (MAX)
6. Shield Mastery (MAX)
7. Parashock Guard (MAX)
8. Achilles (MAX)
9. Threaten (18/20)
10. Rush (8/10)
Explanation:
Paladin 3rd Job Skill Build Guide is somewhat confusing abit due to a unique special skill called Combat Orders. At max level, when you buff yourself with Combat Orders, it adds +2 Levels to all skill (1st, 2nd, 3rd, 4th jobs) temporarily. Only 4th Job skills can surpass the max level (Example: Level 30 Skill +2 Levels = Level 32). Therefore, you can cap the Supportive Skills (e.g. Threaten and HP Recovery) at 2 levels lower so you can distribute the remaining SP (Skill Point) into Rush.
Paladin – Warrior 4th Job Skills (GMS / MSEA)
Maple Warrior
Temporarily increases the stats of all party members. Does not stack with Maple Warrior, Call of Cygnus, Nova Warrior, President’s Orders, or Rhinne’s Protection.
Level 1: MP Cost: 10, Increases all stats assigned APs by 1% for 30 sec
Level 30: MP Cost: 70, Increases all stats assigned APs by 15% for 900 sec
Hero’s Will
Hones your resolve to ignore certain abnormal status effects. Immune to Abnormal Status for 3 sec after use.
Level 1: MP Cost: 30, Cooldown: 600 sec
Level 5: MP Cost: 30, Cooldown: 360 sec
Divine Charge | Holy Charge
Instantly grants the Holy Attribute to your weapon to deal Holy damage to enemies and silence them. Attack Knocked Out enemies with the Lightning Charge skill to inflict more damage on them
Level 1: MP Cost: 25. Max Enemies Hit: 6, Damage: 338%, Number of Attacks: 3. A 13% chance to silence enemies for 5 sec. Attack Knocked Out enemies with Lightning Charge to deal 106% more damage on them.
Level 30: MP Cost: 45. Max Enemies Hit: 6, Damage: 454%, Number of Attacks: 3. A 100% chance to silence enemies for 10 sec. Attack Knocked Out enemies with Lightning Charge to deal 120% more damage on them.
Blast
Deal a powerful blow against a single opponent. The attribute of the most recently used charge skill is applied.
Level 1: MP Cost: 15, Number of Attacks: 8, Damage: 194%
Level 30: MP Cost: 24, Number of Attacks: 8, Damage: 310%
Guardian | Guardian Spirit
Revives one ally closest to you and makes both your ally and yourself invulnerable for short time.
Level 1: Consumes 145 MP to revive your closest ally and make them invincible for 10 sec. Cooldown: 1000 sec.
Level 20: Consumes 50 MP to revive your closest ally and make them invincible for 20 sec. Cooldown: 600 sec.
Magic Crash
Has a chance to cancel all buffs on nearby enemies and restrict them from acquiring new buffs for a short time.
Level 1: MP Cost: 33, Chance to cancel all buffs: 28%, restrict buff effect for 10 sec. Cooldown: 60 sec.
Level 10: MP Cost: 15, Chance to cancel all buffs: 100%, restrict buff effect for 22 sec. Cooldown: 60 sec.
Elemental Force
Temporarily increases damage greatly, and permanently increases damage of all Charge skills except Divine Charge.
Level 1: MP Cost: 20, increases 5% final damage for 113 seconds. Passive Effects: Flame Charge, Blizzard Charge, Lightning Charge skills increase damage by 88%p
Level 30: MP Cost: 30, increases 20% final damage for 200 seconds. Passive Effects: Flame Charge, Blizzard Charge, Lightning Charge skills increase damage by 204%p
Heaven’s Hammer | Sanctuary
Slam a large hammer into the ground, dealing damage to multiple enemies. You are not affected by pushback while casting Heaven’s Hammer.
Level 1: MP Cost: 31, Damage: 425%, Number of Attacks: 7, to 15 enemies, damage increased by 30% when attacking a boss. Cooldown: 30 sec
Level 30: MP Cost: 60, Damage: 570%, Number of Attacks: 7, to 15 enemies, damage increased by 30% when attacking a boss. Cooldown: 15 sec
Advanced Charge
Required Skill: Charged Blow (MAX)
Increases the attack range, number of hits, and Blast attack count for the Charge skill of each attribute. Maximum Level: 10 (12 with Combat Orders)
Level 1: Damage Per Charge: 5%, Attack Power: increase up to 12, Charge Skills’ Max Number of Targets: +1, Blast and Charge Skill’s Attack Count: +1
Level 10: Damage Per Charge: 5%, Attack Power: increase up to 12, Charge Skills’ Max Number of Targets: +2, Blast and Charge Skill’s Attack Count: +2
Level 12: Damage Per Charge: 5%, Attack Power: increase up to 12, Charge Skills’ Max Number of Targets: +3, Blast and Charge Skill’s Attack Count: +3
High Paladin | Paladin Expert
Required Skill: Weapon Mastery (MAX)
Builds upon everything you have learned as a Paladin to increase Weapon Mastery, Defense, and Critical Damage. Increases Damage, DEF Ignored, or Mastery depending on the equipped weapon’s type.
