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- The Rising Of The Shield Hero
- Rotations
- Off-GCD Actions
- Openers
- Equipment And Materia Management
Final Fantasy 14 has a wide range of exciting jobs that serve a specific role in the game's various modes. The Paladin, for example, is one of the game's best Tanks that can dish out melee attacks and cast spells on the enemy while also protecting their teammates.
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The Paladin's iconic sword and shield give them one of the more unique ability sets for their role and allow them to shine both offensively and defensively. If you're looking for a job that can hold the fort, protect your team, and deal decent damage to the enemy, the Paladin is practically throwing itself at you.
Updated January 14, 2022, by Seth Parmer: Patch 6.3 is here and has impacted several Jobs as a result, with the Paladin seeing the most significant changes overall. In addition to the slew of new content, Paladins can finally rejoice as the tweaks they received have thrown them into the top tier of Tanks in Final Fantasy 14. You can find everything that was changed in the guide below!
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The Rising Of The Shield Hero

Like most jobs in Final Fantasy 14, the Paladin job requires you to level a prerequisite class up to Level 30 before you can take on the role. In this case, you will have to unlock the Gladiator class and reach Level 30 before switching over to Paladin. The Gladiator is one of the many starting jobs in the game, meaning you can select it after creating your character or learn the class as early as Level 1. If you didn't choose Gladiator as your starting class, you can pick it up by heading to Ul'dah – Steps of Thal and speaking to Lulutsu at the Gladiator's Guild (X:9.2, Y:11.7). Accept and complete the quest "Way of the Gladiator" to become the class!
After obtaining Level 30 with your Gladiator, you can finally become a Paladin. To do this, make your way back to Ul'dah – Steps of Thal and speak with Lulutsu once more at the Gladiator's Guild (X:9, Y:11). Pick up and complete the quest "Paladin's Pledge" to receive the Soul of the Paladin, which allows you to officially become a Paladin! From here, you will have to reach Level 90 to get the most out of the job.
If you need help leveling your jobs in Final Fantasy 14, please follow our detailed guide that breaks down the leveling system and how to approach it! Furthermore, if you're looking for a more fleshed-out guide on how to unlock the Paladin or other jobs in the game, head here to get the full rundown!
Rotations

As mentioned earlier, the Paladin's unique sword and shield combo allow the job to access special traits and actions that make them an excellent hybrid of offensive and defensive play. Another bonus to the Paladin is they don't have to ever worry about positional attacks as they're a Tank and will almost always be positioned in front of the target. Below will focus on the basic rotations of the Paladin with no Off-GCD Actions thrown into the mix. That will come a bit later!
The basic rotations for the Paladin have changed in Patch 6.3, allowing them to perform two AoE Rotations instead of one now and scaling back their Single-Target Rotation to one rather than two. They can now choose to replenish MP or HP with their AoE Rotations, which will come in handy when pulling large mobs or during specific boss encounters.
Basic Single-Target Rotation
- Fast Blade > Riot Blade > Royal Authority
Royal Authority grants three stacks of Sword Oath and deals significant damage to your target. Sword Oath allows you to perform several Actions, such as the Off-GCD Actions we cover in a later section of the guide.
Basic AoE Rotation
- Total Eclipse > Prominence
- Confiteor > Blade of Faith > Blade of Truth > Blade of Valor
The Total Eclipse Rotations recovers your MP while dealing damage to multiple enemies, allowing you to cast more Actions. The Confiteor Rotation deals mass amounts of damage to multiple enemies while also replenishing some of your HP, allowing you to stay in the fight a bit longer.
Off-GCD Actions

