December 19, 2024
PALADIN'S GUIDE (JOSEF) IN UNICORN OVERLORD

PALADIN’S GUIDE (JOSEF) IN UNICORN OVERLORD

The Paladin is a Unicorn Overlord class that we can use from the beginning of the game since it is the class to which Josef belongs, the most powerful character we will have at the beginning of the game (and that will be the case until you advance a little where the thing will be balanced a little more)… the beginning of Unicorn Overlord would be much harder if we didn’t have the great help of the almighty Josef.

And the Paladin is an incredible class no matter how you look at it. It is a Cavalry class (so it causes double physical damage to Infantry and has a lot of mobility), it causes very good damage actively and passively, it can protect its companions, it can heal… an outrageous class. We could say that he is a Knight Radiant but in my opinion much more powerful, although it is true that the Holy Knight has better healing and his shields against magical attacks come in handy (he will have to be better at something, of course).

It may be useful: Try the Lucky Jet online game on the official website

Furthermore, it is an Advanced class that is, let’s say, standard Advanced, that is, it is not the ascension of a more basic class as is usual in the game.

These are the characters that have the Paladin class:

  • Joseph.

ATTRIBUTES OR STATISTICS

The base stats of this class ordered from best to worst:

  • Magic Defense: S
  • PS:B
  • Physical Attack: B
  • Magic Attack: B
  • % Protection: B
  • Physical Defense: C
  • Accuracy: C
  • Initiative: C
  • Critical %: D
  • Evasion: E

Other data:

  • Class Type: Sword/Shield/Cavalry.
  • Resistance: 5
  • Mobility: 300

PALADIN SKILLS

Let’s now look at all his skills, which you will see are very worthwhile.

ACTIVE SKILLS

Let’s start first with his Active Skills, which is not bad, especially the last one.

Court

  • Learned in: Lv. 1.
  • Cost: 1 AP.
  • Physical Power: 100.
  • Number of Blows: 1.
  • Success: 100%.

Attack a single enemy, if he is defeated we will get +1 PP, something that will be great for us since the Paladin has very good Passive Skills. Your best bet would be to prioritize enemies with lower health so that the effect is more likely to activate.

Healing

  • Learned in: Lv. 5.
  • Cost: 1 AP.
  • Magic Power: 100.
  • Number of Blows: 1.

We will heal a moderate amount of HP to an ally. It never hurts to have a character who can heal, but keep in mind that this healing will consume 1 AP of our Paladin and therefore will reduce his offensive section a little, so I would recommend that you use it more as an emergency cure (use it only if an ally has 50% health or less for example) than as a regular cure (for that there are already classes more specialized in healing such as the Priest or the Cleric).

Divine Cross

  • Learned in: Lv. 30.
  • Cost: 2 AP.
  • Physical Power: 50.
  • Magic Power: 50.
  • Number of Blows: 2.
  • Success: Real.

The cost is high (2 AP), but the truth is that this attack is very broken . Since it will hit twice, in the end it would be like an attack of 100 physical damage and 100 magic damage (200 in total, even if it is split between two types of damage).

In fact, the fact that the damage is distributed between physical and magical is very interesting since it will make a little difference if we face the typical enemies that are very resistant on the physical side or on the magical side since these tend to stand out and then weaken quite a bit due to the other side. The Hoplite would be a good example, it resists a lot on the physical side, but with magic it falls very easily; The Magician would be the opposite case, a lot of stamina on the magical side, but on the physical side they fall like flies.

To top it all off, we won’t be able to miss the hit, so neither the flying classes nor the Thieves will be able to get rid of us. What I was telling you, very broken… But yes, it is not a bad idea to equip him with a Carnelian Pendant (increases the base AP by 1) since otherwise we will only be able to perform this Basic Skill and we will not be able to do anything else during the battle (neither continue attacking with “slash” nor use Heal”).

PASSIVE SKILLS

Let’s now go to his Passive Skills, which are also very interesting.

Knightly Barrier

  • Learned in: Lv. 1.
  • Cost: 1 PP.
  • Quality: Limited.

It is activated just before an ally is going to suffer an attack. We will apply a kind of shield to them that will reduce the damage they would receive from said attack by 50%, making it a very good Skill to protect our allies. from all types of damage . By the way, we will also prevent him from suffering afflictions, something ideal against classes like the Shaman (who quite likes to afflict and such).

Sacred Protection

  • Learned in: Lv. 10.
  • Cost: 1 PP.

It activates before the Paladin himself receives a physical attack, we will block it with normal protection and also prevent them from applying afflictions to us. Almost all Cavalry classes have a similar ability and the truth is that it comes in quite handy.

It only applies to physical damage, but given that the Paladin has an incredible Magic Defense , this is not a big problem since when it comes to eating magic damage, there are few better than him.

Chase

  • Learned in: Lv. twenty.
  • Cost: 1 PP.
  • Physical Power: 75.
  • Number of Blows: 1.
  • Success: 100%.

This one is very interesting as it activates right after an ally attacks with an Active Skill. After this, our Paladin will then make an attack ( it has to be on the same enemy , so if the enemy falls it will not be activated) which is not as powerful as those of his Active Skills but which comes in handy to “finish off” enemies that have already been damaged.

VALOR SKILL: HEALING

  • Value Cost: 1

Very good Valor Skill since it will allow us to heal 50% of the HP of an allied unit, a great help to keep our companions (you can also cast it on your own Unit) in good condition.

LEADER EFFECT: MAGIC SUPPORT REDUCTION

It’s not the best Leader Effect in the game, but as is often the case, it will be great for us in the right situation. This reduces the damage done by Magic Assists that usually have magic damage classes such as the Wizard or the Witch, so it will be great in battles where these types of classes abound.

STRENGTHS AND WEAKNESSES

  • Recommended Position: Any.

The Paladin is a class that is phenomenal against almost all classes in the game, especially against the Infantry, of course. But unlike other Cavalry classes, he will not have problems against more defensive classes (especially at level 30, of course) or magical classes. Against other Cavalry Units it is good, but it will not be as powerful as the more specialized classes to combat this type of class.

Leave a Reply

Your email address will not be published. Required fields are marked *