Level 1: Mastery: +56%, DEF: +110, Critical Rate: +11%, Critical Damage: +3%, DEF Ignored: +11%, Final Damage: +11%.
Critical Damage +6% and Mastery +3% when equipped with a One-Handed Sword
Critical Damage +5% when equipped with a Two-Handed Sword
Critical Damage +5%, DEF Ignored +10%, and Mastery +3% when equipped with a One-Handed Blunt weapon
Critical Damage +5% and DEF Ignored +10% when equipped with a Two-Handed Blunt weapon
Level 30: Mastery: +70%, DEF: +400, Critical Rate: +40%, Critical Damage: +8%, DEF Ignored: +30%, Final Damage: +40%
Critical Damage +6% and Mastery +3% when equipped with a One-Handed Sword
Critical Damage +5% when equipped with a Two-Handed Sword
Critical Damage +5%, DEF Ignored +10%, and Mastery +3% when equipped with a One-Handed Blunt weapon
Critical Damage +5% and DEF Ignored +10% when equipped with a Two-Handed Blunt weapon
Power Stance
Concentrates to hold your ground when struck, resisting knock-back effects permanently.
Level 1: Knockback Resistance: +2%
Level 30: Knockback Resistance: +60%
Paladin Skill Build Guide (GMS):
1. Blast, Divine Charge, Advanced Charge (1)
2. Guardian, Heaven’s Hammer, High Paladin (1)
3. Advanced Charge (MAX)
4. High Paladin (MAX)
5. Elemental Force (MAX)
6. Divine Charge (MAX)
7. Blast (MAX)
8. Power Stance (MAX)
9. Maple Warrior (MAX)
10. Magic Crash (MAX)
11. Hero’s Will (MAX)
12. Heaven’s Hammer (MAX)
13. Guardian (MAX)
14. Extra 48 SP.
Paladin Skill Build Guide (MSEA):
1. Blast, Holy Charge, Advanced Charge (1)
2. Guardian Spirit, Sanctuary, Paladin Expert (1)
3. Advanced Charge (MAX)
4. Paladin Expert (MAX)
5. Elemental Force (MAX)
6. Holy Charge (MAX)
7. Blast (MAX)
8. Power Stance (MAX)
9. Maple Warrior (MAX)
10. Magic Crash (MAX)
11. Hero’s Will (MAX)
12. Sanctuary (MAX)
13. Guardian Spirit (MAX)
14. Extra 48 SP.
Paladin Hyper Skills
Blast – Extra Strike
Required Level: 180
Level 1: Blast Number of Attacks: +1
Blast – Reinforce
Required Level: 140
Level 1: Blast Damage: +20%
Blast – Critical Chance
Required Level: 165
Level 1: Blast Critical Rate: +20%
Heaven’s Hammer – Cooldown Cutter
Required Level: 150
Level 1: Heaven’s Hammer Cooldown: -30%
Heaven’s Hammer – Extra Strike
Required Level: 165
Level 1: Heaven’s Hammer Number of Attacks against Boss Monsters: +1
Heaven’s Hammer – Reinforce
Required Level: 150
Level 1: Heaven’s Hammer Damage: +20%
Threaten – Enhance
Required Level: 180
Level 1: Threaten debuffing enhanced: Enemy ATT/DEF: -20%, Accuracy: -20% Duration: 8 sec
Threanten – Opportunity
Required Level: 150
Level 1: Threaten Chance to succeed: +25%
Threaten – Persist
Required Level: 140
Level 1: Threaten Duration: +20 sec
Sacrosanctity
Required Level: 140
Call upon the heavens to protect you from all attacks for a short time.
Level 1: MP Cost: 600, Invincibility Duration: 30 sec. Cooldown: 300 sec
Smite Shield
Required Level: 160
Summons a shield imbued with immortal strength to strike down nearby enemies. Any enemies struck will lose some buffs and buff effects for the duration of the stun. Debuffs: Attack Power/Magic ATT Increase, DEF Increase, Obsidian Skin. Enemies hit by this will resist stuns for 90 seconds and won’t be stunned by other skills, such as Smite Shield.
Level 1: MP Cost: 400, Enemies Hit: 15, Damage: 500%, Number of Attacks: 6, Stun Duration: 10 sec. Stun Duration: +100% depending on damage inflicted with Smite Shield. Cooldown: 120 sec
Epic Adventure
Required Level: 190
Call upon the bravery deep within to increase damage output.
