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Paladins is the ultimate fantasy team-based shooter experience, with over 50 customizable Champions fighting in 5v5 action across…

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Changelog

Wekono's Wake Hotfix 1

  • Event Pass 2024 chest is now available for purchase!

  • Fixed an issue where translations for new content were not available in several languages.

  • Fixed an issue where some font files had corrupted and did not display correct values.

Wekono's Wake Update Notes

Greetings Champions, and welcome to Year 8 of Paladins! We wanted to take a moment before we dive into our first update of the year, Wekono's Wake, to talk about where we are and our direction moving forward. Over the course of Year 7, we focused our small team's efforts more and more on improving the systems and features that make Paladins a standout in the genre: an emphasis on customization through Items, Talents and Cards, updating and deepening Champion kits, and bringing together older concepts and new features to enrich our Realm.

Headed into 2025, we plan to continue these types of efforts while also aiming to shift to smaller, more frequent updates and hotfixes to further improve our ability to adapt development to player feedback while ensuring our team can stay nimble. This will be most evident in our shift in cosmetic additions and a larger effort towards the aforementioned customization and gameplay focus. Without further ado, let's dive into our first update of Year 8: Wekono's Wake!

General Updates
Experimental Queue: Subclasses

Throughout the year, we want to test out various ideas we’ve had that are more drastic gameplay shifts than we usually release. These features are meant to be explorations of directions to take Paladins that could lead to new modes or enrichening existing experiences. The first of these we plan to tackle is Subclasses, a role within your class that provides a powerful effect to a specific aspect of your gameplay. You select these prior to selecting your Talent, and their effects stack with other customization options. We’ll be testing these in their own Siege queue for players to compare to normal Siege, as well as considering them for alternative modes like Arcade or Wave Defense. Here’s the list of Subclasses releasing this update:

Damage

Predator On earning an Elimination, reduce the cooldown of your Movement ability by 40%. Imani, Saati, and Strix gain 20 of their resources. Shock Trooper While on the Objective, gain 10% Damage Reduction. Triage On earning an Elimination, drop a healing deployable at your current location.

Note: Octavia does not select a Subclass, instead opting for her own Commander options.

Flank

Duelist Gain 10% Crowd Control resistance for 3s after dealing 1500 damage. Rallyman On earning an Elimination, regenerate involved allies ammo by 10%. Skirmisher Heal for 4% every second while on the Objective.

Frontline

Fireteam Leader After using your Q ability, provide allies within 50 units 30% Slow resistance and 20% Movement Speed for 2s. Dug In While on the Objective, gain 15% Crowd Control resistance. Wanderer You exit combat 1.5s faster and have 15% Movement Speed while out of combat.

Support

Rabid For every 2,000 damage you deal, gain 30% Reload Speed and 10% faster cooldowns for 3s. Skulker You exit combat 1.5s faster and your Cooldowns are 10% faster while out of combat. Spotter You can no longer apply Anti-Heal, but damaged enemies take 20% more Headshot damage for 1.5s.

Map Refresh: Serpent Beach

Wekono has reawakened as her temple sees growth! This version of the map shares almost identical sightlines and pathing as the version most players are used to, which will remain in game as Serpent Beach (Classic). However, various aspects have been visually updated or adjusted to bring Serpent Beach into the modern era. Decorations have been added to adorn the walls with effigies to Wekono as well as her Champion, Mal'Damba. Sand is more prevalent, with walking trails connecting the temple structures and washing ashore the beaches. Vegetation has been updated to bring out the beach, with palm trees lining the skybox. Looking out into the sea will let players bask in the greatness of a new Serpent, whose body coils around the map to create archways. You'll also catch glimpses of Jaguar Falls and Frog Ilse outside the bounds of play!

Map Restoration: Serpent Beach (Classic)

In addition to the new vision of this classic, we've also restored details to Serpent Beach (Classic) to truly represent the version a majority of players experienced during the Open Beta. Enjoy the added flora and flames as wind gusts throughout the map!

Newcomer Queue

We’ve slowly been working to improve various aspects of playing Paladins for the first time & to have a place to learn how the game works without frustration. The Newcomer queue is our latest addition to this process, a Siege queue that is available exclusively to accounts below Level 35. This provides those Champions starting out an option to play that gives them a space to discover their favorite characters and understand the game with lower pressure. This does not prevent them from queueing for normal Siege, it’s simply a choice we want to offer to allow people to learn at their own pace. The gameplay of the Newcomer queue is identical to casual Siege so it’s the perfect way to transition from new to dedicated!

New Customs Settings

We’ve added a few more settings to Custom Matches for those looking to play with a variety of LTM and Experimental features!

  • Enable/Disable Subclasses

  • Enable/Disable Beyond Store

  • Override Loadout Card Level

  • This allows people to play Cards to the Max in Customs at any Card level!

  • Talent Selection

  • This will allow players to use the Truly Talented selection in Customs. Note: Any Champion who is not in Truly Talented will use their normal Talents.

Ranked Season 8

Welcome to Season 8 of Ranked! Our goals with this Season are to make systemic changes that make the mode more enjoyable to grind as well as easier for players who have historically shied away from the queue to join. It’s some of the largest adjustments to the system we’ve made in recent years, and we’re excited for players to get their hands on it and give us feedback! NOTE: Season 7 Loading Frames will be distributed in our next major update.

Requirements
  • Increased the number of Champions required from 18 ➡️ 24
Tier Points System
  • The base amount of Tier Points players can move has been increased from 11 ➡️ 15

  • The maximum amount of points players can move has been increased from 16 ➡️ 23

  • The maximum amount of points players can lose has been increased from 16 ➡️ 23

  • The severity of which favored teams lose Tier Points on a loss is decreased by 33%.

Map Frequency
  • Serpent Beach (Classic) has the same frequency as Serpent Beach in Season 7.

  • Serpent Beach will have higher frequency during Split 1.

Draft Changes

We’ve heard a lot of complaints about the time spent in Ban Phase & its usage across skill levels, so we’re planning to implement a system that dynamically scales the amount of bans based on the skill of the lobby.

  • Gold & below lobbies will have 2 bans per side

  • Platinum will have 3 bans per side

  • Diamond+ will have 4 bans per side

Our goal is to finetune this system to allow players to slowly learn the priorities of banning as they climb the ranks as well as giving lower skill players faster matches and more Champions to pick from to encourage them to give Ranked a fair shot!

Rewards

We’ll continue to have expected rewards both for the Season and the Split, provided at the usual milestones.

