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.
Items can be purchased at the spawn rooms by pressing the item store key (I by default). Items are purchased with 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 item will cost 600 to upgrade to tier 2, and 900 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.
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.
Nimble | Hoard | Master Riding | Morale Boost | Chronos |
Healing[ | ]
These items provide bonuses to a Champion's health, such as Lifesteal or more maximum health.
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.
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[ | ]
Blast Shields | Develop | Haven | Illuminate | Resilience | Sterilize |
Utility[ | ]
Equestrian | Huntsman |
Healing[ | ]
Gather | Kill to Heal |
Offensive[ | ]
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[ | ]
Utility[ | ]
Healing[ | ]
Offense[ | ]
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."
- Shared Cards have been removed from deck building and turned into Burn Cards.
- Players can use Credits accrued through standard gameplay to purchase Burn Cards at the start of each round.
- The following Burn Cards are categorized as Defense cards:
- Blast Shields (100), Haven (100), Resilience (100), Sterilize (100), Develop (300).
- The following Burn Cards are categorized as Healing cards:
- The following Burn Cards are categorized as Utility cards:
- Master Riding (100), Equestrian (100), Nimble (200), Morale Boost (200) Chronos (400).
- The following Burn Cards are categorized as Damage cards:
- Bulldozer (200), Wrecker (200), Deft Hands (300), Aggression (400).
- 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
- 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.
Paladins |
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About the Game • Champions • Cards • Items • Game Modes • Maps • Ranked • Awards • Voice Guided System • Cosmetic Items • Treasure Chests • Event Pass • Quests • Patch notes |
Gameplay |
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General Champions Playstyle Game Modes Maps Game Mechanics End of the Game |