Paladins launched in 2017 for PS4, PC, Mac and XONE as a free-to-play team-based shooter built around characters with distinct abilities. The game pairs a fast, competitive arena shooter with a card system that lets players build unique loadouts. It’s a mix that sounds simple on paper but carries real weight in practice. Here’s what the game delivers, and where it falls short.
Trailer, via Paladins by Evil Mojo Games.
The Card System
The card system is Paladins’ biggest draw. Each character earns experience over a match, unlocking new cards that change how they fight. A tank might pick a shield that reduces damage taken, while a mage might take a card that heals teammates. These choices stack on top of each other, so a player who spends a whole match building toward a specific build can end up with a very different character by the final round.
The system rewards patience. Early matches feel thin, but after a dozen hours the cards start to open up and the builds become genuinely creative. It’s a slow burn, but the payoff is real. The card system rewards patience.
The Arena Shooter
The shooting itself is solid. Characters move fast, dodge rolls work well, and gunplay is tight enough to make quick decisions matter. Matches rarely drag, and the map design keeps everyone moving through narrow corridors and open arenas that force fights to happen. The pacing is brisk, and rounds tend to resolve within three minutes.
The problem is that the arena shooter genre is crowded. Players looking for something new may find the core loop familiar, even if the card system adds a layer on top. That familiarity is a barrier to entry for some players. The arena shooter genre is crowded, and the core loop may feel familiar to players who have tried similar games before.
Free-to-Play Concerns
Paladins is free to play, which is a big deal. New players get access to everything without paying a cent. That’s a strong hook. But the free-to-play model comes with microtransactions, and the game leans on them heavily.
Players can buy currency tied to the card system, which allows them to unlock cards faster than grinding. This creates a pay-to-win concern, since players who spend money can build stronger decks more quickly than those who grind. It’s a fair trade for some, but it means the game isn’t entirely fair to players who don’t want to spend money.
The Character Lineup
There are dozens of characters to choose from, each with their own set of abilities and roles. Tanks protect the team, mages deal damage from afar, and fighters close in for melee kills. The variety is broad, and players can mix and match builds across classes to create something new.
Here’s a quick look at the main roles:
- Tanks: protect the team, take hits
- Mages: deal damage from range
- Fighters: close in for melee kills
- Supports: heal and buff allies
- Specialists: offer unique utility
The balance between these roles is imperfect. Some characters feel overpowered, while others feel weak. The developer has released patches to address this, but the game’s competitive scene still sees certain picks dominate tournament play.
How It Holds Up Now
Seven years later, Paladins still draws a crowd. Its card system remains distinct, and the community keeps the game alive. The free-to-play model has held steady, and the game continues to see updates and seasonal events that keep it fresh.
The card system rewards patience.
That line sums up the game’s core appeal. Players who stick with it get rewarded, while those who bail early miss out on the deeper systems.
The Verdict
Paladins is a solid shooter with a clever twist. The card system gives it identity, and the character variety keeps it interesting. The arena shooter mechanics are competent but unremarkable, and the pay-to-win model will bother some players. It’s not a masterpiece, but it’s a well-executed game that knows what it wants to be.
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