  • Play 100 Matches - Avatar

  • Win 75 Matches - Subjugator Zhin, a recolor of Conqueror Zhin

  • Place in a Split - Golden Cache

  • Play 25 Matches in a Split - Avatar

In addition to the traditional rewards offered via Ranked, we’re now also offering new rewards in addition to what was done prior!

  • Reach Masters in Season 8 Ranked to receive a Limited Skin Token

  • We’ve converted the Anniversary Store into the Limited Skin Vault and will be rotating skins in and out of the Vault occasionally so stay tuned!

  • COMING SOON: Play 25 Games on a Class to receive their Class Chest

  • If you own all the contents of the Class Chest, you’ll instead receive 100 Crystals.

Wekono’s Wake Event Pass

This update, the Event Pass we're offering has some changes to accommodate our focus on gameplay as well as simplify how we handle Flashbacks.

This pass will be 30 levels of exclusive Titles, currency, and for the first time ever multiple Diamond Troves and several other chests containing cosmetics from across the game. While there aren't many new contents, the value offered in this eclipses Flashback Passes and allows us to focus our time on other aspects of the game.

We did want to offer something new for the players who own almost everything or those looking for a chase, so at the final level of the pass you can earn Loci-Buster Ash, a recolor of Xeno-Buster that sees the fight taken to a more Arctic aesthetic.

Mode Rotations
Arcade
  • Onslaught removed from the rotation of modes.

  • Moving forward, whenever we swap which mode is featured outside Arcade, that mode will no longer be featured in Arcade.

  • Next update, we plan to swap Team Deathmatch and Onslaught so TDM will be featured as the standalone queue.

Limited Time Modes
Truly Talented

Jenos

  • Illuminated Talent from Reality Warp added.

Maeve

  • Swapped Artful Dodger for Street Justice.

  • Increased execution threshold during Midnight from 40% ➡️ 75%

Balance
General
Anti-Healing
  • Decreased the starting value from 30% ➡️ 25%

After watching our changes to Anti-Healing’s ramp speed from the latter half of Season 7, we saw the desired improvements in the late game distribution of healing. However, the effect on the early & middle game was a bit more heightened than we intended and led to some matches lacking proper pacing. To alleviate this, we’re shifting the starting value for Anti-Heal down a single interval to allow a bit more time in these earlier stages while still keeping the scaling fast.

Items
Blast Shields
  • Decreased cost from 300/600/900 ➡️ 275/550/825
Bulldozer
  • Increased scaling from 30/60/90 ➡️ 50/100/150
Deft Hands
  • Decreased cost from 225/450/675 ➡️ 200/400/600
Guardian
  • Increased scaling from 15/30/45 ➡️ 20/40/60
Returning Item: Resilience
  • Reduce the duration or effectiveness of Crowd Control effects by {25|25}%.

  • Replaces Unbound

Sentinel
  • Increased cost from 200/400/600 ➡️ 225/450/675

  • Reworked to “Gain a 200|200 Health Shield for 5s after an Elimination.”

Wrecker
  • Increased cost from 275/550/825 ➡️ 300/600/900

  • Increased scaling from 30/60/90 ➡️ 50/100/150

To kick off the Season, we’re bringing a whole host of Item changes with two goals in mind: making Items a more powerful part of our gameplay loop as well as merging together various eras of Items to curate the most diverse offering we could have. The headliner changes are those around Wrecker, Guardian, and Shields. Shields used to be a much more prevalent part of Paladins’ sandbox, with the health values higher and Wrecker more impactful than has been the past few Seasons (circa Season 3 onward). As part of Season 8, we’re returning closer to that style of defensive gameplay, with some new additions as well!

Wrecker is having its price increased slightly, but its scaling nearly doubled to make it the new standout item of the Offense category and a powerful counterplay to Shields. Guardian is also getting a minor bump to still allow it some room to either encourage a Wrecker purchase from your opponents or augment a Shield-heavy composition. Speaking of, Resilience is returning as the premiere CC counter Item! With that change, Sentinel has been adjusted to offer a bit more value on Shielding.

Alongside these larger changes, we’ve also finetuned the pricing of Blast Shields to accommodate its slightly more niche use and Bulldozer is being reverted to its S2 values to encourage its purchase when team composition leans heavy into Deployables.

Effects
NEW: Shock

On various Champions in the balance notes below, you’ll notice a callout to Shock damage. We’ve been working on various ways to expand the way Champions kits interact and ways for them to influence drafting beyond Items or Class. Shock is our first foray into these goals, with select Champions now having a VFX on targets they hit and Kinessa having a Talent that interacts with these jolts similar to Tribunal Upgrades on VII, but with no additional effect at base.

This is a limited implementation that is meant to allow players to test the effect and give feedback on if the direction is something worth expanding or moving away from. Paladins is already an Effect-heavy game on the CC side, but expanding our Effects into more unique damage types and applications could allow for more interesting nuance. As always, community feedback will be key!

Champions
Androxus

Revolver

  • Reduced time for reload pre-load from 1.3s ➡️ 1.2s

  • Increased time for reload post-fire from .4s ➡️ .5s

Ash

Siege Shield

  • Increase from 4500 ➡️ 4750

Fortress Breaker

  • Increase bonus from 2500 ➡️ 2750

Due to the changes to Wrecker, we'll be adjusting most base Shield abilities slightly upward to compensate for the early game pressure Wrecker may cause. Our goal with the Shielding changes are not to make Shields irrelevant, so we'll be watching closely to make sure the push and pull still remains both with and without Items.

Barik

Blunderbuss

  • Increased accuracy from .8 ➡️ .85

Barricade

  • Increase Shield amount from 4000 ➡️ 4500

Dome Shield

  • Increase Shield amount from 10,000 ➡️ 14,000

  • Increase duration from 6s ➡️ 8s

Accelerator Field

  • Increased scaling from 10|10 ➡️ 12|12

  • Duration increased from 4s ➡️ 5s

Bowling Ball

  • Scaling increased from 150|150 ➡️ 175|175

Bunker

  • Scaling increased from 200|200 ➡️ 250|250

Combat Repair

  • Scaling increased from 90|90 ➡️ 100|100

Double Time

  • Scaling increased from 50|50 ➡️ 65|65

Failsafe

  • Reworked to "Reset the Cooldown of Rocket Boots when you are at or below 40% Health" ICD 30|-3

Field Deploy

  • Scaling increased from 20|20 ➡️ 50|50

Forged Alloy

  • Scaling increased from 140|140 ➡️ 150|150

Healing Station

  • Scaling increased from 25|25 ➡️ 50|50

Palisade

  • Scaling increased from 0.4s|0.4s ➡️ 0.6|0.6s

Barik has slowly slipped from his comfortable spot as a safe Frontline pick to struggle to stay competitive against most compositions. After assessing where the weaknesses in his kit reside, we've decided to amp up his Cards to be more impactful and provide him stronger build options. We also are increasing Dome Shield's efficacy substantially to make it a larger threat to handle for opponents.