Level 1: MP Cost: 100, Duration: 60 sec, Damage: +10%. Cooldown: 120 sec. Applies to any Explorer class within the party
Paladin Hyper Skill Build Guide:
1. Blast – Extra Strike
2. Blast – Reinforce
3. Blast – Critical Chance
4. Threaten – Enhance
5. Heaven’s Hammer – Cooldown Cutter
6. Sacrosanctity
7. Smite Shield
8. Epic Adventure
Explanation:
Check this Hyper Stats Guide for more details!
Paladin 5th Job Skills
Please refer to MapleStory 5th Job Skills Guide for more details on Skill Cores, Special Cores and Enhancement Cores!
Paladin Skill Cores
Divine Echo | Holy Unity
Max Level: 25 (30 with Matrix Points)
Binds you and your allies together with holy power. Paladin and his party members are excluded.
Level 1: MP Cost: 1000, Duration: 41 sec, targets a party member in range. Affected party member will duplicate any attack skills you use as well as certain buffs. Only the self-buff will persist if the target moves out of range. If the party member is not inside the echoing range, then you enhance yourself. If the party member is not inside the echoing range, then you enhance yourself. If the party member is inside the echoing range when you’re enhanced they automatically mimics you, and when the link is disconnected the party member’s buff is also removed. Echoing Party Member – Upon using an offensive skill, affected party member mimics you for 25% of Final Damage, Buff Duration: 50% + 1% for every 1000 Strength (up to 100%), Your Final Damage: +35%. Self Buff – Final Damage: +35%. Cooldown: 120 sec.
Level 30: MP Cost: 1000, Duration: 70 sec, targets a party member in range. Affected party member will duplicate any attack skills you use as well as certain buffs. Only the self-buff will persist if the target moves out of range. If the party member is not inside the echoing range, then you enhance yourself. If the party member is not inside the echoing range, then you enhance yourself. If the party member is inside the echoing range when you’re enhanced they automatically mimics you, and when the link is disconnected the party member’s buff is also removed. Echoing Party Member – Upon using an offensive skill, affected party member mimics you for 40% of Final Damage, Buff Duration: 65% + 1% for every 1000 Strength (up to 100%), Your Final Damage: +50%. Self Buff – Final Damage: +50%. Cooldown: 120 sec.
Hammers of the Righteous | Blessed Hammer
Max Level: 25 (30 with Matrix Points)
Summon blessed hammers to attack nearby enemies. If the hammers attack enemies using Damage Reflect, you will not take damage.
Level 1: [Passive Effects] Creates 1 spiraling hammer around you whenever you generate an Elemental Charge. Up to 5 can be active at once, and their duration is shared with Elemental Charge.
Hammers automatically attack up to 4 enemies 2 times dealing 208% damage. Attack speed increases with the number of hammers. [Active Effects] MP Cost: 1000, Augments Hammers of the Righteous for 30 sec. Augmented Hammers – Max Enemies Hit: 8, Number of Hits: 3, Damage: 546% damage. Cooldown: 60 sec
Level 25: [Passive Effects] Creates 1 spiraling hammer around you whenever you generate an Elemental Charge. Up to 5 can be active at once, and their duration is shared with Elemental Charge.
Hammers automatically attack up to 4 enemies 2 times dealing 400% damage. Attack speed increases with the number of hammers. [Active Effects] MP Cost: 1000, Augments Hammers of the Righteous for 30 sec. Augmented Hammers – Max Enemies Hit: 8, Number of Hits: 3, Damage: 1050% damage. Cooldown: 60 sec
Grand Cross (Active)
Max Level: 25 (30 with Matrix Points)
Realizes a giant cross of light that represents a noble sacrifice. Grants more powerful strength while making sacrifice. Protects you against the Knockback effect and Ignore Stun effect.
Level 1: Consumes 5000 HP, and 1.5% of Max HP per sec. When the key is down, attacks up to 12 enemies at 364% damage in a row 6 times. Maintaining the skill makes the cross bigger, attacking enemies at 624% with improved attack speed. Max keydown time for 10 sec, Critical Rate +100% and Ignore DEF +100%. Reduces damage from enemy attacks including those that drain HP based on Max HP by 30% while the key is down. Cooldown 180 sec.
Level 25: Consumes 5000 HP, and 1.5% of Max HP per sec. When the key is down, attacks up to 12 enemies at 700% damage in a row 6 times. Maintaining the skill makes the cross bigger, attacking enemies at 1200% with improved attack speed. Max keydown time for 10 sec, Critical Rate +100% and Ignore DEF +100%. Reduces damage from enemy attacks including those that drain HP based on Max HP by 42% while the key is down. Cooldown 180 sec.
