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Items (previously known as Burn cards or Shared Cards before Paladins CB33) are special kinds of Cards that all Champions have access to via the in-game item store. These items allow players to gain useful benefits such as bonus movement or reload speed. There are four types of items: Defense, Utility, Healing, and Offense.

Guide Item Shop

In-game Item Shop

Items can be purchased at the spawn rooms by pressing the item store key (I by default). Items are purchased with Currency Credits Credits, which can be earned by interacting with aspects of the game (earning Eliminations, healing allies, playing the objective). A maximum of 4 items can be bought per game for a maximum of 12 tiers of upgrades per match.

Each item can be upgraded up to two times, replacing the previous item with a stronger version of itself. Each upgrade costs the original value multiplied by 2 or 3 (e.g. a 300 Currency Credits item will cost 600 Currency Credits to upgrade to tier 2, and 900 Currency Credits to upgrade to tier 3). Once purchased or upgraded, items can be sold or downgraded, as long as the player has not left the spawn room. There is an autobuy function that allows new players to have the game purchase items for them. This feature can be toggled on and off within the Item Store menu or in the Gameplay tab in the Options menu.

Before the update Paladins 2.1 Update only one item of each category could be purchased by the player, now category restrictions were lifted. Players can undo purchases made in the item store, as long as they have not left the spawn room.

In Paladins, there is a system where multiple sources of the same effect provide Diminishing returns (less % than listed) for each source beyond the first. This allows players to have a wide variety of ways to receive buffs (Items, Abilities, Cards, etc.) without having out of control values above 100%.

There is one passive effect that every Champion has throughout the match: Anti-Healing Mechanic (some players call this by an older name: Cauterize). It is an anti-heal effect that slowly grows throughout a game, forcing teams to adapt their playstyles and continue to build to counteract its effects. The player can always check and see the progress of Anti-Healing under the scoreboard.

List of Items[ | ]

Defense[ | ]

These items provide bonuses to a Champion's defense, such as damage mitigation or Crowd Control reduction.

Card Resilience Card Illuminate Card Blast Shields Card Develop Card Haven
Unbound Sentinel Arcane Warding Guardian Armor Plating

Utility[ | ]

These items provide bonuses to a Champion's miscellaneous stats, such as skill cooldown reduction or faster riding speed.

Card Nimble Card Hoard Card Master Riding Card Morale Boost Card Chronos
Nimble Hoard Master Riding Morale Boost Chronos

Healing[ | ]

These items provide bonuses to a Champion's health, such as Lifesteal or more maximum health.

Card Gather Card Life Rip Card Rejuvenate Card Veteran Card Kill to Heal
Meditation Life Rip Rejuvenate Veteran Bloodbath

Offense[ | ]

These items provide bonuses to a Champion's offensive capabilities, such as increased damage to Shields or faster reload speed.

Card Bulldozer Card Aggression Card Deft Hands Card Trigger Scent Card Wrecker
Bulldozer Lethality Deft Hands Trigger Scent Wrecker

Videos[ | ]

Removed Items[ | ]

Paladins has changed extensively since its early Beta stages, and several items have been replaced or completely removed either temporarily or permanently.

Defense[ | ]

Card Blast Shields Card Develop Card Haven Card Illuminate Card Resilience Card Sterilize
Blast Shields Develop Haven Illuminate Resilience Sterilize

Utility[ | ]

Card Equestrian Card Huntsman
Equestrian Huntsman

Healing[ | ]

Card Gather Card Kill to Heal
Gather Kill to Heal

Offensive[ | ]

Card Aggression Card Cauterize Card Aggression
Aggression Cauterize Provision

Siege Beyond Schism 1 Items[ | ]

Items that were available in the first update of Season 5, Schism for the experimental mode, Siege: Beyond.

Defense[ | ]

SiegeBeyond Defense Category Effect
Bulwark "Receive increased Healing when near enemies."
Call to Arms "Gain reduced Cooldowns while in combat."
Guardian "Increase the effectiveness of Shields you create."
Haven "Reduce the Damage you take from Direct and Area of Effect attacks."
Reprisal "Unspent Credits increase your Damage against enemies who attack you."
Resilience "Reduce the duration of Crowd Control and Slows."
Salvation "Gain a shield at low health.
Veteran "Increase your base maximum Health."

Utility[ | ]

SiegeBeyond Utility Category Effect
Chronos "Reduce the Cooldown of all your abilities."
Composure "Reduce the effect and duration of Crowd Control and Slows the longer you've gone without being hit by one."
Evasion "Increased Mount and Out of Combat Move Speed for time spent near objective."
Glory "Gain a personal Shield after Kills and Eliminations."
Life Rip "Your weapon shots gain Lifesteal."
Master Riding "Increase your Mount Speed."
Morale Boost "Increase your Ultimate charge rate."
Nimble "Gain Movement Speed."
Prosperity "Increase Credits gained from Kill and Elimination."
Resolve "Receive additional Healing, when healed, based on how low your Health is."
Opposition "Reduce the duration and effectiveness of Crowd Control and Slows the more enemies are nearby."