With the Paladin's basic rotation out of the way, it's time to focus on the core Off-GCD Actions that bring the job to life and makes it unique. You can find a breakdown of the Paladin's most essential Off-GCDs for offense and defense below!
The Paladin Job received the most changes of any Job in Patch 6.3, and while the tables below only cover the Job's Off-GCD Actions, a lot of the changes will be present below and inflicted on the Openers section a bit later in the guide. The Paladin is in a better place overall due to the changes it received, and you can see that throughout the remainder of this guide!
Offensive Off-GCD Actions
Action
Recast Time
Information
Fight or Flight
60s
Increases damage dealt for 20 seconds, allowing you to follow the buff up with eleven GCD attacks. (example of eleven-combo attack below)
- Fight or Flight > Riot Blade > Goring Blade > Fast Blade > Riot Blade > Royal Authority > Atonement > Atonement > Atonement > Fast Blade > Riot Blade > Goring Blade
Iron Will
2s
Enimity Generation is substantially increased.
Release Iron Will
1s
Ends the effects of Iron Will.
Requiescat
60s
Attack with a potency of 300.
Grants four stacks of Requiescat and increases the potency of Holy Spirit and Holy Circle with no cast times on Confiteor combo actions. Upon use, you will receive Confiteor Ready for 30 seconds.
Intervene
30s
Charge the target with an attack potency of 150. (action has two charges)
Circle of Scorn
30s
An AoE Attack with the potency of 100.
Damages enemies over time with 30 potency over 15 seconds.
Expiacion
30s
An AoE attack with the potency of 420 for the first target, dropping by 50 percent for the remaining ones.
Expiacion restores MP.
Defensive Off-GCD Actions
Action
Recast Time
Oath Gauge Cost
Information
Reprisal
60s
Take 10 percent less damage for 10 seconds.
Rampart
90s
Take 20 percent less damage for 20 seconds.
Sentinel
120s
Take 30 percent less damage for 15 seconds.
Bulwark
90s
Negates all incoming damage for 10 seconds.
Sheltron
5s
50
Incoming damage is reduced by 30 percent for 15 seconds.
Holy Sheltron
5s
50
All incoming damage is reduced by 15 percent for 8 seconds.
Grants Knight's Resolve, which reduces incoming damage by 15 percent for four seconds. It also grants Knight's Benediction, restoring your health over a period of time. The cure potency of Knight's Benediction is 250, and it lasts for 12 seconds.
Intervention
10s
50
Reduces 10 percent of incoming damage to the party member you targeted for eight seconds.
If Rampart or Sentinel are currently active, the damage reduction of Intervention is increased by another 10 percent.
Divine Veil
90s
Places a Barrier on all party members and yourself for 30 seconds that absorbs incoming damage equal to your maximum health.
Divine Veil also restores 400 of your target's HP.
Passage of Arms
120s
Your block rate increases to 100 percent, creating a cone AoE behind you for teammates to stand. Players standing in the AoE will block 85 percent of incoming damage. The duration of this action is 18 seconds.
Hallowed Ground
420s
Become impenetrable to most attacks for 10 seconds.
Openers

Keeping the actions highlighted in the above section in mind, you should have a general grasp on your basic rotation and how Off-GCDs can open them up to incredibly potent combos. It's essential to go into openers with the concept of maximizing your job's potential and setting up for the rest of the encounter. In the Paladin's case, we will showcase your main opener and what you will transition to once you complete it. The Off-GCD Actions are placed in parenthesis and are bolded to help make them stand out, allowing you to pick them out in the openers!
Basic Opener
- (Pre-Pull) (Iron Will) Holy Spirit
- Only cast Iron Will if you are pulling the target.
- Fast Blade (Grade 7 Tincture of Strength) > Riot Blade (Fight or Flight) > Royal Authority (Circle of Scorn)> Holy Spirit (Expiacion + Intervene) > Goring Blade (Requiescat + Intervene) > Confiteor > Blade of Faith > Blade of Truth > Blade of Valor > Atonement > Atonement > Atonement > Fast Blade > Riot Blade > Royal Authority (Circle of Scorn) > Atonement (Expiacion) > Atonement > Atonement > Holy Spirit > Fast Blade > Riot Blade > Royal Authority > Atonement > Atonement > Atonement
Post-Opener Attack Rotation
- Basic Opener End: Atonement
- Fast Blade > Riot Blade (Fight or Flight) > Holy Spirit (Circle of Scorn) > Royal Authority (Expiacion + Intervene) > Goring Blade (Requiescat + Intervene) > Confiteor > Blade of Faith > Blade of Truth > Blade of Valor > Holy Spirit > Atonement > Atonement > Atonement > Fast Blade > Riot Blade (Circle of Scorn) > Royal Authortity (Expiacion> Atonement > Atonement > Atonement > Holy Spirit > Fast Blade > Riot Blade > Royal Authortity > Atonement > Atonement > Repeat
Equipment And Materia Management