Paladin Enhancement Cores
Slash Blast Boost
Final Damage: +7% per level. Max Level: 50 (60 with Matrix Points)
Level 20: Max Targets: +1
Level 40: Monster DEF Ignored: +20%
Final Attack Boost
Final Damage: +4% per level. Max Level: 50 (60 with Matrix Points)
Level 20: Critical Rate: +5%
Level 40: Monster DEF Ignored: +20%
Flame Charge Boost
Final Damage: +2% per level. Max Level: 50 (60 with Matrix Points)
Level 20: Max Targets: +1
Level 40: Monster DEF Ignored: +20%
Blizzard Charge Boost
Final Damage: +2% per level. Max Level: 50 (60 with Matrix Points)
Level 20: Max Targets: +1
Level 40: Monster DEF Ignored: +20%
Close Combat Boost
Final Damage: +5% per level. Max Level: 50 (60 with Matrix Points)
Level 20: Max Targets: +1
Level 40: Monster DEF Ignored: +20%
Lightning Charge Boost
Final Damage: +2% per level. Max Level: 50 (60 with Matrix Points)
Level 20: Max Targets: +1
Level 40: Monster DEF Ignored: +20%
Rush Boost
Final Damage: +3% per level. Max Level: 50 (60 with Matrix Points)
Level 20: Max Targets: +1
Level 40: Monster DEF Ignored: +20%
Divine Charge Boost
Final Damage: +2% per level. Max Level: 50 (60 with Matrix Points)
Level 20: Max Targets: +1
Level 40: Monster DEF Ignored: +20%
Blast Boost
Final Damage: +2% per level. Max Level: 50 (60 with Matrix Points)
Level 20: Max Targets: +1
Level 40: Monster DEF Ignored: +20%
Heaven’s Hammer Boost
Final Damage: +2% per level. Max Level: 50 (60 with Matrix Points)
Level 20: Critical Rate: +5%
Level 40: Monster DEF Ignored: +20%
Smite Shield Boost
Final Damage: +2% per level. Max Level: 50 (60 with Matrix Points)
Level 20: Crit Rate: +5%
Level 40: Monster DEF Ignored: +20%
Paladin V-Matrix Skills Guide
Main V Skill: Divine Echo
Trio #1: Blast, (Divine Charge | Holy Charge), (Sanctuary | Heaven’s Hammer)
Trio #2: Lightning Charge, Blizzard Charge, Fire Charge
Note: Bolded = essential skill | Non-bolded = non-essential skill.
MapleStory Old to New Skill Names
Note: Old Skill Name → New Skill Name (GMS | MSEA)
Dark Knight 5th Job Skills
- Holy Unity → Divine Echo | Holy Unity
- Blessed Hammer → Hammers of the Righteous | Blessed Hammer
- Grand Cross → Grand Cross | Grand Cross
Additional Information
Paladin Changelog
GMS
- GMS v.112 – Jett (2012-06-26)
- GMS v.118 – Champions (2012-09-21)
- GMS v.123 – Tempest (2012-11-28)
- GMS v.132 – Hyper Evolution (2013-04-03)
- GMS v.137 – Unleashed (2013-06-19)
- GMS v.143 – RED Part 1: First Impact (2013-12-04)
- GMS v.150 – Rising Heroes (2014-06-17)
- GMS v.157 – Shining Star (2014-12-03)
- GMS v.163 – FIREPOWER Updates (2015-06-30)
- GMS v.168 – Reboot Updates (2015-12-02)
- GMS v.172 – Maple’s Eleven (2016-04-21)
- GMS v.174 – Heroes of Maple: Reborn (2016-06-22)
- GMS v.177 – Strange Secret Stories (2016-10-19)
- GMS v.179 – MapleStory V 5th Job (2016-12-15)
- GMS v.186 – Override Evolve (2017-06-21)
- GMS v.190 – Nova: Liberation of Cadena (2017-12-01)
- GMS v.200 – Black Mage: Gathering of Heroes (2018-11-14)
- GMS v.201 – Black Mage: Labyrinth (2018-12-12)
MSEA
- MSEA v.158 – Accelerate Update Notes (2016-04-06)
- MSEA v.161 – Heroes of Maple (2016-09-06)
- MSEA V.162 – MapleStory V (2016-11-16)
- MSEA V.167 – BEYOND (2017-05-17)
- MSEA v.170 – Zest and Zeal (2017-09-18)
- MSEA v.179 – Mid-Autumn and Skill Revamps (2018-09-19)
- MSEA v.180 – Black Mage and Tenebris Expedition (2018-11-14)
Hey, priority max for fifth job?
Hi Ayumi, still updating? I have a doubt about the Paladin class, does it uses a shield or a rosary more efficiently?
I REALLY love shields and am playing as a Paladin since Mihile felt kinda boring. Do you think i can do good using shields?
@ty: Thanks for the info! I have updated Paladin Blast skill details.
@all: The following items have been updated.
