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Charge Icon Charge
Closes the distance with an enemy, delivering a bash on contact.
Class: Paladin
Skill Tree: Combat Skills
Required Level: 12
Damage Type: Physical
Cast Delay: -
Active
Prerequisites: Smite (1)
Skill progression
Level 1 2 3 4 5 6 7 8 9 10
Mana Cost 9 9 9 9 9 9 9 9 9 9
Damage {{{Damage1}}} {{{Damage2}}} {{{Damage3}}} {{{Damage4}}} {{{Damage5}}} {{{Damage6}}} {{{Damage7}}} {{{Damage8}}} {{{Damage9}}} {{{Damage10}}}
Damage +% 100 125 150 175 200 225 250 275 300 325
Attack Rating +% 50 65 80 95 110 125 140 155 170 185
{{{Variable C}}} {{{C1}}} {{{C2}}} {{{C3}}} {{{C4}}} {{{C5}}} {{{C6}}} {{{C7}}} {{{C8}}} {{{C9}}} {{{C10}}}
{{{Variable D}}} {{{D1}}} {{{D2}}} {{{D3}}} {{{D4}}} {{{D5}}} {{{D6}}} {{{D7}}} {{{D8}}} {{{D9}}} {{{D10}}}
{{{Variable E}}} {{{E1}}} {{{E2}}} {{{E3}}} {{{E4}}} {{{E5}}} {{{E6}}} {{{E7}}} {{{E8}}} {{{E9}}} {{{E10}}}
 
Level 11 12 13 14 15 16 17 18 19 20
Mana Cost 9 9 9 9 9 9 9 9 9 9
Damage {{{Damage11}}} {{{Damage12}}} {{{Damage13}}} {{{Damage14}}} {{{Damage15}}} {{{Damage16}}} {{{Damage17}}} {{{Damage18}}} {{{Damage19}}} {{{Damage20}}}
Damage +% 350 375 400 425 450 475 500 525 550 575
Attack Rating +% 200 215 230 245 260 275 290 305 320 335
{{{Variable C}}} {{{C11}}} {{{C12}}} {{{C13}}} {{{C14}}} {{{C15}}} {{{C16}}} {{{C17}}} {{{C18}}} {{{C19}}} {{{C20}}}
{{{Variable D}}} {{{D11}}} {{{D12}}} {{{D13}}} {{{D14}}} {{{D15}}} {{{D16}}} {{{D17}}} {{{D18}}} {{{D19}}} {{{D20}}}
{{{Variable E}}} {{{E11}}} {{{E12}}} {{{E13}}} {{{E14}}} {{{E15}}} {{{E16}}} {{{E17}}} {{{E18}}} {{{E19}}} {{{E20}}}
Synergies
Vigor +20% Damage Per Level
Might +20% Damage Per Level
{{{Synergy3}}} {{{Synergy Effect3}}}
{{{Synergy4}}} {{{Synergy Effect4}}}
{{{Synergy5}}} {{{Synergy Effect5}}}
{{{Synergy6}}} {{{Synergy Effect6}}}

Description[]

Charge is a unique skill. It does exactly what the name implies, the Paladin rushes into his target and deals damage. While the damage becomes massive as points and synergies are invested, the drawback is that the Paladin can't charge the same monster again while standing next to it. As Diablo II often sends many monsters towards the player, this skill can be dangerous to use. If the Paladin is surrounded, he can't use it. Users however can opt for a "pinball" approach if distances allow for it, by attacking multiple monsters/players that are far enough away from each other to permit rapid strikes. This will help to create breathing room via the bash effect, ration out the pain, separate strong enemies from the herd, force an enemy into a corner for zeal attacks, and even save teammates from powerful foes if endangered. The only flaws to this strategy are whether the enemy can resist the bash effect and the skill's high mana cost.

Charge is an outstanding PvP skill, and works very well when chasing down other players.

Lore[]

In showing fear, a Paladin displays his lack of faith, and a faithless Paladin is less than a man - let alone a knight. This is vital in that when all else fails, it is faith that will carry the Paladin through to victory. Warriors of faith never shirk from combat, but rush forward with heads down and shields up, allowing their glory to carry them into the thick of battle to deliver the first blow. [1]

References[]

  1. Diablo II Manual, page 79. Blizzard Entertainment, 2000.


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