
There are plenty of characters with unique visual identities and some that fall back on either overcomplicated or highly predictable design, and sometimes they manage to be sensibly dressed. Champs can look amazing and cool, or they can look uninteresting and bland. The aesthetics of the champions also have a unique duality.

The number of champions available brings with it some kit overlap, and at times you’ll realize that some characters do the same or very similar things with their abilities and weapons.

This isn’t to say that the character design is flawless. There is undoubtedly someone in the Paladins roster that will be interesting to anyone who tries out the game. Buck is a buff monk who can leap across the battlefield with a shotgun. Terminus is a reanimated stone warrior kept alive by a magic core in his chest. For a couple of examples, Mal’damba is a support whose main weapon is his pet snake. Character design has had its ups and downs over the years, but most of the roster feels unique to play and there’s plenty of fun to be had. Supports are your healers, flankers excel at movement and burst potential, and damage champs…do damage. Tank champions are brawlers that can either control space or bully the enemy. There are over 50 different champions in Paladins (at time of writing) split across four classes: tank, support, flank, and damage. The variety on display is quite impressive. Within these modes, there are a plethora of champions to play as, each with their own abilities and identities. Other limited-time game modes will come in from time to time as part of special events, but Siege, TDM, and Onslaught are the three big ones you can always play. It’s the gamemode that you play in ranked matches, and it generally feels really good to play. Of the three, Siege has been in the game the longest, and Paladins was built with Siege in mind.

Siege maps have a central capture point, and after a team captures the point, a payload spawns and they must push it into the enemy base to score points. Onslaught is a king-of-the-hill type mode, and plays like a regular deathmatch with the addition of a capture point that moves around during the match. Team Deathmatch is fairly self-explanatory: two teams fight to a score limit. Paladins currently has three main game modes. Controlling the objective is the key to success
