Credits

**Credits** are a currency in Paladins earned by players during matches that is used to purchase Items. Credits can only be spent during the match they were earned and do not carry over to other matches.

At the start of a match, each player receives 450  which can be spent right away. Additional credits can be earned by accomplishing tasks like defeating enemy players, capturing objectives, pushing payload carts, etc.

## Earning credits

### By time

After the preparation time of a round, Players will start to earn a small amount of credits per second. Each game mode has a different amount of credit spooling:

* 1  every second in a Siege match.
* 5  every second in a Team Deathmatch and Onslaught match.

### By fulfilling the role

Also, Champions gain additional credits for fulfilling their intended role:

* Front Line champions gain **100%** more  credits for standing near an objective.
	+ Currently, this bonus is not applied.
* Support champions gain **100%** more  credits for healing allies.
* Flank champions gain **30%** more  credits for killing blows on enemies.
* Damage champions gain **100%** more  credits for dealing damage to enemy champions.

### By accomplishing tasks

Credits are awarded for accomplishing tasks that can help the team to win.

#### Standing near an objective

* 4  every 2 seconds while standing on the Capture Point in Siege and Onslaught.
	+ 4  every second if there is an enemy contesting the Capture Point.
* 2  every second while standing near the Payload in Siege.

#### Capturing an objective

* 300  for capturing the Capture Point in Siege.
	+ Everyone on the team will be rewarded with these credits, even if they are not on the Capture Point.

#### Aggressive tasks

* Dealing damage: 20  for each 6000 damage dealt.
	+ *100% more credits for Damage Champions*
* Killing an enemy: 30 + 10 \* (Kill Streak of killed enemy) .
	+ *30% more credits for Flank Champions*
* Eliminating an enemy: 15 + 5 \* (Kill Streak of eliminated enemy) .

#### Defensive tasks

* Taking damage: 20  for each 6000 damage taken.
* Absorbing damage with shields or deployable walls: 20  for each 6000 damage absorbed.

#### Supporting tasks

* Healing allies: 20  for each 6000 hit points healed.
	+ *100% more credits for Support Champions*
	+ Self-healing does not count.

 **Defunct** Bounty Coins  •   Essence  •   Viewer Points  •   VIP Points

**Champions**Champions**Abilities →** Ability  •  Movement Ability  •  Weapon Shots  •  Ultimate Ability
**Damage Types →** Area or Direct Damage  •  Burst Damage  •  Damage over Time  •  Executes  •  Poke Damage  •  Sustained Damage  •  True Damage
**Effects →** Cleanses  •  Damage Reduction  •  Deployables  •  Healing  •  Immunity  •  Shields  •  Status Effects  •  Stealth
**Playstyle** **Cards**  •  **Talents**  •  **Items →** **Credits**
**Game Modes**Game Modes  •  Capture Point  •  Payload
**Maps**Maps  •  Map Features  •  Callouts
**Game Mechanics**Advanced Mechanics  •  Anti-Healing Mechanic  •  Comeback Mechanic  •  Damage Falloff  •  Diminishing returns  •  Headshot  •  Lifesteal  •  Out of Combat  •  Overtime  •  Respawn
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