Paladins® is free-to-play — free to download and play, with optional paid editions and DLC compared on this page. Developed by Evil Mojo Games. Published by Hi-Rez Studios. Released on 5/8/2018. Available on PC, Xbox. Genres: Action, Adventure, Massively Multiplayer, Strategy, Free To Play. Metacritic score: 83/100.

Free-to-play hero shooter with a deeper build system than its reputation suggests - if you can look past the Overwatch comparisons, there's a card-loadout meta worth learning.

I went into Paladins expecting a shallow knock-off and came out with a spreadsheet of loadout builds for three different Champions. The Overwatch comparisons have followed this game since its early access days in 2016, and they are not entirely unfair on the surface - 5v5 objective shooting, colorful heroes, ability ultimates. But that framing does the game a disservice, because the systems underneath are meaningfully different and, in one key area, more interesting. The card-loadout system is where Paladins separates itself from every other hero shooter on the market. Before each match, you equip a loadout of five cards specific to your chosen Champion, distributing points across them up to a fixed total of 15. Cards modify ability cooldowns, add health regeneration, enhance damage output, or add entirely new behavioral effects to abilities. On top of that, you pick one of three Talents per Champion - a high-impact modifier that can fundamentally redirect a Champion's role. A Support Champion like Jenos running damage-focused cards with the right Talent stops playing like a healer and starts playing like an assassin. A Front Line like Fernando built around mobility cards can operate as a flanker. This is the kind of role subversion that most class-based shooters actively prevent, and Paladins leans into it. The in-match Item Shop adds another reactive layer: buying Cauterize to cut enemy healing or Wrecker to shred through shield-heavy compositions means every match has a small mid-game economy decision loop that keeps the strategy brain engaged. The four classes - Front Line, Damage, Flank, and Support - cover familiar ground, but the roster of 59 Champions (with a rotating free selection plus eight unlocked by default) gives newcomers enough room to find their footing without feeling overwhelmed. New players start with accessible picks like Viktor, a straightforward assault-rifle Damage dealer, while the depth ceiling for Champions like Mal'Damba or Io is genuinely high. The three core modes - Siege, Onslaught, and Team Deathmatch - are well-understood archetypes, with Siege being the primary competitive format. Once you hit level 15, the Competitive Siege lobby introduces draft-style Champion bans, which is where the loadout theorycrafting and counter-pick knowledge actually gets tested. The weaknesses are real and worth flagging. Matchmaking quality has been a persistent community complaint, with rank distribution feeling inconsistent at lower MMR brackets. Balance patches can swing individual Champions hard in either direction, so a loadout that felt polished one patch can feel underpowered the next. The cosmetic shop is present and aggressive, though it is worth noting that all gameplay elements - Champions, cards, modes - are accessible without spending money, and in-match credits earned through play handle the reactive item purchases. The game has also attracted criticism for slowing its pace of meaningful content updates in some periods, leaning on skins over systemic changes. These are not fatal flaws, but they are the honest cost of entry. For anyone asking whether the barrier to entry is too high: it is not. The auto-purchase option for in-match items handles the economy layer for players not ready to micro-manage it, and practice modes with AI opponents let you stress-test a new Champion's kit without feeding the enemy team. The tutorial respects your time. My practical recommendation is to pick one Champion from each class, build a loadout around the default Talent first, and only branch out once you understand what the cards are actually doing. Paladins rewards the players who read the tooltips. Diego, Scout Team

Paladins®

Paladins®

Free to Play
May 8, 2018Evil Mojo GamesHi-Rez Studios
GamerScout Says

Free-to-play hero shooter with a deeper build system than its reputation suggests - if you can look past the Overwatch comparisons, there's a card-loadout meta worth learning.

PCXbox
Steam Deck UnsupportedProtonDB Silver
Free to Play

Paladins® is free to download and play. Any optional editions, DLC or in-game add-ons appear in the price table below.

