Learn about the Paladin unit in Captain Blood, including its mana cost of 30, research requirements, and special attributes.
Stats:
- Mana Cost: 30
- Research: 3150 experience
- Attack: 5
- Range: 1
- Defense: 4
- Move: 2
- Hit Points: 30
Spell / Ability:
- Heal (10 mana): Restores 5 hit points to a living creature.
Special Attributes:
- Partial protection from attacks by evil creatures.
- Immune to Wraith "Fear" ability.
Summary:
Paladins are exceptionally strong units in Captain Blood, especially if their controller maintains a consistent mana supply. Their ability to heal themselves and allies makes them very durable. They are one of the few units capable of damaging Wraiths, which can be problematic for many other units, and they are unaffected by the Wraith's "Fear" ability that can disrupt formations. Paladins also possess respectable combat statistics.
Their primary weakness is their low movement speed (2), which prevents them from traversing swamps, broken land, and brambles without items that grant movement bonuses in these terrains. These terrain types are common on certain maps and can pose significant challenges.
When facing enemy Paladins, focus your units on a single Paladin at a time, using multiple high-damage units supported by ranged attackers. This strategy aims to either overwhelm their healing or deplete their mana reserves, which is the ideal outcome for gaining momentum to defeat multiple Paladins and launch a counter-offensive.
- Ensure a steady mana flow to maximize the Paladin's survivability.
- Utilize the Paladin's healing ability on both itself and allied units.
- When fighting Wraiths, the Paladin is a valuable asset due to its damage capability and immunity to "Fear".
- Be mindful of terrain limitations; consider movement-enhancing items for Paladins on maps with swamps, broken land, or brambles.
- Against enemy Paladins, concentrate fire on one target at a time and aim to deplete their mana.
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