Charge
Charges through the monsters in your path for 56 damage each, then attacks.
These are base learned-level effects, not final character-sheet damage. Account for equipment bonuses, synergies, modifiers and enemy resistances.
Effects by level
| Level | Effect | Cooldown |
|---|---|---|
| 1 | Charges through the monsters in your path for 56 damage each, then attacks. | 4.5 s |
| 2 | Charges through the monsters in your path for 68 damage each, then attacks. | 4.14 s |
| 3 | Charges through the monsters in your path for 84 damage each, then attacks. | 3.81 s |
| 4 | Charges through the monsters in your path for 96 damage each, then attacks. | 3.5 s |
| 5 | Charges through the monsters in your path for 113 damage each, then attacks. | 3.22 s |
| 6 | Charges through the monsters in your path for 124 damage each, then attacks. | 2.97 s |
| 7 | Charges through the monsters in your path for 141 damage each, then attacks. | 2.73 s |
| 8 | Charges through the monsters in your path for 152 damage each, then attacks. | 2.51 s |
Evolution requirements
- Evolution C Charge → C Herald of Zakarum Catalyst V Vigor From character level 18 After it evolves, the base comes back to the level-up cards as a new skill at level 1.
Synergies and practical checks
- Vigor: +40% Damage per Level
- Might: +40% Damage per Level
- While you run, it charges only along your way, never back into the monsters behind you, and on through the pack to a boss ahead. It stops short of a chest or an item in your way.
- Standing, it charges at a boss in view first, else at the biggest pack in reach, then carries you back to where you stood, striking what’s in the way again.
- Each monster in the way is struck once and thrown aside. The blow at the end strikes the toughest in reach for 1.5 times as much. Steering off its way stops the charge where you are, and you swing.
- Its blow is Diablo II’s Charge with the Short Sword every Paladin starts with, growing each level. Your weapon’s Attack Damage multiplies it, and it can critically strike.
- Its reach is your run speed’s: Faster Run/Walk and Vigor carry it further.
Skill modifiers
- Arrival — The blow at the end also sets off a holy blast around you for 15% of it. It takes 40% longer to recharge.
- Lance — The blow at the end stuns, and deals 60% more damage to elites and bosses.
- Trail — Your path burns for 2.5 seconds. Hits on the dash deal 15% less damage.
View in a class guide: Paladin
Observed version history
| Patch | Observed at | Status |
|---|---|---|
| 20261101.1 | 2026-11-02T07:17:50.548Z | Verified |
| 20261030.2 | 2026-11-01T03:04:00+09:00 | Verified |