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About Paladins®

I went into Paladins expecting a shallow knock-off and came out with a spreadsheet of loadout builds for three different Champions. The Overwatch comparisons have followed this game since its early access days in 2016, and they are not entirely unfair on the surface - 5v5 objective shooting, colorful heroes, ability ultimates. But that framing does the game a disservice, because the systems underneath are meaningfully different and, in one key area, more interesting. The card-loadout system is where Paladins separates itself from every other hero shooter on the market. Before each match, you equip a loadout of five cards specific to your chosen Champion, distributing points across them up to a fixed total of 15. Cards modify ability cooldowns, add health regeneration, enhance damage output, or add entirely new behavioral effects to abilities. On top of that, you pick one of three Talents per Champion - a high-impact modifier that can fundamentally redirect a Champion's role. A Support Champion like Jenos running damage-focused cards with the right Talent stops playing like a healer and starts playing like an assassin. A Front Line like Fernando built around mobility cards can operate as a flanker. This is the kind of role subversion that most class-based shooters actively prevent, and Paladins leans into it. The in-match Item Shop adds another reactive layer: buying Cauterize to cut enemy healing or Wrecker to shred through shield-heavy compositions means every match has a small mid-game economy decision loop that keeps the strategy brain engaged. The four classes - Front Line, Damage, Flank, and Support - cover familiar ground, but the roster of 59 Champions (with a rotating free selection plus eight unlocked by default) gives newcomers enough room to find their footing without feeling overwhelmed. New players start with accessible picks like Viktor, a straightforward assault-rifle Damage dealer, while the depth ceiling for Champions like Mal'Damba or Io is genuinely high. The three core modes - Siege, Onslaught, and Team Deathmatch - are well-understood archetypes, with Siege being the primary competitive format. Once you hit level 15, the Competitive Siege lobby introduces draft-style Champion bans, which is where the loadout theorycrafting and counter-pick knowledge actually gets tested. The weaknesses are real and worth flagging. Matchmaking quality has been a persistent community complaint, with rank distribution feeling inconsistent at lower MMR brackets. Balance patches can swing individual Champions hard in either direction, so a loadout that felt polished one patch can feel underpowered the next. The cosmetic shop is present and aggressive, though it is worth noting that all gameplay elements - Champions, cards, modes - are accessible without spending money, and in-match credits earned through play handle the reactive item purchases. The game has also attracted criticism for slowing its pace of meaningful content updates in some periods, leaning on skins over systemic changes. These are not fatal flaws, but they are the honest cost of entry. For anyone asking whether the barrier to entry is too high: it is not. The auto-purchase option for in-match items handles the economy layer for players not ready to micro-manage it, and practice modes with AI opponents let you stress-test a new Champion's kit without feeding the enemy team. The tutorial respects your time. My practical recommendation is to pick one Champion from each class, build a loadout around the default Talent first, and only branch out once you understand what the cards are actually doing. Paladins rewards the players who read the tooltips.

Diego
Diego · Scout Team

Strategy & simulation

Tags

multiplayerachievementscontroller-supportCard Loadout SystemIn-Match EconomyChampion DraftRole SubversionObjective-BasedTalent BuildsCompetitive RankedHero Customization

System Requirements

Minimum

Processor
Core 2 Duo 2.4 GHz or Athlon X2 2.7 GHz
Memory
4 GB RAM
Graphics
Nvidia GeForce 8800 GT
Storage
30 GB available space
Sound Card
DirectX compatible sound card

Recommended

Processor
Intel Core i5-750, 2.67 GHz / AMD Phenom II X4 965, 3.4 GHz
Memory
6 GB RAM
Graphics
Nvidia GeForce GTX 660 or ATI Radeon HD 7950
Network
Br…

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Reviews & Ratings

Metacritic
83

Game Info

Developer
Evil Mojo Games
Publisher
Hi-Rez Studios
Release Date
May 8, 2018

Game Modes

multiplayer

Languages

Audio (1)
English
Subtitles (9)
EnglishFrenchGermanSpanish - SpainPolishRussian+3 more

Features

AchievementsController Support

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Frequently asked questions about Paladins®

How much does Paladins® cost?

Paladins® is free-to-play — it costs nothing to download and play on PC, Xbox. Any optional editions, DLC or in-game add-ons are listed in the price table on this page.

Does Paladins® have in-game purchases?

Paladins® is free to download and play, and is monetised through optional in-game purchases such as cosmetics, editions or DLC rather than an upfront price. Any paid editions or add-ons available are listed in the price table on this page.

What platforms is Paladins® available on?

Paladins® is available on PC, Xbox.

When was Paladins® released?

Paladins® was released on 8 May 2018.

Who developed Paladins®?

Paladins® was developed by Evil Mojo Games and published by Hi-Rez Studios.

Is Paladins® worth buying?

Paladins® holds a Metacritic score of 83/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.