So in many team-based or objective based games, especially those that have multiple types of characters, such as Paladins: Champions of the Realm, chances are there are different character classes. Many games have different names for these classes but ultimately the roles are the same.
Now, these classes are there for a reason, and sticking to their assigned roles can not only generate extra credits in Paladins but can also give your team a strong fighting chance. In Paladins: Champions of the Realm there are four main classes; Damage, Front Line, Support and Flank. A team should have a reasonable mix of these classes for greatest chance at success.
Champions that are placed in the damage category are responsible for exactly that…damage. They are the heroes who should be somewhere in the main parts of the battle, fighting back opposing damage heroes and front lines. Pushing objectives and taking names. Damage heroes, which will come equipped with a number of damage dealing skills, as well as some mobility skill, should also protect the support members of the team.
Keeping an eye out for the supports can make it easier for them to fulfil their role and for the team to function more smoothly. However there are multiple types of damage champions that function better at different ranges, but that is up to you to determine and figure out.
It is very much in the name, Front Line champions are designed to be on the front line. Equipped with high amounts of health and skills that can protect them and their allies, front line champions are made to sit on the objectives and push them forward when necessary. While these heroes do have high damage dealing capabilities, they are also quite slow, meaning they do not do well to quickly sneak behind enemy lines – you should not be utilising front line champions as flankers, it is wasted potential and quite hard to escape if you are discovered.
Though at the same time, the front lines should be heavily supported by the support champions, to maintain their high health and ability to cover the entire team. While supports should be healing everyone, front line\ champions should be a necessity due to their capability to hold down an area.
The bane of my existence when used well, the flankers are quick moving and hard-hitting champions that do not have a lot of health. The job of a flanker is to harass and harry the opposing team from the sides or the back. This usually means sneaking past enemy lines and picking them off one by one. Stray too far from your team and you will most likely encounter a flanker coming for you.
These champions are equipped with skills that either grants them extremely high mobility or make them difficult to hit, like Skye’s invisibility. They function best in situations where they can get in, eliminate an opposing champion and be gone before the rest of the team knows what has occurred. However be warned, flank champions are not blessed with high health and will not survive in open combat for long. Strategy is needed when using these champions.
Finally, we have the supports, a class that can keep your team ya know ALIVE. The support champions, like the above Mal’damba, usually utilise some form of healing abilities with a relatively short cooldown. These should be utilised constantly to play a support champion effectively. Whether it is focusing on one or two of your most essential champions to heal, or watching out for your whole team, if you are a support, SUPPORT your team.
Just because you have damage dealing abilities does not mean you should attempt to fulfil the role of a damage champion. It is far more essential to heal your allies and do occasional DPS than to forgo the healing altogether. SUPPORT YOUR TEAM FOR WEKONOS SAKE!