Betty

Cluster Grenade

  • Now also detonates on contact with enemies or Shields

  • Decreased secondary detonation timer from 3s ➡️ 2s

  • Increased initial impact damage from 250 ➡️ 350

Buck

Net Shot

  • Decreased cooldown from 10s ➡️ 8s

Recovery

  • Decreased cooldown from 10s ➡️ 8s.

  • Decreased channel time from 1.5s ➡️ 1.2s

Bulk Up

  • Increased healing from 400 ➡️ 600

Ensnare

  • Increased bonus damage from 20% ➡️ 25%

Concussion

  • Scaling decreased from 1s ➡️ .6s

Giga Siphon

  • Reworked to "Increase your Movement Speed by 8|8% for 3s after using Recovery."

Reconstruction

  • Scaling decreased from 1s ➡️ .6s

Buck is a strong yet niche Flank, mostly owing to his heavy reliance on Cards and Talents to cover gaps in his base kit. While this design is enduring and we intend to preserve most aspects of it, it has also led to his popularity and play rate dropping over time. We're shifting some of his cooldown Cards effects slightly into base, giving him a bit more room to create builds that don't spend the majority of points on those options. We've also reverted Bulk Up back to one of its stronger states and partially given Ensnare some damage back to bring back the version of Buck that lives in many veterans memories.

Caspian

Love & War

  • Reduced time for reload pre-load from .8s ➡️ .7s

  • Increased time for reload post-fire from .3s ➡️ .4s

After the changes we made to Vatu's animation canceling, we wanted to go across the roster and ensure the cancel timings made sense for both animation and gameplay balance. As a part of that investigation, we found several cases where we could make animation canceling better and more fluid for several Champions. Any change you see like this one on Caspian is meant to make timings consistent across the game!

Cassie

Crossbow

  • Decreased reload time from 1.4s ➡️ 1.2s

  • Decreased time for reload pre-load from 1s ➡️ .8s

Dodge Roll

  • Reduced cooldown from 7s ➡️ 6s

Big Game

  • Increased Max Health damage percentage from 8% ➡️ 9%

Drain Life

  • Scaling increased from 75|75 ➡️ 85|85

Onslaught

  • Scaling increased from 75|75 ➡️ 85|85

Intense Training

  • Duration increased from 1.5s ➡️ 2s

Incitement

  • Scaling reduced from 1s|1s ➡️ 0.8|0.8

Cassie has been in a similar spot to Buck, however her popularity remains higher despite lower efficacy. These changes are meant to buff the playstyles on Cassie that haven't had as much room for success, specifically ones that focus on her sustaining herself and surviving duels. Big Game is also getting a slight increase to also have its value on lower-health targets a bit more competitive with Exaction.

Corvus

Officer’s Pistol

  • Reduced time for reload pre-load from .85s ➡️ .8s

  • Increased time for reload post-fire from .35s ➡️ .4s

Dredge

Movement Speed

  • Increased from 340 ➡️ 350

Abyssal Reload

  • Increased damage from 850 ➡️ 1000

Broadside

  • Decreased postfire from 1.2s ➡️ 1s

Scuttle

  • Now also reduces Abyssal Reload’s damage to 700

Reworked: Hurl

  • Hits with Harpoon refund its Cooldown and generates 50% more Ultimate Charge. Harpoon no longer Slows.

Mortal Skewer

  • Scaling increased from 70|70 ➡️ 80|80

Abyss Cannon

  • Scaling increased from 1|1 ➡️ 2|2

Gun Deck

  • No longer also increases maximum ammo

  • Scaling increased from 3%|3% ➡️ 4%|4%

Plank Walker

  • Scaling increased from 100|100 ➡️ 120|120

Haul on the Bowline

  • Scaling i

Ska'drin Celebration Hotfix Notes

General
  • Fixed an issue where the new Title for Trials of the Realm wasn't visible or available.

  • Fixed an issue where the new Titles from the Flashback Pass weren't equippable.

  • Fixed an issue where the Street Style World Tour Event Pass Buy All wasn't providing all of the levels of the pass. It is now back available for purchase!

Champions
  • Fixed an issue where Grover's passive Blossom aura wasn't providing healing on Ferocity or Deep Roots. These Talents are now re-enabled.

  • Fixed an issue where Kinessa's Crystalline Battery erroneously stated it could target enemies. We're actively working on a buff or rework for this Talent in the near future.

Street Style: World Tour Hotfix Notes

Balance
Vora
Cards
  • Unified in Purpose

  • Reduced scaling from 6|6 ➡️ 5|5

  • What May Come

  • Now has an ICD of 6s

Yagorath
Ultimate
  • Devour

  • Reduced pull speed from 390 ➡️ 370

Bug Fixes
General
  • Fixed an issue where the World Tour Event Pass timer was not properly displaying its end date.

  • Fixed an issue where the Event Pass panel in the store did not have updated art.

  • Fixed an issue where the Leiporian Rhapsody title lacked a space.

  • Fixed an issue where Octavia's card Forward Operating Base was misspelled.

  • Fixed an issue where Moji's Spit descriptions did not mention her healing.

Balance
  • Fixed an issue where the Astral Cycle card for Jenos overrode other movement speed increases.
Cosmetics
  • Fixed an issue where Street Style Seris lacked proper 1P textures.

  • Fixed an issue where the recolors of Default Seris were unavailable to direct purchase.

Modes
  • Fixed an issue where Wave Defense lacked the ability to matchmake players.

  • Fixed an issue where Wave Defense: Champion Difficulty did not progress its quest.

  • Wave Defense: Champion Difficulty is now active early as this weekend's LTM!

Future Fixes Under Investigation
  • Grover's Wisps of Sylvanus Talent is only providing the speed bonus to himself.

  • Dawnforge does not play gamemode-specific music.

  • Defragged Inara's weapon isn't using the correct death effects.

  • Wave Defense becomes unstable later in a match, especially on PC.

  • Various 2024 skins have overly loud or disruptive audio.

Reality Warp Hotfix | September 16th, 2024

Balance
Io
Talents

Sacrifice

  • When activated, the 50% Health back Io receives is now True Healing.

