Rei Paladins guide

Image by Hi-Rez Studios.

The newest Paladins champion is Rei, a bunny healer on a quest for noesis and magical ability. Dissimilar aggressively-minded Paladins supports like Corvus and Grohk, Rei is a main healer whose unabridged kit empowers and protects her squad.

Abilities

Rei's primary abilities in Paladins are Concatenation Heal, Envelop, and Spirit Link.

  • Spirit Link is a unique power that acts equally the crux of Rei'due south kit and behaves differently based on its target. If Rei casts it on an enemy champion, they are afflicted by a persistent ten% move speed debuff and lose 50 HP every 0.75 seconds. If Rei casts information technology on an allied champion, they receive i% ultimate charge and 50 healing every 2d and benefit from additional effects when Rei uses her other abilities.
  • Chain Heal sends a healing projectile to targeted ally champions. The projectile bounces multiple times to nearby allies and delivers xxx% more healing to Spirit Linked champions. The projectile prioritizes bouncing to low-health allies.
  • Envelop grants Rei and her Spirit Linked ally a special buff that lasts 3 seconds. While Enveloped, champions get 40% movement speed and reduce every instance of incoming damage to a maximum of 275.

Rei'south ultimate ability in Paladins is Vivify. When bandage, Vivify grants her Spirit Linked marry ii seconds of impairment immunity, after which it instantly heals them and Rei to full wellness. Notation, that currently, the ability description in the official Paladins patch notes is wrong; Vivify does not target the champion in Rei's crosshairs, and instead explicitly targets her Spirit Linked marry. The ability cannot exist used if a friendly champion is non Spirit Linked.

Video by Hello-Rez Studios.

Overview and playstyle

Rei is a bodyguard-type support in Paladins, meaning she excels when sticking close to her allies. Her abilities provide a lot of value to her teammates, simply merely as long every bit she can continue to cast them on the right targets. Spirit Link remains in effect until cast on a new target, but it volition deactivate if Rei moves too far from the Linked champion, or if a piece of terrain gets in between them for more than than a second. Staying close to allies lets Rei heal herself with her own Chain Heal bounces, which is another reason to hang out with the squad.

Spirit Link is key to using Rei effectively in Paladins. Brand sure you accept information technology out on a friendly champion at all times, and specially before using Envelop. However, endeavour to avoid casting on allies who are currently belongings onto a fully charged ultimate ability, unless they really need the extra healing at that exact moment; the bonus ultimate accuse is also good to waste. Besides retrieve that Rei cannot apply her own ultimate ability without having an active Spirit Link on an allied champion.

Conversely, Spirit Link should never exist used on enemy champions, as it acts as more of a mild badgerer than a true offensive ability. The only exception to this rule would exist when Rei picks the Restraint talent, which gradually immobilizes Spirit Linked enemies. If you plan on using Restraint, make certain y'all tag along with a flank or damage champion from your squad, and then they can terminate off the enemies yous trap.

On a final note, don't rely on Envelop to keep y'all or your squad alive. This ability doesn't work well confronting most sources of harm in Paladins, and its principal do good is the burst of movement speed information technology grants. Envelop merely truly shines against ho-hum, heavy-hitting attacks like Drogoz's missiles, Terminus' axe, and Skye's Time Bomb.