Healing[ | ]

SiegeBeyond Healing Category Effect
Absorption "Kills now Heal you and Eliminations Heal you and the Champion who dealt the killing blow."
Coherence "Aura: You and nearby allies gain reduced Cooldown."
Harmony "Healing now charges your Ultimate faster."
Haste "Gain Movement Speed after using abilities on allies."
Illuminate "Increase the range at which you see nearby stealthed targets."
Remedy "Increase Healing to allies and further increase while they are Out of Combat."
Rigor "Reduce the Cooldown for total Healing done in match."
Zeal "Unspent Credits increase your Damage after each time you Heal a Champion."

Offense[ | ]

SiegeBeyond Offense Category Effect
Bulldozer "Your weapon deals increased damage to Deployables, Pets, and Illusions."
Culmination "Unspent Credits increase your Damage against enemies you've recently attacked."
Frenzy "Reduce ability Cooldowns after killing enemies."
Lethality "Gain Movement Speed after a Kill or Elimination."
Reckoning "Gain improved Reload Speed after significantly injuring enemies."
Surge "Gain Lifesteal after champions die near you."
Tempo "Increase Reload Speed for total Damage done in match."
Wrecker "Increase Weapon damage to Shields."
Wrecker II "Your weapon attacks deal increased Damage to Shields."

Changelog[ | ]

  • Refactored the burn card system to have progression and renamed the system to “Items”.
  • Added 6th spot in each row.
  • Brand new interface and layout.
  • Players now have the option to automatically purchase Burn Cards when they have enough Credits.
  • The Damage category has been renamed to Attack.
  • Burn cards are now removed on the end of a round instead of upon death.
  • Purchasing burn cards is now allowed while you are dead.
  • Purchasing burn cards is now allowed while you are forward spawned during an attack phase.
  • You may now only purchase one burn card from each category. For example, you may only select one Damage burn card.
  • Burn card store no longer has an ALL tab.
  • Damage burn cards now have a orange glow around your weapon.
    • Known issue: this is only playing in third person.
  • Burn card art updated to better represent the category each card is in with matching background colors.
  • Added a new sound conformation for purchasing burn cards.
  • General
    • Burn Cards are now lost on death, but can be purchased at any time during the match.
    • Players now show their current Burn Card value next to their name with a colored crystal (Green 50-200 Credits, Blue 201-500 Credits, Purple 501-1000 Credits, Gold 1000+ Credits).
"Now that Capture & Payload matches are lasting longer, we feel the Burn Card system needs to be updated to be a bit more dynamic and scale better with different Credit values. The goal with these changes is to give each life more meaning, and give players more tools to be effective each time they spawn. We welcome feedback on this new system as we work to include more in-match systems."
  • Neutral Cards
    • General
      • All Neutral cards are now Common rarity, and moving forward only Neutral cards will exist at this rarity.
      • Neutral cards no longer rank up in match, and will now have a single stat increase.
  • General
    • Neutral Cards have been added to the game that every champion will have access to. These are a base set of cards that fit all general counter situations and allow players to quickly identify what counters the enemy players are equipped with.
    • Neutral Cards cannot be earned or looted through chests.

  • General
    • The card rarities have been reworked to fit specific functions more cleanly, with the goal to increase clarity in understanding what an enemy player is capable of when looking at their cards. We have not documented all rarity changes here, check the vault for any specific changes.
  • Common
    • These are defensive cards that include counters to the three primary damage methods and Crowd Control.
  • Uncommon
    • These are cards centered around movement and healing.
  • Rare
    • These are cards focused on countering champion specializations like Shields and Pets.
  • Epic
    • These are ability modification cards that focus on champion enhancement.
  • Legendary
    • These are damage and Health oriented cards.


About the Game  •  Champions  •  Cards  •  Items  •  Game Modes  •  Maps  •  Ranked  •  Awards  •  Voice Guided System  •  Cosmetic Items  •  Treasure Chests  •  Event Pass  •  Quests  •  Patch notes


Bots  •  Common terms  •  Death Recap  •  Eliminations  •  Controls  •  Voice Guided System  •  Warning Indicators  •  Zoning

Abilities → Ability  •  Movement Ability  •  Weapon Shots  •  Ultimate Ability
Damage Types → Area or Direct Damage  •  Burst Damage  •  Damage over Time  •  Executes  •  Poke Damage  •  Sustained Damage  •  True Damage
Effects → Cleanses  •  Damage Reduction  •  Deployables  •  Healing  •  Immunity  •  Shields  •  Status Effects  •  Stealth

Cards  •  Talents  •  Items Credits

Game Modes
Game Modes  •  Capture Point  •  Payload

Maps  •  Map Features  •  Callouts

Game Mechanics
Advanced Mechanics  •  Anti-Healing Mechanic  •  Comeback Mechanic  •  Damage Falloff  •  Diminishing returns  •  Headshot  •  Lifesteal  •  Out of Combat  •  Overtime  •  Respawn

End of the Game
Accolades  •  Scoreboard  •  Post-Match Lobby Landing Screen