1. Added Grand Cross (5th Job Skill)
2. Added MSEA changelog links (v170, v174, v180)
3. Added GMS changelog links (v186, v201)
4. Hammers of the Righteous | Blessed Hammer (1250% → 1050% Damage).
5. Updated Hyper Skills level requirements.
6. Added Enhancement Cores skill details.
7. Updated Paladin all 3rd Job skill details
@all: MSEA v179 Update:
Elemental Force (Before)
Level 1: MP Cost: 20, Total Damage: +1%, Duration: 93 sec. Passive Effect : Increases Flame Charge, Blast, Lightning Charge skills’ damage by 123%
Level 30: MP Cost: 30, Total Damage: +30%, Duration: 180 sec. Passive Effect : Increases Flame Charge, Blast, Lightning Charge skills’ damage by 210%
Elemental Force (After)
Level 1: MP Cost: 20, increases 5% final damage for 113 seconds. Passive Effects: Flame Charge, Blizzard Charge, Lightning Charge skills increase damage by 88%p
Level 30: MP Cost: 30, increases 20% final damage for 200 seconds. Passive Effects: Flame Charge, Blizzard Charge, Lightning Charge skills increase damage by 204%p
Blast in GMS no longer gives buff. not sure when this changed.
@TheSwordGod: To get a pure damage of 300K, you will need to use 5 things: Maple Union + Potential System + Hyper Stat + Star Force + Link Skills. This 300K damage will be amplified by your skills such as Paladin 4th Job Skill “Blast” 318% damage x 300K pure damage = 954K damage (not inclusive other skill buffs from Elemental Charge). Get 30 mule characters to Level 140 and place them to gain “Weapon Attack” and “Strength”. Make most mules Warrior job as it provides STR (Strength) and this significantly boost your Paladin primary stat. For Potential System, get all equips (weapon, armor, accessory) to at least 6% STR Epic Rank, this will easily rake up 100% STR with 15 equipments. This doubles your base STR. Star Force all equips to 11 stars for unfunded and funded go up to 16 stars. For Hyper Stat, put all to Damage and Boss Damage. You will max both of this stats upon reaching Level 200. For Link skills, get the one for bossing/training based on your preference. See this guide: http://ayumilove.net/maplestory-link-skills-guide/ – Once you reach Level 200, go do Arcane River daily quest to upgrade Arcane Symbols. This alone along with Core Skills upgrade provides a great boost of damage by 50~100K.
Hi! I just started playing MS again after almost 10 years being away. I have a lvl165 Paladin and am just wondering if they get tankier after lvl 200? I see some videos on YouTube with Paladins only take 1 damage, but I am still receiving a decently high amount of damage, on top of that I also want to know what damage should I be putting out? I am doing about 350K on a crit with basic bare weapons and armor. I see that you are doing some really high damage 1M+ so I just want to know if I am on the right track.
@Vin: Personally for me I encounter the same issue as you too. Hence, I created all the jobs that MapleStory offers and found out the one that is right for me. The things I looked for are having lots of mobility and flexibility in attacking (unlike magician which they can’t perform jump and attack), perform high damage output without needing to spam button (e.g. Aran) and receive less damage when tanking (e.g. Shade) and does not require combo-ing to deal more damage (e.g. Mercedes/Aran). You will need to find out what are the things you like in a job and list it out so you can identify which jobs that you like most.
Paladin need to first start chargin at least 2 or more different type of elements to gain more damage. You can try Kinesis. It is quite fun for me in terms of bossing and training on mobs.
Hello! I’m a old player but too noob to be considered a new player quitted and play for on and off.
I need help, I can’t seems to enjoy playing a job for long term partially because of how maple need to have fun to deal decent damage and to be fun. It affects me quite hard.. I use to play bishop alot. And I really like flashy skills however I can’t micro as in use alot of skills.. maybe 5 at most.. I have been actually trying dk a few days ago. But yesterday go re created a demon avenger cause of how unfunded he is. However when my friends talk about paladin, mage or pirate I felt like playing it.. I can’t decide. What should I do?
Does paladin need to use all the 3 charge or all of the 3-5th job skills?
It’s so sad that why da don’t have new active skills.. or aoe big enough..
Ps I wanted to play mage or some cute job like angelic before or viper too but I can’t stand it to being useless if I can’t fund(no money)
@AshuraX: Thanks for pointing out! I have updated Heaven’s Hammer / Sanctuary cooldown from 180 seconds to 30 seconds.
Level 1 Heaven’s Hammer / Sanctuary cooldown should be 30 seconds instead of 180 seconds
What happened to our beloved Paladins?
No where can I find changes in update notes and whatnot, but skills are acting all weird.
Cooldowns changed, ELemelntal Charge is only 30 seconds now, blast doesn’t buff….
What is going on?
you are one dedicated son of a gun. #respect
‘Divine Shield’ has been changed to ‘Blessing Armor’.
Effects had been changed too.
Cooldown cutter for lvl 155 hyper active is now 30%, not 50%
I don’t know if it was addressed in the patch, but the Paladin’s Elemental Charge is kinda weird now. It looks like it’s timed and Blast doesn’t do its original buff in ATK.
