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Paladin

job · PLD

The shield tank: it takes the monster's attention, soaks the hits with block and damage reduction, and backs the party up with Cure, Flash and Phalanx.

PLD · two-hour Invincible · 13 job abilities · 30 trait ranks · 146 spells · 60 weapon skills

What the job does:
A Paladin stands in front of the monster and keeps it hitting the shield instead of the healer or the mage. Everything about the job points at that. A shield is required for its best abilities, it earns TP every time it blocks (Shield Mastery), and it has a long list of short cooldown abilities that cut the damage it takes for a few seconds at a time.

What it is good at:

- Physical damage. Sentinel, Rampart, Palisade, Cover and Invincible together make it the hardest-to-kill physical tank in the game.
- Holding hate. Flash, Crusade, Divine Emblem and Sentinel all add enmity, and Provoke is a subjob away.
- Covering for the healer. Cure through Cure IV, Raise, Phalanx, Protect V and Shell IV, plus Banish and Holy for damage. It is not a healer, but it can top itself up and keep a party alive when the healer is busy.

What it is bad at: damage (it hits for far less than a Warrior or Samurai) and, when you are not wearing magic-defense gear, big spells. Rampart takes 25% off everything, but for the worst magic you lean on Aegis, Duban and your gear.

From the Paladin's seat a fight is rhythm: pull, Flash, pick the cooldown for the next big hit, Cure when the healer is busy, and spend the TP your shield gave you on a weapon skill.

Role in a party:
Tank. The party expects you to pull, hold the monster in one place and keep it facing away from everyone else. You hold hate for your Trusts and for any players beside you.

What a Paladin brings that nothing else does:

- Cover puts you between the monster and a party member, so you take their hits. It works on players only, not on Trusts.
- Majesty makes your Cure and Protect hit the whole party in range.
- Holy Circle and Sepulcher make you the undead tank.
- Shield Bash is a stun you can use every minute.

A Paladin wants a healer, and the more damage the party deals the more often you have to refresh hate.

Subjobs:
Your support job is as high as your main job, so every ability and spell it offers is open from the day you pick it.

Subjob | When | What it gives |
Warrior | Start here | Provoke (5), Berserk (15), Defender (25), Warcry (35), Aggressor (45), Retaliation (60). Provoke is the quick hate button; Defender trades damage for defense on hard hits. |
Rune Fencer | Endgame tanking | Vallation (10), Swordplay (20), Pflug (40), Valiance (50), Gambit (70), Battuta (75), Liement (85), One for All (95), and up to three runes. It makes you much tougher against magic. See the Rune Fencer guide. |
Ninja | Evasion tank | Utsusemi: Ichi (12) and Utsusemi: Ni (37) shadows, and Yonin (40) for extra enmity and fewer enemy critical hits while you face the monster. Good against monsters that hit hard but rarely. |
Dancer | Support tank | Curing Waltz (15), Healing Waltz (35), Haste Samba (45), Spectral Jig (25). Waltzes heal the party when the healer cannot. |
Red Mage | Self-sufficient | Haste (48), Refresh (41), Blink (23), Stoneskin (34), Dispel (32), Convert (40). Good for a tank with no healer. |
White Mage | Self-sufficient | Erase (32), Cursna (29), Paralyna (9), Haste (40), Curaga (16), Reraise (25). Removes ailments from you and the party. |

How the abilities work together:
The cooldowns. Recasts below are the listed times; every job ability recasts 15% faster on Vanadreams, so Sentinel's five minutes is about 4 minutes 15 seconds.

Ability | Lasts | Recast | What it does |
Sentinel | 30 s | 5 min | 90% less physical and ranged damage, falling 8% every 3 seconds to a floor of 50%; adds +100 enmity (+50 as a subjob) |
Rampart | 30 s | 3 min | 25% less damage of every kind for you and the party in range |
Palisade | 60 s | 5 min | +30% chance to block; you lose enmity more slowly |
Cover | 15 to 30 s | 3 min | You take the hits meant for one player; more VIT and MND than theirs makes it last longer |
Majesty | 3 min | 1 min | Cure and Protect hit the party; Cure is 25% stronger and recasts faster |
Divine Emblem | 1 min | 3 min | Your next Divine spell (Flash, Banish, Holy) is stronger and gives more enmity |
Shield Bash | instant | 1 min | Damage and a short stun (2 to 8 seconds) |
Holy Circle | 3 min | 5 min | Party resists undead better; +15% damage and defense against undead as a Paladin |
Sepulcher | 3 min | 5 min | Undead only: lowers accuracy, evasion and TP gain |
Fealty | 1 min | 10 min | Big resistance to enfeebling spells |
Chivalry | instant | 10 min | Turns your TP into MP |
Invincible | 30 s | 60 min | Immune to physical damage |
Intervene | 30 s | 60 min | Shield strike that lowers the monster's attack and accuracy |

Your pull.