This was something that has felt true for a while due to how the Talent functions, but recent Anti-Heal changes showed that Io can indeed get hit during this transition. We've made this now a proper True Heal so the Talent's text remains accurate.

Seris
Cards

Spirit Leech

  • Increased scaling from 2|2 ➡️ 6|6

We were overly cautious in how the transition in functionality would benefit Seris, leading to this card becoming too weak for lower-level use case. We're buffing it back to a place where it functions very similar to the previous version of the Card, providing 2|2 Ammo every .5s over the 1.5s period.

Yagorath
General
  • Yagorath's Tail Crit Spot is now only active during her Ultimate.
Abilities

Acceleration

  • Adjusted speed curve, starts at 100% speed instantly then waits .5s to reach 200%.

Yagorath's changes mostly put her in a spot we and the community were happy with, except for some pain point areas. Her Crit Spots made her more vulnerable than expected and led to her struggling to stay alive even in situations she deserved to, so we've now limited them to only being available during her Ultimate. This keeps the design fantasy (and helps counter her pull speed buff) while not impacting her neutral game nearly as much. As for Acceleration, players noticed an issue where Yagorath would slow slightly during the launch if she was already in movement. We've removed that so now she can continue to make jumps and feel fluid when using the ability, while still preserving a window for counterplay.

Bug Fixes
  • Fixed an issue where Dredge would crash player clients when selected.

  • Dredge is reenabled across the game.

  • Fixed an issue where Unauthorized Use wasn't applying a damage bonus & was still Revealing targets.

  • Fixed an issue where Jubilation was not applying its bonus damage to marked targets.

  • Fixed an issue where various added text was not translated into supported languages.

  • Fixed an issue where the Trials reset Timer was incorrect.

  • Fixed an issue where the shiver me timbers Title was not visible & unequippable.

  • Fixed an issue where Octavia's Maverick Rifle was unequippable.

  • Fixed an issue where Reality Warp was not showing up in Match History.

  • Fixed an issue where the Damage Chest was giving Aki Oni Tiberius instead of Aoi Oni Tiberius.

  • Fixed an issue where the Support Chest was giving Pirate's Treasure Io instead of Eight Oceans Io.

  • Fixed an issue where bot Maeve would not select a Talent.

  • Fixed an issue where Wave Defense Private Beta wasn't always available to players.

Reality Warp Update Notes

General Updates
Special Quests

For the duration of 7.5, you can play one match to unlock the Coldsnap Furia skin previously given away during Hi-Rez promotions. Players that already own Furia will instead receive crystals.

In addition, playing 10 non-practice games of Siege, Team Deathmatch, or Onslaught will grant players an Anniversary Token to purchase a Limited Skin from the Anniversary Store.

New Chest: Voices of the Realm

We’ve added 22 announcer packs to this new chest to make it easier than ever for players to acquire their favorites.

MVP Sale

We’ve made MVPs available for direct purchase!

  • Legendary MVPs will cost 100 crystals

  • All other MVPs will cost 75 crystals

To celebrate this change, we’re also putting them on sale for 25 less than their new full price for the first 2 weeks of this patch, so from 09/04/24 - 09/18/24, so go ahead and grab your favorites now!:

  • Legendaries will cost 75 crystals

  • All other MVPs will cost 50 crystals

Event Pass Changes

We’ve heard player complaints about our inaccurate in-game messaging about the Feudal Fables deadline, as well as the initial issues with the Buried Treasure Flashback Pass. These issues were uniquely severe for an Event Pass, and we apologize for their impact on players. As a one-time make-good, we’re doing the following:

  • We’ve brought back the Feudal Fables Pass for a limited time so players have the chance to complete it.

  • We’ve extended the Buried Treasure Pass by 6 levels, including the following new rewards:

  • 1 additional Avatar

  • 1 additional Death Stamp

  • 1 additional Spray

  • 5 Skin Boosters

  • 40K Gold

  • 1 Paladin’s Accord Chest - this contains the items from the Abyss’s Destruction, Magistrate’s Resolve, & Resistance’s Daring Chests, as well as the following:

  • Screech Androxus

  • Dasher's Antlers Androxus

  • Cangaceiro Androxus

  • Old Glory Fernando

  • Tough Cookie Fernando

  • Parasite Seris

  • Frosty Foliage Grover

  • Ghoulish Goalie Jenos

  • Resplendent Jenos

New Trials Rewards

With another Trials reset, we're bringing back some rewards locked behind older Trials sets featured in the Tidal Surge's Flashback themes. Here's what players can look forward to earning:

  • New "Shiver Me Timber" Limited Title

  • Sunset Avatar

  • Fearless Leader Spray

  • Pirateer Avatar

  • First Mate Announcer

Event Mode: Reality Warp

Inspired by Siege Remixed & Truly Talented, Reality Warp is an Event Mode where Seris has combined Paladins' past and present into a single timeline, bringing back infamous builds and nostalgic sights. This sandbox is designed specifically to harken back to an era where Champions were overall stronger & there was a heavier emphasis on power plays. Consider it a love letter from us at Evil Mojo not only to the community who has stuck by our side, but also paying respect to all the players and developers who have been involved with Paladins over the years. Basically: we’re playing the hits.

Rules
  • All Card Levels are set to 5

  • This LTM has a Talent pool mixing the current sandbox with select fan favorite (or infamous) options from the past & recent Truly Talented alumni.

  • Alternating Current Torvald (replaces Thanks, Grandpa)

  • Architectonics Barik (replaces Forgefire)

  • Artful Dodger Maeve (replaces Street Justice)

  • Bucking Madness Buck (replaces Bulk Up)

  • Celerity Furia (replaces Cherish)

  • Defensive Curl Yagorath (replaces Unnatural Persistence)

  • Efflorescence Grover (replaces Rampant Blooming)

  • Firefight Viktor (replaces Burst Mode)

  • Firing Line Khan (replaces Vortex Grip)

  • Heads or Tails Saati (replaces Spare Change)

  • Illuminated Jenos (replaces Luminary)

  • This Talent is a recreation of original Luminary: Allies affected by your Astral Mark deal 15% increased weapon damage.

