Paladins are holy knights who will protect and help anyone who needs protection. As such, they tend to be tanks, meaning that defeating one will be a difficult task due to the Paladins' naturally high defenses.
As a tank, the Paladin is skilled at taking hits and the more he is hit, the stronger some of his attacks are. He is more of a Ground attacker, although a number of his moves can also be done in the air. In contrast to most, if not all, Paladins, this one cannot heal at all, not even in EX Mode, so it is advised to be careful on which attacks to take and which ones to avoid.
For every hit on this character by an opponent, the Hit Counter increases by 1 and attacks that utilize this counter will be increased by 10%, rounded down, multiplied by the number on the Hit Counter (ex: 2 Hits = 20%, 10 Hits = 100%, 20 Hits = 200%).
The user does not move, having his shield up. The user will absorb all damage the enemy dishes out and takes no recoil. The player must hold the button to last the stance longer, but can only hold for 30 seconds per enemy hit, meaning if the enemy contnuously attacks, the move can be held indefinately. However, if the efffect ends, there will be a 1 minute cooldown. Guard, Magic Guard
Holy energy pops up around the user, knocking the enemy to the sky diagonally. Chase, Wall Rush
Cleansing Strike (ground)
An energy sword appears from the ground to attack the enemy from below. Deals more damage the more the user gets hit. Chase
The user takes a stance with his sword ready, but defense increases by 10%. The user counter-attacks afterward. Deals 1.5x the damage taken.
The user doesn't move, but defense increases by 20%. Also, the enemy gets drawn to the Paladin. Absorb, Magic Absorb
The user slices the enemy with two swords, dual-weilded.
The user teleports himself to the front of the enemy. Any damage afterward for the next 10 seconds gets reduced by 10%.
Cleansing Strike (air)
An energy sword appears in front of the user and is launched forward. Deals more damage the more the user gets hit.
The user enchants his sword with holy energy and chops the enemy with it, leaving behind a small trail of energy in case the move misses.
Four pillars of light strike down on the enemy, one at a time.
The user fires a beam from his sword.
The user gathers all the energy from the beatings he took and strikes the enemy with his sword. This move doubles the damage percentage from the Hit Counter (ex: 2 Hits = 40%, 10 Hits = 200%, etc.) May break the damage limit. However, using this move resets the Hit Counter.
Lightning surrounds the user, damaging anyone in the attack radius. Deals more damage the more the user gets hit.
The user enchants his spear with holy energy as he drops to the ground, leaving behind a small explosion around the user when he lands.
EX Mode - Holy Knight's Honor
Doubles Critical Hit Rate during EX Mode
The user will not take Brave damage during EX Mode, but can still be affected by HP damage.
Equipped Save the Queen
The user equips the Save the Queeen from FFTA, increasing the attack range of his close-ranged attacks. Two appear when using Double Strike.
Hit Counter +
The Hit Counter increases by 10 during EX Mode. This increase will not be reset due to the side-effect of its EX Burst or Avenge, but will be reset once out of EX Mode.
Charge by repeatedly pressing CIRCLE and the user attacks the enemy with a powerful Holy Blade. Fail and the user just slashes the enemy. Normally, this move will not break the damage limit, but if the damage Avenge does will break the damage limit due to its effect, this move will break the damage limit as well.