- Keep Majesty up (it lasts 3 minutes), so your Cure and Protect hit everyone.
- Protect on the party, Phalanx and Reprisal on yourself. Reprisal gives you spikes and a better block.
- Divine Emblem, then Flash. Flash is your main hate spell and the Emblem makes the first one big.
- Provoke (Warrior subjob) as the monster closes. Crusade (level 88) is one more enmity buff to keep up.

The cooldown order. Open with the longer, safer ones and keep Sentinel and Invincible for the moments that need them:

- Start: Palisade and Rampart. That covers the first stretch.
- A heavy hit coming: Sentinel. Its first 15 seconds are its strongest.
- A weaker player taking hits: Cover them.
- Emergency against a physical monster: Invincible. It does not stop spells.
- Every minute: Majesty (if it has dropped), and Shield Bash to stun a monster that is about to use a move you want stopped.

Over a five-minute fight you get Sentinel once, Palisade once, and Rampart and Cover about twice each. Do not fire them all at the start; Sentinel and Rampart overlap by design, and a second big hit with nothing left [cut off]

Working with other jobs:
Skillchains. A Paladin should chain when the monster has spare attention, not when hate is shaky.

Weapon skill | Properties | A partner closes with | Result |
Burning Blade | Liquefaction | Impaction or Scission | Fusion or Scission |
Red Lotus Blade | Liquefaction, Detonation | Impaction, Compression or Scission | Fusion, Gravitation or Scission |
Vorpal Blade | Scission, Impaction | Liquefaction, Reverberation or Detonation | the same property |
Circle Blade | Reverberation, Impaction | Liquefaction, Detonation, Induration or Impaction | the same property |
Savage Blade | Fragmentation, Scission | Distortion, Fusion, Liquefaction, Reverberation or Detonation | Distortion, Light, or the same property |
Atonement | Fusion, Reverberation | Fragmentation, Gravitation, Impaction or Induration | Light, Gravitation, Impaction or Induration |
Chant du Cygne (Almace) | Light, Distortion | Gravitation, Fusion or Light | Darkness, Fusion or Light |
Requiescat (Sequence) | Gravitation, Scission | Distortion, Fragmentation, Liquefaction, Reverberation or Detonation | Darkness, Fragmentation, or the same property |

As an example: a Samurai opens with Tachi: Jinpu (Scission, Detonation), you close with Burning Blade, and you have Liquefaction.

Trusts that finish chains for you:

- Ayame (UC) closes the chains you open, using the strongest property. You open, she closes inside the window.
- Gessho and Maat hold their TP to close skillchains.
- Selh'teus, Iroha, Iroha II, Ingrid II, Volker, Mildaurion and Karaha-Baruha save TP for closing too.

Magic bursts. Banish, Banish II, Banishga and Holy are Light, so they burst on Transfixion, Fusion and Light skillchains. If you close a Fusion chain, Holy on top of it bursts. The nukers (Shantotto, Kayeel-Payeel and the other nuking Trusts) fill in the other elements.

Healers. Kupipi, Curilla, Excenmille, Fablinix, Trion and Adelheid Cure whoever holds hate at 75% HP and everyone else at 50%, which is what a tank wants. Ygnas and Cherukiki Cure, Protect and Shell. Cure yourself when no one else is free.

Trusts that help you tank.

- Koru-Moru casts Phalanx II on whoever holds hate, Haste II on melee jobs and tanks from level 96 and Refresh II from level 82.
- King of Hearts gives Phalanx II to the tank.
- Ulmia sings Sentinel's Scherzo when you drop below half HP.
- Qultada keeps Chaos Roll up and picks a second roll to suit the party.
- Sylvie (UC) chooses an Indi spell to suit your job.

Who takes hate off you. Anyone who [cut off]

Levelling it:
Every job is open from level 1, and your level cap is 70 until you finish Shattering Stars with Maat in Ru'Lude Gardens (level 65 or higher, with your job's testimony, solo and with no support job). That opens level 99 for every job.

