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True Damage is a special type of damage that ignores any kind of Damage Reduction, being directly applied to the health of the target. However, while it ignores damage reduction, it is still negated by complete damage immunity and mostly don't ignore shields other than Executes. The name "True Damage" is an unofficial term.

True Damage by Champion[ | ]

Champion Drogoz IconWinterEvent FreeRotationAllTransparentChampion-icon
Drogoz
Ability Dragon PunchTransparentChampion-icon

Dragon Punch
Champion Lex IconWinterEvent FreeRotationAllTransparentChampion-icon
Lex
Ability The LawTransparentChampion-icon

The Law
Champion Maeve IconWinterEvent FreeRotationAllTransparentChampion-icon
Maeve
Ability PounceTransparentChampion-icon
Talent required

Pounce
Requires Street Justice
Talent Maeve StreetJusticeTransparentChampion-icon
Champion Vora IconWinterEvent FreeRotationAllTransparentChampion-icon
Vora
Ability Harbinger's WrathTransparentChampion-icon

Harbinger's Wrath
Champion Yagorath IconWinterEvent FreeRotationAllTransparentChampion-icon
Yagorath
Ability DevourTransparentChampion-icon

Devour
Champion Zhin IconWinterEvent FreeRotationAllTransparentChampion-icon
Zhin
Ability SpiteTransparentChampion-icon
Talent required

Spite
Requires Guillotine
Talent Zhin GuillotineTransparentChampion-icon
  • Dragon Punch deals 100% of the target's maximum health as true damage, ignoring shields, but not Damage Immunity.
  • The Law will execute targets below 65% health, if not protected by a shield.
  • Pounce, with Street Justice, executes targets below 35% health, ignoring shields, but not Damage Immunity.
  • Harbinger's Wrath will execute targets below 66% health, ignoring shields, but not Damage Immunity.
  • Devour will execute targets after they have been fully pulled towards Yagorath.
  • Spite, with Guillotine deals 100% of the target's maximum health over its duration as true damage. Personal shields will buff the target health, but not the damage dealt.


Gameplay

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

Champions
Champions
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

Playstyle
Cards  •  Talents  •  Items Credits

Game Modes
Game Modes  •  Capture Point  •  Payload

Maps
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

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