Champions are organized into 4 different classes: Front Line, Damage, Support and Flank.
Every champion has a unique weapon, 4 or more abilities, and a special ability called an Ultimate. Ultimate Ability are not subject to cooldown, but instead have a meter that must be charged before they can be used. This meter passively gains a 1% charge every 3.33s, but can be actively increased by dealing damage to enemies and restoring the missing health of allies. Landing a Killing Blow on an enemy with a high Killstreak grants an additional 10% ultimate charge for each kill streak after the 5th. Using an ultimate will deplete the meter fully, allowing it to recharge.
Each champion possesses 3 unique Talents. Talents grant access to different playstyles by providing strong boosts to certain aspects of the champion, with some talents even causing radical changes to the way their weapon or skills work, usually at the cost of some counterbalancing penalty.
New players start with 6 champions unlocked by default: Cassie, Jenos, Lex, Ruckus, Seris and Viktor. Players also gain temporary access to 4 champions from a rotating free champion schedule. Every Wednesday at 4AM ET two champions will be changed that remain in free rotation for two weeks. Flank and Support or Front Line and Damage are always exchanged alternately.
|As by: April 14 - April 21, 2021|
Additional champions can be purchased for either Gold or Crystals. The majority of the cast costs 30,000 / 200 to unlock, while the most recently released champions cost 60,000 / 300 . A few champions (such as Buck and Grohk) cost 15,000 / 100 instead.
Players are required to have at least 12 owned champions to access Ranked, champions in Free-Rotation do not count.
A List of Champions with publication date can be found here.
These champions are the best at maintaining control of objectives and protecting their teammates through shields, personal force fields, or just by taking fire. Front Line champions gain 100% more Credits for standing near an objective.
These champions offer a wide range of utility, both offensive and defensive. However, they specialize in healing and causing chaos in enemy attacks. Support champions gain 100% more Credits for healing allies. They gain eliminations from healing a target that gets the killing blow on an enemy. Support champions also gain ultimate charge from healing done to teammates besides themselves. Healing that restores 0 Health (for example, healing someone who is at full health) won't provide ultimate charge.
These champions excel in both damage and mobility to help them in combat as well as chase and confirm kills from the enemy's rear. However, their low health makes them vulnerable to getting overwhelmed by multiple enemies. Flank champions gain 30% more Credits from landing killing blows on enemies.
- All players that participated in the game's closed beta before April 7, 2016 were given all champions that were available back then for free.
- Most champions have a distinct crystal encrusted in their weapons and/or outfit.
- There was a way to purchase Champion mastery levels with Gold (every 20 experience points costing 1 ). It was removed with the Paladins 3.2 update.