  • Just Breathe Cassie (replaces Impulse)

  • Lingering Curse Androxus (replaces Defiant Fist)

  • Reign of Terror Drogoz (replaces Combustable)

  • Retaliation Zhin (replaces Yomi)

  • Sapper Rounds Vivian (replaces Suspect Everyone)

  • Scorched Earth Willo (replaces Nightshade)

  • Super Smash Ash (replaces Battering Ram)

  • Suppression Kinessa (replaces Octopressor)

  • The Law Won Lex (replaces Discovery)

  • The Void Protects Seris (replaces Infernal Torment)

  • Wekono’s Curse Mal’Damba (replaces Wekono’s Wrath)

  • Wrath of the Stagalla Inara (replaces Tremors)

Map Pool

When selecting maps for this Event, we wanted to focus on our legacy as well as maps that have stood the test of time as players' favorites to compete on. While this Event is mainly meant for fun, we wanted to put an emphasis on maps that play well at all levels of play while also including 2 of the Alpha options. Balancing this list was quite difficult, so we’ll be listening to player feedback as well!

  • Temple Ruins

  • Enchanted Forest

  • Serpent Beach

  • Stone Keep (Classic)

  • Brightmarsh

  • Splitstone Quarry

Dark Tides: Champion Difficulty

While we continue to work on performance & future iterations of Wave Defense, we wanted to offer an experience for those looking for a harder challenge in the mode. For select weekends throughout this update, Wave Defense will return as Dark Tides: Champion Difficulty. This version includes harder bots with more tools in their arsenal, a quicker ramp up in opponent strength, and the return of Death Speakers: one of Dark Tides' original bosses. Players who defeat this version during this patch will be rewarded with the Limited Title Champion of the Tides to distinguish their accomplishment in preventing an Abyssal Rift.

New TDM Map: Dragon’s Call

Speaking of updates to modes, Dragon’s Call has slowly been given some work & will be added to Customs as a traditional shooter team deathmatch map. What does that mean? Unlike other Paladins TDM maps, this map still features set spawns to encourage teams to work together to take space control & have to coordinate to avoid getting locked down. It’s experimental, but we thought we’d let players be the judge of how fun it is while we continue to improve it before adding it to TDM proper.

Returning Map: Trade District (Classic)

After the Classic Maps LTM, we heard a lot of players call out for us to look into restoring other older maps. Trade District felt like an important return, both to mirror Stone Keep once more as well as bring the Classic Map love to non-Siege modes! Both the TDM and KOTH versions of the map will be available in queues and Customs starting in this update!

Map Updates: Frog Isle and Stone Keep

In addition to the excitement of returning maps, we wanted to take some time and clean up some of our current maps. This includes investigations into what causes “heavy walls” in Paladins to allow for their removal, making certain play spaces feel more fluid, and overall improving the experiences players have when interacting with maps. Our first ventures were into Stone Keep (Day & Night) as well as Frog Isle, and we hope to continue improving our maps!

Stone Keep (Day + Night)
  • Cleaned up collision around lampposts. This includes slightly reworking the collision volumes around the lampposts as well as lowering the player-blocking volumes above the lampposts to allow for more fluid navigation.

  • Removed a heavy wall on the sides of the Cathedral near the second-floor bridge.

  • Removed player collision on several fish downspouts around the map to reduce frustration with getting stuck on them while navigating around the map.

  • Removed tall invisible collision on top of the wall in the back alley at Curve. This wall is now considered valid, base-able ground.

Frog Isle
  • Added small steps behind the Frogs on the Payload push path. This prevents players from getting stuck under the Frogs in multiple circumstances, and allows for players to get on top of the Frogs more easily.

  • Removed heavy walls on the broken pillars near the drop-down towards the mid-point. These pillars are now considered valid, base-able ground, sharing that property with the walls next to them.

Daily Quest Completion Streak

Our Quest system has taken a small backseat due to Trials' return, but now is time to revisit the system & help it feel more impactful and engaging for players who chose to log in every day. We’re greatly increasing the amount of XP and Gold you can gain from streaks to reward those who stay on track and allow a deterministic path to currency rewards.

  • Increased 7 Day Rewards

  • 20,835 ➡️ 120,000 Event Pass XP

  • 145 Gold ➡️ 750 Gold

  • Increased 14 Day Rewards

  • 41,670 ➡️ 240,000 Event Pass XP

  • 290 Gold ➡️ 1500 Gold

  • Increased 21 Day Rewards

  • 62,505 ➡️ 360,000 Event Pass XP

  • 435 Gold ➡️ 2250 Gold

New Mastery Titles

Players have often asked for more rewards to earn through Champion Mastery & the team has been exploring various ways to add to what can be earned by each Champion. This update, 16 select Champions are getting additional italicized Mastery Titles for players who reach Level 100 on that Champion. We hope to expand these to eventually cover the full roster & add more styles over time!

  • Ash

  • Slayer of the Fallen

  • Furia

  • Archangel of Reprisal

  • Jenos

  • Demigod of Tau-Kor

  • Kinessa

  • Self-Sure Shot

  • Khan

  • Commander of House Aico

  • Koga

  • Agent of Liberation

  • Lian

  • Princess of House Aico

  • Maeve

  • Purrveyor of Shiny Objects

  • Makoa

  • Protector of the Ska’Drin

  • Ruckus

  • & Bolt

  • Seris

  • Foreseer of the Unknown

  • Skye

  • Triple Agent

  • Tyra

  • Spark of Wildfire

  • Viktor

  • Leader of the Wolfpack

  • Vora

  • Betrayer of the Moon

  • Ying

  • Master of Illusions

Map Pool Rotations
Casual Map Pool
  • Siege

  • Stone Keep (Day) has been replaced by Stone Keep (Classic). Its rate of appearance has been increased.

  • TDM

  • Trade District has been replaced by Trade District (Classic). Its rate of appearance has been slightly increased.

Ranked Map Pool

We waited to rotate maps for Ranked Split 2 in order to collect a bit more data on map-specific stats and popularity. This rotation is planned to persist until Split 3, which will be the final Split of Season 7 of Ranked in October.

High Frequency Maps
  • Brightmarsh

  • Jaguar Falls

  • Splitstone Quarry

Normal Frequency Maps
  • Ascension Peak

  • Bazaar

  • Frog Isle

  • Ice Mines

  • Serpent Beach

  • Stone Keep

  • Night has double the odds of Day, but both combined is equal to one of the other maps.

  • Warder’s Gate

Limited Time Modes

This update, Wave Defense: Champion Difficulty will be featured 2 weekends over the course of the update in order to allow anyone who wants multiple chances to try for the Title. Reality Warp will also be featured 3 weekends in order to allow players who only play on weekends access to the mode. Finally, the other 2 weekends will host other Casual modes we don’t get to keep available often!

