|Health Point||650 (+90)||Attack Damage||51 (+3.1)|
|Attack Speed||0.65 (+0.03)|
|Armor||47.5 (+3.5)||Move Speed||312|
|Magic Resist||33 (+1.25)||Range||110|
Cost: - Cooldown: -
- Passive - Paladin Boy gains an aura that grants 15 + [5% of target's Magic Resist] bonus Magic Resist to himself and all nearby allied units.
Cost: 40 / 45 / 50 / 55 / 60 Mana Cooldown: 14 / 13 / 12 / 11 / 10 seconds
- Active - Paladin Boy strikes a hammer of justice on a target enemy, dealing 50/90/130/170/210 + [0.8 AD] physical damage and stunning the target for 1.5 seconds.
Cost: 50 Mana Cooldown: 12 / 11 / 10 / 9 / 8 seconds
- Active - Paladin Boy judges a target enemy, dealing 70/115/160/205/250 + [0.8 AP] magic damage and reducing target's Armor by 10/15/20/25/30 for 3 seconds. If Paladin Boy uses this skill on a target with stun effect from Hammer of Justice [Q], this skill deals 50% extra damage.
Cost: 80 Mana Cooldown: 20 seconds
- Passive - Paladin Boy gains 2%/4%/6%/8%/10% Damage Reduction.
- Active - Paladin Boy temporary disables the passive effect of this skill and stores the damage taken without nullifying them for 8 seconds. At the end of the duration, the stored damage is converted into AoE damage and healing effect, dealing 40/80/120/160/200 + [30% of the stored damage] + [0.7 AP] magic damage to all nearby enemies, and restoring 20/40/60/80/100 + [0.35 AP] + [15% of the stored damage] Health on all nearby allied units (excluding Paladin Boy himself). During the duration, Paladin Boy can click this skill again to manually end its effect and instantly trigger both AoE damage and healing effect.
Cost: 80 Mana Cooldown: 125 / 105 / 90 seconds
- Active - Paladin Boy becomes invulnerable and untargetable for 3/4/5 seconds.
- Note - This skill can be used while under crowd control effects and it can also remove all crowd controls and debuffs.