Level | What arrives |
1 to 14 | Sword and shield (Aspis at 9). Cure and Holy Circle (5), Banish (7), Protect (10). Level with Trusts. |
15 to 29 | Shield Bash (15), Cure II (17), Shell (20). Pick up Warrior as a subjob for Provoke. |
30 to 49 | Sentinel (30), Cure III, Cover (35), Flash (37), Shell II. Your first real tank toolkit. |
50 to 69 | Raise (50), Cure IV and Holy (55), Reprisal (61), Rampart (62), Majesty (70). |
70 | Level cap. Do Shattering Stars. |
75 to 99 | Chivalry, Fealty, Guardian and Iron Will (75), Phalanx (77), Divine Emblem (78), Enlight (85), Sepulcher (87), Crusade (88), Protect V (90), Palisade (95), Intervene (96), Holy II (99). |

Level with a healer Trust behind you and two damage Trusts around you: you hold the monster, they kill it. Records of Eminence and Fields of Valor pay experience as you go. Classic mode holds you at level 75 until you finish each era's list (the Paladin's Classic skill is Sword). Moogle Mode gives faster rates.

At 99 and endgame:
Merits. The Paladin's merit categories are Shield Bash recast, Holy Circle recast, Sentinel recast, Cover effect length and Rampart recast, and Fealty, Chivalry, Iron Will and Guardian. Take Guardian first (it lets you keep more enmity while taking hits during Sentinel), then Cover effect length, Rampart recast and Sentinel recast. Iron Will protects your spells while Rampart is up.

Job points (from level 99, with the Job Breaker):

- Invincible Effect adds enmity to every Invincible; Sentinel Effect adds enmity.
- Palisade Effect (+1% block per rank), Cover Duration (+1 second per rank), Divine Emblem Effect (+2 Divine magic damage per rank).
- Also: Shield Bash Effect, Intervene Effect, Holy Circle Effect, Sepulcher Duration, Enlight Effect.

Gifts to reach first: Physical Defense Bonus (5, 180, 605 and 1280 JP), Shield Mastery Effect (125, 450, 1050, 1900), Critical Defense Bonus (150, 500, 1125, 2000), Protect Effect (550), Cure Potency Bonus (1200). Superior gear opens at 50 JP.

Spend all 2100 job points on a level 99 Paladin to master it; with the Master Breaker, Master Levels open.

Where it shines. A Paladin is a first choice wherever a real party needs a tank: Odyssey, Omen, Ambuscade, Vagary, Dynamis and Limbus all allow Trusts (Limbus at most 3), so you can tank for a full squad. In places that do not allow Trusts (Sortie, Salvage, Nyzul Isle, Assault, Einherjar) your party is human and a Paladin is the safest hands for the physical hits.

Gear to aim for:
Level | Sets |
1 to 29 | Bronze Cap, Bronze Harness, Bronze Mittens, Bronze Subligar, Bronze Leggings, Aspis (9), Kite Shield (28), Brass Scale Mail (27) |
30 to 59 | Artifact: Gallant Coronet, Gallant Surcoat, Gallant Gauntlets, Gallant Breeches, Gallant Leggings; Mythril Sword (36), Darksteel Sword (51) |
60 to 75 | Koenig Cuirass (73), Koenig Shield (73), Ruler (71) |
76 to 99 | Artifact Reverence, Relic Caballarius, Empyrean Chevalier's (each with +1 to +3 upgrades); Sakpata's Helm, Sakpata's Plate, Sakpata's Gauntlets, Sakpata's Cuisses, Sakpata's Leggings; Souveran Schaller, Souveran Diechlings, Souveran Schuhs |

At 99 build a defense set from Sakpata's Plate and its set, or the Reverence +3 pieces. Weapons, shields and accessories:

- Swords: Burtgang (Atonement, Enmity+18, 18% less physical damage), Excalibur, Almace (Chant du Cygne), Sequence (Requiescat), Naegling, Kaja Sword.
- Shields: Priwen (Oboro in Port Jeuno makes it; enhances Reprisal), Duban, Srivatsa (Enmity+15), Aegis (magic damage taken -50%, Shield Bash), Ochain, Forfend +1.
- Accessories: Unmoving Collar, Knight's Beads, Moonlight Ring, Gelatinous Ring, Defending Ring, Odnowa Earring, Creed Baudrier, Flume Belt, Rudianos's Mantle.

Vanagear builds and swaps these sets for you; see its guide.

Common mistakes:
- Never using Flash. A Paladin that only melees loses hate to the first big spell.
- Invincible against magic. It stops physical hits only.
- Spending every cooldown at the start. Keep Sentinel for the hit you know is coming.
- Standing where the healer cannot reach you. Majesty and Cure only hit what is in range.
- Trying to Cover a Trust. It cannot target one.
- No shield. Shield Mastery, Shield Bash, Intervene and Palisade all need one.
- Resting for MP when Chivalry is ready. If you are short of MP and have TP, Chivalry is faster than resting.
- Wearing damage gear while tanking. Swap to your defense set before you pull.