The final piece of the puzzle when it comes to putting together a strong build for your job is the equipment and Materia. This is where things can get rather tricky for players, especially newcomers to the game, role, or job. While the way Materia is implemented in Final Fantasy 14 can seem confusing, it's not all that bad once you learn what each type does and which role/job they're best suited for. If you aren't Level 90 yet, the table below will still be useful to you if you're wondering which stats/Materia type you should focus on when melding your Paladin's equipment.
Equipment
Materia
Stats
Weapon
Abyssos Bastard Sword
- Quickarm Materia X
- Quickarm Materia X
- DMG +126
- STR +256
- VIT +278
- CRT +208
- DET +144
Shield
Abyssos Shield
- N/A
- STR +102
- VIT +111
- CRT +82
- DET +57
Head
Augmented Lunar Envoy's Face Guard of Fending
- Heavens' Eye Materia X
- Savage Might Materia X
- STR +211
- VIT +228
- CRT +172
- DET +120
Body
Abyssos Cuirass of Fending
- Heavens' Eye Materia X
- Heavens' Eye Materia X
- STR +336
- VIT +363
- CRT +273
- DET +191
Hands
Abyssos Gauntlets of Fending
- Savage Aim Materia X
- Savage Aim Materia X
- STR +211
- VIT +228
- DET +172
- SKS +120
Legs
Augmented Lunar Envoy's Trousers of Fending of Fending
- Heaven's Eye Materia X
- Heaven's Eye Materia X
- STR +336
- VIT +363
- CRT +273
- DET +191
Feet
Abyssos Sollerets of Fending
- Heavens' Eye Materia X
- Heavens' Eye Materia X
- STR +211
- VIT +228
- CRT +172
- DET +120
Earrings
Abyssos Earrings of Fending
- Savage Aim Materia X
- Heavens' Eye Materia X
- STR +167
- VIT +180
- CRT +95
- DET +136
Necklace
Augmented Lunar Envoy's Necklace of Fending
- Savage Aim Materia X
- Heavens' Eye Materia X
- STR +167
- VIT +180
- CRT +95
- DET +136
Bracelets
Abyssos Amulet of Fending
- Heavens' Eye Materia X
- Heavens' Eye Materia X
- STR +167
- VIT +180
- CRT +136
- TEN +95
Left Ring
Augmented Lunar Envoy's Ring of Fending
- Heavens' Eye Materia X
- Heavens' Eye Materia X
- STR +167
- VIT +180
- CRT +136
- DET +95
Right Ring
Abyssos Ring of Fending
- Savage Aim Materia X
- Savage Aim Eye Materia X
- STR +167
- VIT +180
- DET +95
- TEN +136
Even with the above showcasing the "Best In Slot" for the Paladin, there are still a couple of other ways to get even more damage/defense from the job. The first is the most obvious and comes by way of consuming a meal before heading out into a Dungeon, Raid, Trial, etc. The best food buff for the Paladin is Carrot Pudding. The other method we already highlighted in the "Openers" section is the Grade 7 Tincture of Strength. Weaving this Tincture into your Opener will help you out quite a bit in most encounters.