With the V patch, most of the Pros of the Pros and Cons are outdated…
Now paladins take too much dmg and have less status resistance ):
@Paladin: Hi, I have updated the guide above based on your comment 🙂
I believe the trio core meta should be blast /divine(holy) charge /sanctuary (heavens hammer)
The guide says lightning charge. Holy does more
Edward – as did? õ.o
sound crazy but Pally can spam Heaven’s Hammer in ElliniaMS :v
https://www.youtube.com/watch?v=Dfmpwc6GraE Miren sus node
Heavens hammer cd is 14 seconds on Msea. And with the hyper it’s around 10secs
So you need to use all the charges skills before using blast to get maximum effect?
@Blamoo: Blessed Hammer is a 5th Job Skill that will be released in future which is once MapleStory Beyond patch is available in GMS and MapleSEA.
where can i get the Blessed Hammer node? i triple checked all the pages on the node crafting thing and havend’t found it…
Uh how does blast look like after beyond update
@Chumba Wumba Big Daddy Black: Thanks for sharing your experiences as a Paladin. I have added your cons into the guide above.
@Neonnnn: Buff Duration does not affect USE items, Hyper Skills which includes 5th job skills, Exp Coupons in Cash Invetory.
I main a paladin so I believe I can speak fairly well on the class.
While boasting a high defense, making it very unlikely for you to die and need potions, since your nigh invulnerability covers your HP and a simple familiar like a Jr Boogie easily covers you MP, but is very limited and repetitive in terms of attacks, since there are fairly few options. Since you reach a damage peak early on, it becomes increasingly noticeable that your damage will start seeing significant diminishes, making it harder to do higher damage without good equipment. Paladins are most effective at bossing for their 1v1 damage, but in terms of mobbing, are not very effective; despite having mob herding skills, these are paled in comparison to other classes.
Are the 5th job skills affected by buff duration increments e.g. Mechanic character card
Is heavens hammer or smite shield better to use against bosses?
Hi, skill Elemental Force / Boyd Elemental passive: Increases Flame Charge, Blast, Lightning Charge skills’ damage by 210%. I don’t understand 210%. Increases 210% = x2.1 time. If my dame when have not this skill is 10m per line, then when have it is 21m per line ? Can you hepl me? sorry my english so bad 😀
my answer to you KelvinTHM: is the 2H Sword, or the 2H Hammer weapon.. both are good, but the hammer is slower, and the sword is more average…
is 2h sword or 2h mace better for paladin?
Any general tips to playing paladin to maximize its efficiency?
Hey what weapon do you prefer? 1h or 2h?
@Random Guy: These warriors have their pros and cons. Try checking them out to see which suits your playstyle (Defensive = Paladin / Offensive = Dark Knight / Balance = Hero)
HI hero / pala / dk better ?
@Yichor: Adventurer classes requires large funding to deal good damage compared to newer classes such as Kaiser/Angelic Buster/Xenon/etc.
is paladin have good damage without big funding
Hey I need help,
So I have just maxed my Combat Order skill, which adds +2lvl to certain skills, however I found out that all my charge attacks are not adding over the cap level of lvl30, I expected it to be lvl30+lvl2
So my question is, what are the skills that can go over the skill cap level and what are the skills that cannot go over the skill cap level with Combat Order?
Thanks in advanced
Seems like High paladin is 10% def ignore with Blunt Weapons, not 5%, still leveling it at 12 but yea, 10%, not 5% for GMS.
@yichor: Dark Knight is easier to play and difficult to get kill as it has highest Max HP with Hyper Body Skill and has passive skill that leeches enemy HP as your own. Hero has a skill that regenerates your HP and MP very quickly, making it easy to grind for meso without losing much while training. It has short attacking range compared to Dark Knight and Paladin but deals massive stable damage. Paladin on the other hand is a mixture of a mage and warrior. It has the highest defense among the rest of the warrior and can deal elemental attacks (fire/ice/lightning/holy) for extra damage. For unique playstyle, go with Paladin. For newbie easy playstyle, go with Dark Knight. For all-rounded warrior, go with Hero. If you would like more raw damage, go with Kaiser.
hi ayumi i want to ask hero dark knight paladin which better ?
@Jozee: Hi, are you using a blunt weapon (mace) instead of a sword? I think the skill animation changes when you swap weapon. If it doesn’t, perhaps MapleStory has yet to update the skill animation when using Paladin’s Blast Skill.
Hi Ayumi, why when I attacking with blast it looks like a hammer?
To the person below me: Blast still consumes 5 charges for the buff, but when u have the buff on already, blast doesn’t take any charges away and will not refresh until the buff is gone. When u use blast after the buff it gives is gone, it will consume 5 charges for the buff again.
Need clarifications, the reboot paladin, according to what is stated there, plays like:
-Accumulate 5 charges
-Use blast for buff
Then what? The buff lasts for 90 seconds, and “charges not lost during buff?”
Am i right to assume that using blast to gain the buff no longer requires a 5 charges stack? Or is it “use blast again after 90 seconds for infinite buffs as long as i have a 5 charge stack”?