Job abilities: Invincible (SP, recast 1h): Grants immunity to all physical attacks. | Holy Circle (Lv 5, recast 5 min): Grants enhanced resistance, defense, and attack against undead to party members within area of effect. | Shield Bash (Lv 15, recast 1 min): Delivers an attack that can stun the target. Shield required. | Sentinel (Lv 30, recast 5 min): Reduces physical damage taken and increases enmity. | Cover (Lv 35, recast 3 min): Allows you to protect party members by placing yourself between them and the enemy. | Rampart (Lv 62, recast 3 min): Grants a damage reduction effect to party members within area of effect. | Majesty (Lv 70, recast 1 min): Increases Cure potency and reduces Cure recast time. Additionally, causes Cure and Protect spells to also affect party members in area of effect. | Chivalry (Lv 75, recast 10 min): Converts TP to MP. | Fealty (Lv 75, recast 10 min): Grants a powerful resistance to enfeebling magic. | Divine Emblem (Lv 78, recast 3 min): Enhances the potency and accuracy of your next divine magic spell and increases enmity. | Sepulcher (Lv 87, recast 5 min): Lowers accuracy, evasion, magic accuracy, magic evasion, and TP gain for undead. | Palisade (Lv 95, recast 5 min): Increases chance of blocking with shield and reduces enmity loss. | Intervene (Lv 96, recast 1h): Strikes the target with your shield and decreases its attack and accuracy.

Traits: Undead Killer (Lv 5), Defense Bonus (Lv 10), Resist Sleep (Lv 20), Shield Mastery (Lv 25), Defense Bonus II (Lv 30), Auto Refresh (Lv 35), Resist Sleep II (Lv 40), Max HP Boost (Lv 45), Defense Bonus III (Lv 50), Shield Mastery II (Lv 50), Resist Sleep III (Lv 60), Defense Bonus IV (Lv 70), Shield Barrier (Lv 70), Guardian (Lv 75), Iron Will (Lv 75), Shield Mastery III (Lv 75), Defense Bonus V (Lv 76), Shield Def. Bonus (Lv 77), Crit. Def. Bonus (Lv 79), Resist Sleep IV (Lv 81), Shield Def. Bonus II (Lv 82), Crit. Def. Bonus II (Lv 85), Max HP Boost II (Lv 85), Undead Killer II (Lv 86), Shield Def. Bonus III (Lv 88), Crit. Def. Bonus III (Lv 91), Defense Bonus VI (Lv 91), Shield Def. Bonus IV (Lv 93), Crit. Def. Bonus IV (Lv 96), Shield Mastery IV (Lv 96)

Spells by level: Shantotto 1, Naji 1, Kupipi 1, Excenmille 1, Ayame 1, Nanaa Mihgo 1, Curilla 1, Volker 1, Ajido-Marujido 1, Trion 1, Zeid 1, Lion 1, Tenzen 1, Mihli Aliapoh 1, Valaineral 1, Joachim 1, Naja Salaheem 1, Prishe 1, Ulmia 1, Shikaree Z 1, Cherukiki 1, Iron Eater 1, Gessho 1, Gadalar 1, Rainemard 1, Ingrid 1, Lehko Habhoka 1, Nashmeira 1, Zazarg 1, Ovjang 1, Mnejing 1, Sakura 1, Luzaf 1, Najelith 1, Aldo 1, Moogle 1, Fablinix 1, Maat 1, D. Shantotto 1, Star Sibyl 1, Karaha-Baruha 1, Cid 1, Gilgamesh 1, Areuhat 1, Semih Lafihna 1, Elivira 1, Noillurie 1, Lhu Mhakaracca 1, Ferreous Coffin 1, Lilisette 1, Mumor 1, Uka Totlihn 1, Klara 1, Romaa Mihgo 1, Kuyin Hathdenna 1, Rahal 1, Koru-Moru 1, Pieuje (UC) 1, I. Shield (UC) 1, Apururu (UC) 1, Jakoh (UC) 1, Flaviria (UC) 1, Babban 1, Abenzio 1, Rughadjeen 1, Kukki-Chebukki 1, Margret 1, Chacharoon 1, Lhe Lhangavo 1, Arciela 1, Mayakov 1, Qultada 1, Adelheid 1, Amchuchu 1, Brygid 1, Mildaurion 1, Halver 1, Rongelouts 1, Leonoyne 1, Maximilian 1, Kayeel-Payeel 1, Robel-Akbel 1, Kupofried 1, Selh'teus 1, Yoran-Oran (UC) 1, Sylvie (UC) 1, Abquhbah 1, Balamor 1, August 1, Rosulatia 1, Teodor 1, Ullegore 1, Makki-Chebukki 1, King of Hearts 1, Morimar 1, Darrcuiln 1, AAHM 1, AAEV 1, AAMR 1, AATT 1, AAGK 1, Iroha 1, Ygnas 1, Monberaux 1, Cornelia 1, Matsui-P 1, Excenmille [S] 1, Ayame (UC) 1, Maat (UC) 1, Aldo (UC) 1, Naja (UC) 1, Lion II 1, Zeid II 1, Prishe II 1, Nashmeira II 1, Lilisette II 1, Tenzen II 1, Mumor II 1, Ingrid II 1, Arciela II 1, Iroha II 1, Shantotto II 1, Cure 5, Banish 7, Protect 10, Cure II 17, Shell 20, Cure III 30, Banishga 30, Protect II 30, Banish II 34, Flash 37, Shell II 40, Raise 50, Protect III 50, Cure IV 55, Holy 55, Shell III 60, Reprisal 61, Protect IV 70, Phalanx 77, Shell IV 80, Enlight 85, Crusade 88, Protect V 90, Holy II 99