  • Reality Warp (September 6th - September 9th)

  • Wave Defense: Champion Difficulty (September 13th - September 16th)

  • King of the Hill (September 20th - September 23rd)

  • Reality Warp (September 27th - September 30th)

  • Capture the Flag (October 4th - October 7th)

  • Wave Defense: Champion Difficulty (October 11th - 14th)

  • Reality Warp (October 18th - 21st)

Balance
General
Anti Healing
  • Increased scaling speed in Siege from 50s to 40s.

  • Increased scaling speed in Onslaught from 40s to 30s.

  • Increased scaling speed in KOTH from 45s to 30s.

  • Increased scaling speed in TDM from 30s to 25s.

Anti-Healing Scaling has long been a point of feedback from experienced players as something that should be quickened in order to reduce frustrations around healing in the early & mid-game. These changes are directly aimed at that feedback; however we’re closely watching the effects on the average lobby and players less intensely focused on this mechanic.

Bot Behavior
  • All bots in the game now utilize more logic, with bots replacing players who have disconnected given additional difficulty.

  • This includes a tendency to stick with their teammates, reposition when low health, and chase low-health targets.

We’ve been investigating how to improve our bot’s behavior and logic in various scenarios, this specific update is aimed to ease frustrations around when a player leaves the match & a bot takes over their place. As a reminder, please report any malicious AFK behavior at the end of the match to help us cut down on rampant leavers, but this change should help along the way!

Champions
Cassie

Ability

  • Blast Shot

  • Poison duration reduced from 3s ➡️ 2s

  • Poison strength reduced from 10 ➡️ 8%

The original buff to Blast Shot overperformed, so we’re bringing it down a bit in both strength and duration. We’re keen on Cassie keeping this additional utility to enhance her moment-to-moment decision making during a match, but we’ll continue to keep a watchful eye on her power level.

Jenos

Ability

  • Astral Mark

  • Duration increased from 12s ➡️ 13s

  • Cooldown reduced from 6s ➡️ 5s

Jenos has been lagging behind other Supports for a minute now, so we want to give him some basic but effective buffs to Astral Mark to help boost him back up. This also has the side effect of buffing his Astral Mark Cards, so its a win-win for our resident ascended monk.

Kinessa

Weapon

  • Carbine Rifle

  • Damage reduced from 215 ➡️ 200

  • Fire rate increased from .19s ➡️ .17s

Ability

  • Oppressor Mine

  • Decreased Slow strength from 15% ➡️ 12.5%

  • Sniper Mode

  • Decreased charge rate from 1s ➡️ 1.2s

While Kinessa’s refresh hit a lot of notes we were hoping for, her strength and utility has come in a bit more overtuned than we intended. We want to take a look at a few more problematic chunks of her kit (e.g. Oppressor Mines & moving away from a Talent for them) so these changes are intended as a continued effort of adjusting her to keep a lot of what players have loved about her changes while ensuring the frustration currently felt is lessened over time.

Lex

Talent

  • Heroism

  • Decreased Combat Slide cooldown from 8s ➡️ 7s

Heroism has been left in a weakened state for a while, and we want to slowly bring it back to relevancy without trivializing Lex’s other options. Shaving a second off the cooldown penalty feels right as a first step to letting the Hand of Justice improve at his duty.

Makoa

Ultimate

  • Ancient Rage

  • Collision growth reduced from 50 ➡️ 25%

Cards

  • Barrier Reef

  • Trigger value reduced from 1000 ➡️ 900 damage

  • Determination

  • Trigger value reduced from 50➡️ 60% Health

  • Ebb and Flow

  • Reworked to instead fully refresh Shell Spin cooldown

  • Levels reduce Card’s Cooldown

  • Harden

  • Now activates when Dredge Anchor is used

  • Rampage

  • Increased duration from 4s ➡️ 5s

  • Sea Legs

  • Now activates when Dredge Anchor is used

  • Surf

  • Increased scaling from 10% ➡️ 12%

  • Tidal Grace

  • Increased healing from 55 ➡️ 60

  • Tsunami

  • increased duration from 3s ➡️ 4s

Similarly to Jenos, Makoa has been struggling in his category to make a splash, but we’re trying something a little different for him. Before we get to the buffs though, we’re currently still investigating Ancient Rage’s collision issues. The theming behind it is strong enough to us that we feel its worth to keep for now, but we’re reducing the total size growth of his collision to prevent some instances of the stuck-in-place bug. We’ll be continuing to investigate this and searching for a fix.

That being said, buffs! Makoa’s been on the weaker side of Frontlines lately (consistently in the bottom 3 in terms of winrate) so we took the kitchen sink approach for him today as we continue to work on his core issues. We’ve buffed a majority of his cards to give him more freedom of loadout while also increasing his overall loadout power to give players more options to optimize their turtle power. Most significantly, we’ve adjusted Sea Legs and Harden to always activate even if Dredge Anchor misses, greatly boosting Makoa’s average durability. Even if his durability is challenged, the reworked Ebb and Flow means Makoa can always try spinning to solve his problems and get out of sticky situations (or initiate some crazy dives if he’s got Ancient Rage), either way Makoa will be able to duke it out in the frontlines much more effectively.

Moji

Abilities

  • Spit

  • Now heals allies for 300 HP on hit at base

  • Magic Mark

  • Area of effect reduced from 75 ➡️ 50 units

  • Sparkle

  • Reduced Healing per hit from 75 ➡️ 50

Talents

  • Spit Shine

  • Reworked to grant 10% bonus move speed to all allies in range of a max Magic Mark detonation. Lasts 4s, stacking 3 times, with each stack falling off individually.

We’ve been hearing frustrations surrounding Moji - and her data supports it - so we’re knocking some of her stats down as well as giving her a little quality of life change. We’re moving Spit Shine’s Healing into base as a reduced value so that Jubilation / Realm Runner can have more space to shine at Talent Selection, since Mojis tended to overwhelmingly lean towards Spit Shine to support their team while staying safe. To compensate for this increased consistency, as well as to bring her stats more in line with what we’re comfortable with, we’re reducing the size of Magic Mark and the Healing from Sparkle. With these changes Moji will have to be more aware of her team at any given moment to maximize her Magic Mark’s value, while also requiring more situational awareness to maximize her reduced healing against Anti-Healing. Finally, with Spit Shine moving into base, we’re revamping it to instead give allies movement speed on mark detonation. This’ll let Moji facilitate aggressive team wide pushes or escape from danger if she’s able to properly manage the marks range.

Pip

Talents

  • Combat Medic

  • Increased fire rate bonus from 10% ➡️ 15%

Combat Medic has slipped behind Pip’s other Talents in selection and viability, mainly due to being in a tough spot compared to the flexibility of Mega Potion and Catalyst. We’re giving Combat Medic’s fire rate increase a bit more strength to make it feel a bit more compelling and give Pip more DPS/HPS potential when using Potion Launcher.