I am in msea and would like to plan ahead for this seemingly huge improvement to the frustrating and troublesome paladin charge mechanic. Thanks alot!
hero or paladin who better at strong damage and strong survivalrate at training higher lvl mob
the latest update lightning charge and divine charge which more strong?before update is lightning charge more damage
White Knight (3rd Job) Skill build guide seems to use more SP than what is available. Did I miss out gaining extra SP from quest, or is there a mistake with the SP calculation? If I am not wrong, there should be only 120 SP available for 3rd job while the guide requires 124 SP. Could anyone help me with this please? Thanks!
can you guys give me some tips on how to use the pally skills? ^_^
In maplesea,
Paladin holding a mace have better animation than a sword. Especially when using charge skills. Blast remains debatable for sword or mace~
maplesea has the following skill decription
Advanced charge lv 1: attack count +0
Advanced charge lv 10: attack count +1
@Ethan Nguyen: I have added Paladin pros and cons. Feel free to contribute yours if you found one after experiencing with Paladin 🙂
Elemental Void also doesnt breaks level 30, 2 more SP
Its better to leave stance at 28 because of Combat Orders Nature or not?simply to have 2 extra sp for next skills, altough theyre not so important
@PaladinV: Hyper Demon Force or Hyper DF is a hyper stat that has no benefit to any class other than the Demon Slayer, seeing as they’re the only class that uses Demon Force.
Give Paladin’s a pros and cons pl0x.
i have a question.. since i know rosary can active “shield mastery” effect.. and now 2hand + rosary better or 1hand + shield will be better?
@lol Yes. They can equip a 2h weapon with a Rosary, a 1h weapon with a rosary, or a 1h weapon with a shield. You can’t wear a shield and rosary, though.
Hi, i would like to know whether paladin can equip 2 handed blunt weapon + Rosario?
hey what is hyper df? do i need it?
Ayumilove Paladin or Dark Knight is proler?:D
@dragonrider: spamming holy charge by itself doesn’t build up ur charges. u need to switch charges for ur elemental charge to build up. only after u’ve built up to 5 elemental charges then u spam holy all the way.
Rosaries give you the effects of “shield mastery”. I checked the stats on my pally.
@tamago holy charge and blast spamming is the way
Should I macro all the elemental skills for maximum efficienty? Like fire-ice-thunder- holy, rince and repeat? Or just spam holy?
@Lone fillet
Sorry bout yesterday, seems i was wrong, nexon aint giving OP card cause they meant Weapon Attack as in your range, like how it says in the stats window, they call your range weapon attack, so sorry. Buccaneer wins, cause they meant range and clearly state range on bucc, but say weapon attack on pally when they meant range. If it was actual weapon attack Paladin would be way better. Since its just range it losses. I made a Pally for nothing it seems.
@Lone fillet
Dude, Paladin and Ice / Lightning Mage cards are WAAAAAAAAAAAAAAAAAAY better than the buccaneer card. Check it, you get a maximum of 1250 damage added to your range on a lvl 200 buccaneer boosting your lvl 250 character. Compare that with 420 bonus attack for a lvl 210 character boosted by a lvl 200 Paladin. That 500 attack does a lot more range than a measly 1250 damage for a 250 character. No “if”‘s, “and”‘s or “but”‘s about it. Paladin trumps buccaneer any day.
I mean dk vs paladin
Ayumi just want to ask , if do have the same equip with paladin whose damage higher ? Who is more capable of bossing
@Mastel: I have updated the Paladin skill details. Thanks for the notice!
@Lonefillet: Both are roughly the same. Just that having a Warrior card allows you to pair with another 2 more Warrior card for its awesome 3-warrior card combo deck effect.
just wanted to ask, paladin’s card better or buccaneer ?
at 4th class the Charge atk all Increase by 2 hits, when max Advanced Charge
Ayumi, MapleSEA Paladin Skill have Differents Stats.
Blast Max Increase Total damage is 210%
and there are other skill……..
don’t know it’s better or what.
I’m pretty sure Ice Charge and Flame Charge hit four enemies, and Lightning Charge hits six. Not sure about Holy.
@Jason: Which MapleStory region and version are you playing from? Also, whats your Paladin Lightning Charge Level and its stats?
A lot of your numbers are off (blast, lightning charge, and advanced charge for examples). I don’t know if Paladin’s got buffed after you made this or what.
@Shadow: The ads is use to pay the hosting site fees.
You can’t do anything on this site without ads popping up…does she want money that badly… even for writing a comment an ad popped up like wtf…
@RailBird: You’re not the only one. I’m guessing it’s permanent since the only time it goes away is when you log out. So, I would think of it as a temp/perm buff. Temp because it does go away, but perm because you only have to do it once to get the bonuses.
