Personally, I'd have let him use Athletics -or- Acrobatics. 4e doesn't foster the 'only one skill applies in any situation' mentality, and I want players to use their skills. As well, you want to keep the earlier parts of the task resolution easy, and the harder part for the end. (rising tension ftw)
So, to start, I'd have him go Athletics or Acrobatics (both can apply in this situation, the differences coming down to how it is described by the player, let him make his choice) for a relevant DC. Then, he is using the statue in the attack. Does this require two rolls to do the job of one? No. Strength vs Reflex for a one-time damage is more than capable of encapsulating both pushing (Strength) and the attack itself.
And as for the Paladin?
Well, let's make him join the fun too. He can give the player a 'boost' if he's readied an action to do so. Athletics DC 15 gives the acrobat +1 to hit with his attack, with an additional +1 for every 5 DC above that. ('Paladin, you have helped propel Sneakeh to his destination, enabling him to land with perfect grace. He now has time to line up a good shot...') This will help to even the attack curve out so the attack isn't at a disadvantage compared to implement attacks.
Keep it as simple as can. Don't roll a million dice for no reason, that's just discouraging by increasing the failure rate for no fun-gain. But, give opportunities to create greater successes and the players will -love- it and look for other opportunities to be flashy.
Rule of Awesome is a better rule than Rule of Roll Every Skill You Have.