Seris

Cards

  • Blood Pact

  • Reworked to “Heal for 105|105 over 1.5s after casting Restore Soul”

  • Spirit Leech [

Tidal Surge Hotfix Notes

General
  • Fixed an issue where players who purchased the Event Pass weren't receiving the bonuses and some rewards.

  • We're rolling out an additional fix any players who remain in states without earned rewards over the next few days.

  • Fixed an issue where some chests within the Event Pass weren't auto rolled on acquisition.

  • Fixed an issue where the Event Pass would hang on the purchase screen when bought.

  • Fixed an issue where the Diamond Trove listed duplicate skins within its collection.

  • We're working on an additional issue where 2 skins (Outlaw Sha Lin & Ebon Star Zhin) appear as unowned even if owned for some players.

  • Fixed an issue where bot names were incorrect within TDM Training.

Champions
  • Fixed an issue where Io's Sacrifice Talent could end up in a state where she was invincible to damage.

  • Fixed an issue where Lillith's Blood Hex was not healing targets past its initial tick.

  • Both Champions have been reenabled across all queues.

  • Fixed an issue where Rei's Magic in the Blood was activating during Chain Heal as opposed to on the next cast.

Under Investigation
  • Dark Tides still has issues spawning players and offering Loadouts. This issue runs a bit deeper and will be fixed next update.

  • Rejuvenate does not affects Pets or Illusions, which is unintended and will be fixed. We're continuing to watch sentiments around the new version & will make other non-fix improvements based on feedback as well.

  • The Trial missing from Crosswind Hold is still hidden, however players will not need to complete it and can earn rewards as if it's not there. We're investigating within the Trials system issues with not receiving repeat rewards and will share more info as soon as possible.

  • Makoa can get caught in terrain mattering when and where he activates Ancient Rage. We're looking into potential solutions, but in the meantime, we recommend not jumping against walls or ceilings during activation. Being BIG can be hard sometimes.

Support
  • Our Customer Support site has been updated and revamped with a new link & more features. Start a chat as needed with the blue icon in the bottom right of the Support page & be sure to bookmark this link for use if you find yourself in need of assistance in the future! https://support.hirezstudios.com/en/

Feudal Fables Hotfix 1 | June 6th, 2024

General
  • Match IDs now are visible in the scoreboard during the match.

  • Fixed an issue where Akazukin Moji was not using the proper loading art when entering a match.

  • Fixed an issue where select Trials were not completing when players reached 100% on their progress.

  • This includes all the Ammo challenges and some Spray & Objective challenges.

Champions
Bomb King
  • Fixed an issue where Cuddle King had his wick and cap clipping through aspects of his model.
Fernando
  • Fixed an issue where Aegis was causing Chivalry to have an erroneous 2s cooldown.
Furia
  • Fixed an issue where some Furia skins would jitter during certain animations.

  • Fixed an issue where Shrine Guardian Furia's VFX would desync from their effects.

Lillith
  • Fixed an issue where Heart of Crimson was dealing less damage than intended on Cursed Accord

  • Fixed an issue where Death Wings' cost was not reduced to the proper value.

Moji
  • Fixed an issue where Magic Shield was affecting Deployable, Pets, and Illusions

  • Adjusted functionality and intention of Magic Shield's self-shielding

  • Magic Shield now applies a 600 Health Shield to Moji every .25s, capping at 600. In effect, this makes her survivability during much higher but can still have her health chipped into between ticks.

Feudal Fables Update Notes

Champion Rework: Moji
Lore

While the rest of her kind have fled into the Burrows under the Enchanted Forest to avoid the war raging across the Realm, Moji took it upon herself to use her Leipori magic to fight for the world’s chance to recover. However, after Yagorath threatened the heart of her home, Moji realized she couldn’t wait for the healing process when her friends were in danger. Channeling all her energy into this new purpose, she returned to battle to support those in need. Riding atop her trusty familiar, Po-Li, she unleashes a befuddling mix of brilliant healing on her friends and a glimmering maelstrom on everyone else.

Role: Support
Health : 2400

Weapon: Spit

Po spits out a magical projectile, dealing 450 damage every 0.7s that explodes in an 8-unit area on impact with an enemy. Fully effective up to 300 units, and the explosion up to 5. Pierces Allies.

Alt-Fire: Sparkle

Li rapidly sprays magical energy up to 75 units away, dealing 20 damage every 0.08s to enemies while healing allies for 75 every 0.08s. Sparkle acts as weapon shots and apply Anti-Healing. Consumes 5 Sparkle every 0.08s, with a maximum Sparkle of 250, which recharges at a rate of 85 a second. While firing, your movement speed is reduced by 20%.

Passive: Magic Mark

Hitting allies with Sparkle applies a stack of Magic Mark, up to 10, while hitting an ally with Spit detonates it. Detonating a Magic Mark Heals allies within 75 units of the target for up to 500 Health based on the amount of stacks consumed. At 10 stacks consumed, Heals allies for an additional 450 Health over 4s.

Ability 1: Magic Shield

Channel for 2s and apply a 1000 Shield to yourself and a 500 Shield to allies within 55 units, with 600 applied instantly to yourself and 100 to allies, then 400 over 2s. Refire to cancel after 0.5s.

Ability 2: Scamper

Scamper forward indefinitely, increasing your Movement Speed by 100% but reducing your turning ability. Can be refired to cancel after 0.5s. After the ability ends, timing jumps allows you to carry momentum forward.

Ultimate: Bon Appetit

Cast an arcane spell that Transforms a single victim into a treat for 4s. Coming into contact with your Polymorphed victim Executes them and prevents ability-based Revival, while healing you for 50% of you maximum Health and ignoring Anti-Healing. The Transform has a 2s minimum duration. Effective up to 500 units.

Talents

Default: Spit Shine

Spit now heals them for 350 and increases their Movement Speed by 20% for 2s.

Level 2: Jubilation

Magic Marks are now instead applied to enemies. Detonating at least 7 stacks of Magic Mark deals bonus damage, up to a total of 800.

Level 8: Realm Runner

When entering Scamper, leave a magical dust cloud behind that applies a lingering heal for 600 over 3s. Dust cloud lasts 4s.

Cards
Weapons/Armor

Fluffy

  • Increase your maximum Health by {50|50}.

Peppy

  • Generate {0.4|0.4}% Ultimate Charge when triggering a max stack Magic Mark.

Symbiotic

  • Increase your Sparkle capacity by {6|6}%.