I’ve created my first ever Page and I have a question about their specialized skill. The skill info on this site says the duration is 8 seconds and I’ve seen videos where, once you stop attack for 8 seconds, the buff disappears. However, the skill seemed to be charged up permanently after I alternated between both second job charges. The icon in the top corner didn’t show the duration effect and kept showing that it was charged up 5 times (which I assume is the current max. at 2nd job). Also, right clicking the icon didn’t cancel it. Has this since been changed or is this a bug?
Following this guide how many mastery books will i need after the RED patch?
oh btw Ayumi… one question. Paladins hyper skill Blast Critical Chance… does that increase the critical chance for the skill itself or to the buff the skill gives???
nope… went full on 2h blunt from the get go because blunt weapon charges are smexy… except the first 20-30 levels until I could get that free weapon rental from the event.
I have seen several people confirm that the beads are now applicable for shield masterys effect… maybe it is a typo, but it goes up and down when i equip and unequip the beads… so… shrug
@WildHeartless: Did you equip a shield before equipping Rosary Beads?
i have a secondary weapon (rosary beads) and my w.def went up quite a bit after adding into shield mastery… so not sure what you are referring to ayumi.
may i ask what is the something else? because im playing paladin as my main so i would like to know further about this confusing skills. Since you have tested this would you mind to tell me if the defense wont applied then will the guard rate still have?
@Holyknight: You will need to equip a shield offhand otherwise the shield mastery effect will not take into effect. I have tested this 🙂 Secondary weapon is something else.
Do paladin still need shield to have the shield mastery effect on? or can sub it with secondary weapon?
Thanks slg369 for the correction! I have updated the required level for the mentioned Paladin Hyper Skills 🙂
The Hyper skills other than the Threaten ones are in the wrong order, it’s like this:
149 Blast: +1 hit
168 Blast: +20% damage
189 Blast: +20% crit
155 Heaven’s Hammer: cooldown 50%
177 Heaven’s Hammer: +1 hit
195 Heaven’s Hammer: +20% damage
Hi Loc, thanks for the notice! I have replaced Blessing Armor with Divine Shield 😀
“1. Lightning Charge, Rush, Blessing Armor (1)”
Shouldn’t Blessing Armor be Divine Shield?
Hi Kiritokunnnn, all skill are made available. No more skill books. Only mastery books remain but they will be change to generic mastery books which can be use on ANY skill that requires level uncap/unlock (Level 20 and Level 30). Trade those mastery books to the NPC located at Henesys or Leafre. If you do not have mastery books to trade, purchase from him for 7 million (Level 20 Mastery Book) and 10 million (Level 30 Mastery Book)
Ayumi,after red patch does my paladin receive adv charge once i job adv or do i have to hunt for the sb from chaos zak??
Hi JDPsyPhantom, its damage not weapon attack. It has been tested by several Paladin players in MapleStory. This damage is not reduced by enemy defense. Basically link damage added to your nett damage after all reduction has been applied.
Hi ayumi,
i have a confuse with this character about the card deck…
when we talk about final damage, we talk about all range? for example
if i got my range in 21k – 23k with my paladin in lvl 30
Final Damage +(0.5/1/1.5/2 * Paladin Level) im going to get 23000+(0.5*30)=23015
or we talk about att?
Hi ayumi, do I still need to get adv charge from zakum in the red patch
Hi Ren, I can confirm to you that GMS has released New Explorers (RED) on December 4 2013 🙂 Time to login and play!
Hi eargoo, sorry for the late reply. Yeah, Blast now hits only 1 enemy instead of 6 enemies. I presume its meant as a bossing skill, not likely used for training. Mostly using charges to KO enemies.
Hi Ayumi, correct me if i’m wrong, I thought Blast has been change to 6 enemies dmg instead of 1?
Hello Ayumi ! When do you think the new Explorers will be released on Global ? Will it be soon or on the late 2013 ?
I have a White Knight and a Dragon Knight. While the Dragon Knight is not bad at all, I have the impression my WK had pretty low damage, which make it hard to up to 100, and I hope it’ll get better with the revamp :/
Hi~ Heard that there was a recent “nerfing” of the paladin’s shield mastery in KMS which resulted in the drop of WD and MD to only 50%. But referring to the above, it’s back to 250% at max lvl 10. Is this 250% WD & MD the newest and latest updates as at today?
Ok thanks 😀
Hi Issac, Advance Charge drop rate is extremely low when you hunt from Zakum or Hilla. You will need to go raiding on Chaos Zakum Boss which has normal drop rate for Paladin’s Advance Charge Skill Book. Other methods to get it is purchasing from Free Market.
I have a paladin in maplesea but I don’t have advance charge…… Even after zaking a few times. How do I get the skill?
Hi John Keyes, thanks for stopping by to leave a comment. I’m currently working on Hero 2013 Skill Build Guide before moving on to the Paladin 2013. Dark Knight Skill Build Guide is now available for viewing 🙂
still working on this one. hopefully its enjoyable 😛 i like the paladin class alot.