Weapon skills: Wasp Sting (Dagger 5; Scission), Shadowstitch (Dagger 70; Reverberation), Gust Slash (Dagger 40; Detonation), Energy Steal (Dagger 150; ), Fast Blade (Sword 5; Scission), Burning Blade (Sword 30; Liquefaction), Red Lotus Blade (Sword 50; Liquefaction/Detonation), Flat Blade (Sword 75; Impaction), Shining Blade (Sword 100; Scission), Seraph Blade (Sword 125; Scission), Circle Blade (Sword 150; Reverberation/Impaction), Spirits Within (Sword 175; ), Vorpal Blade (Sword 200; Scission/Impaction), Swift Blade (Sword 225; Gravitation), Savage Blade (Sword 240; Fragmentation/Scission), Atonement (Sword; Fusion/Reverberation), Sanguine Blade (Sword 300; ), Hard Slash (Great Sword 5; Scission), Power Slash (Great Sword 30; Transfixion), Frostbite (Great Sword 70; Induration), Freezebite (Great Sword 100; Induration/Detonation), Shockwave (Great Sword 150; Reverberation), Crescent Moon (Great Sword 175; Scission), Sickle Moon (Great Sword 200; Scission/Impaction), Spinning Slash (Great Sword 225; Fragmentation), Ground Strike (Great Sword 250; Fragmentation/Distortion), Herculean Slash (Great Sword 290; Induration/Impaction/Detonation), Torcleaver (Great Sword; Light/Distortion), Resolution (Great Sword 357; Fragmentation/Scission), Double Thrust (Polearm 5; Transfixion), Thunder Thrust (Polearm 30; Transfixion/Impaction), Raiden Thrust (Polearm 70; Transfixion/Impaction), Leg Sweep (Polearm 100; Impaction), Penta Thrust (Polearm 150; Compression), Vorpal Thrust (Polearm 175; Reverberation/Transfixion), Sonic Thrust (Polearm 300; Transfixion/Scission), Shining Strike (Club 5; Impaction), Seraph Strike (Club 40; Impaction), Brainshaker (Club 70; Reverberation), Starlight (Club 100; ), Moonlight (Club 125; ), Skullbreaker (Club 150; Induration/Reverberation), True Strike (Club 175; Impaction/Detonation), Judgment (Club 200; Impaction), Black Halo (Club 230; Fragmentation/Compression), Flash Nova (Club 290; Induration/Reverberation), Realmrazer (Club 357; Fusion/Impaction), Heavy Swing (Staff 5; Impaction), Rock Crusher (Staff 40; Impaction), Earth Crusher (Staff 70; Detonation/Impaction), Starburst (Staff 100; Compression/Reverberation), Sunburst (Staff 150; Compression/Reverberation), Shell Crusher (Staff 175; Detonation), Full Swing (Staff 200; Liquefaction/Impaction), Spirit Taker (Staff 215; ), Retribution (Staff 230; Gravitation/Reverberation), Cataclysm (Staff 290; Compression/Reverberation), Shattersoul (Staff 357; Gravitation/Induration), Chant du Cygne (Sword; Light/Distortion), Requiescat (Sword 357; Gravitation/Scission)