Ultimate abilities (Commonly referred to by players as 'Ults') are the most powerful abilities in Paladins only available to a Champion once their Ultimate Meter has filled. The meter passively gains a 1% charge every 3.33s. It can be actively increased by dealing damage to enemies and restoring the missing health of allies. The rate at which the Ultimate Meter fills can be increased by Morale Boost. Landing a Killing Blow on an enemy with a high killstreak grants an additional 10% ultimate charge for each kill streak after the 5th which, scales as follows:
Enemy Kill Streak | Bonus Ultimate Charge Gained |
---|---|
None | 0% |
Killing Spree (3 kills) | 0% |
Rampage (5 kills) | 0% |
Unstoppable (7 kills) | 20% |
Savage (9 kills) | 40% |
Immortal (11 kills) | 60% |
Godlike (13 kills) | 80% |
Annihilation!!! (15+ Kills) | 100% |
Using an ultimate will deplete the meter, allowing it to recharge. Progress towards an Ultimate persists through death. Some Ultimates will refund a portion of the meter when cancelled or if it fails to fire.
Considering how impactful these abilities can be, many people hold on to their ultimates for the perfect moment. The problem with this strategy is that the perfect opportunity may never present itself during a game. Guaranteeing a single kill or saving the teams healer is often a better decision than holding on to the ultimate for another 2 minutes. On the payload defense the player should consider the Comeback Mechanic because ultimates can decide if the team wins the next objective fight.
Gameplay |
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General Champions Playstyle Game Modes Maps Game Mechanics End of the Game |