Will-o-the-Wisp

  • Increase your Movement Speed by {5|5}% for 4s after getting an Elimination.
Sparkle

Dense Woods

  • Increase the duration of your Magic Marks by {0.8|0.8}s.

Greater Good

  • When an ally receives max Magic Marks, they gain a {20|20} Health Shield while marked.

Morning Breath

  • Decrease self slow of Sparkle by {20|20}%

Nature’s Blessing

  • Allies gain {5|5}% Movement Speed for 3s after being hit by Familiar Spray.
Magic Shield

Cozy

  • Magic Shield Heals allies for {6|6} every 0.25s while its being channeled.

Glimmer

  • Reduce Magic Shield’s Cooldown by {0.1|0.1}s when detonating a max stack Magic Mark.

Harmonious

  • Regenerate {3|1}% Sparkle and Ammo for affected allies every 0.25s while channeling Magic Barrier.

Shimmering

  • Allies affected by Magic Barrier gain {3|3}% Crowd Control resistance for 4s.
Scamper

Boop

  • Increase your Movement Speed by {8|8}% for 2s after using Scamper.

Scoot

  • Reduce the damage you take during Scamper by {4|4}%.

Scurry

  • Heal for {20|20} every 0.3s during Scamper.

Wobbles

  • Gain {10|10}% Slow resistance while using Scamper.
Feudal Fables Event Pass

Stories travel far and come from Realms familiar and unknown, as Feudal Fables emerges as our latest Event Pass, harmonizing Japanese folklore with European fairytales for a truly mythical experience.

Red Ridin' Moji embodies the little girl who conquered her fears, riding atop an Okami she now considers her friend. The recolor further leans into the visual style one would expect from a Big Bad Wolf and a lost grandchild.

Meanwhile, Shrine Guardian Furia embraces a vision of a Pyre devout to defending the gateways between Realms, carrying with her a sword capable of banishing demons. These two skins and their recolors join a whole suite of themed cosmetics available in this Event Pass!

General Updates
Skin Recolor Selector

Those familiar with the Radiant Stars skin line will remember a color selector system that allows players to select from a range of recolors of a single skin. Starting in this update, we’ve expanded this tech to more Champions across the game, both to tidy past collections as well as make room for future ideas. Here are the Champions & Skins being put under this tech:

Default Androxus

  • Wraith

Default Barik

  • Foreman

Default Buck

  • Summit

Default Cassie

  • Coral

Timber Cassie renamed Classic Cassie

  • Tinder

Default Evie

  • Evocation

Default Fernando

  • Daring

Default Grover

  • Autumn

Default Lex

  • Lawbringer

Default Maeve

  • Vagrant

Default Makoa

  • Montego

Default Mal’Damba

  • Cursed

Default Pip

  • Sulfur

Default Ruckus

  • Sprocket

Default Seris

  • Taboo

Default Sha’Lin

  • Bravado

Default Torvald

  • Arcanist

Default Tyra

  • Alluvial

Code Green Trooper Viktor

  • Code Green Grenadier

  • Code Green Bandolier

  • Code Green Commando

Default Willo

  • Bluebell

Default Ying

  • Seer
New Player Questline

It’s been a long while since we revisited how players are onboarded into Paladins so we wanted to both make it easier for players to hop into the Realm as well as have a more obvious path for them to follow to get to know the game. As such, we’ve added the following Quests:

Play 3 Matches of Siege Training

  • In the Training Tab, learn Siege Basics

  • Reward: 1250 Gold

Play 2 Training Onslaught and Team Deathmatch

  • In the Training Tab, learn additional modes

  • Reward: 1250 Gold

Reach Level 5 (or equivalent XP)

  • Play Training Matches & Learn Champions

  • Reward: 1 Free Champion Token

Make a Loadout

  • Create a Card loadout

  • Reward: 50 Crystals

Reach Level 20 (or equivalent XP)

  • Unlock Ranked

  • Reward: 1 Free Champion Token

These quests will be available for all players, not just new players, starting in the Feudal Fables update! For those above Level 5 & 20, those quests will instead ask you to earn the amount of XP those levels take a new player. This basically means we’ve given every player a way to earn 2 free Champions, and all new players have a quick path to earning whichever Champions they enjoy most after experimenting in the Shooting Range & Training matches. We also are making the following Champion price reductions to make expanding your Champion collection more approachable:

30,000 Gold/200 Crystals down to 15,000 Gold/100 Crystals
  • Sha Lin

  • Tyra

  • Torvald

  • Inara

  • Willo

  • Zhin

  • Lian

60,000 Gold/300 Crystals down to 30,000 Gold/200 Crystals
  • Moji

  • Koga

  • Dredge

  • Imani

  • Atlas

  • Io

Ranked Requirements

After watching the launch of Season 7 & hearing feedback from players, we’ve decided to also make a change to Ranked requirements alongside improvements to the player onboarding experience. Starting in Feudal Fables, players will need to be account level 20 to enter Ranked. While that may not sound like a significant increase from level 15, the XP between 15 and 20 is an additional 75% of what it takes to get from 1 to 15. That means players will have to play significantly more to enter Ranked and will still be required to hit the Champion ownership requirement. We’re looking forward to continuing to watch the queue as we continue Split 1 through Feudal Fables & Split 2 will arrive in the following update!

New Limited Time Modes
Truly Talented | May 24th - 27th

Explore a whole new selection of Talents from the games' past as well as some never released before! This LTM puts players in Siege with a limited cast of older Champions who have access to removed/broken/not even finished Talents at their disposal. From Firing Line Khan to Cursed Revolved Androxus, there are many infamous builds returning exclusively in this mode so check it out while it’s around!

Caut Lacking | May 31st - June 1st

Anti-Healing is a mechanic in the video game Paladins…but in this LTM, not how you've come to know it. All Champions have 35% Anti-Healing applied to them throughout the match passively and Rejuvenate is completely off limits. Instead of having players theorize what the game would be like or not, we decided to let you have a glimpse into this alternative reality.

Balance
Items
Armor Plating

Increased price per tier from 275 ➡️ 300

Lethality

Increased duration of effect from 3.5s ➡️ 5s

Sentinel

Reduced price per tier from 225 ➡️ 200

The Item Shop since Season 7 has been getting closer to a state we’re happy with, however we still feel the pacing of matches has been a bit slower in the middlegame than we’d like. Armor Plating is a strong Item, but rather than make it Haven’s weaker cousin we’d rather keep it distinct and make it costly like another impactful Item Chronos. This should help matches have a bit more push and pull between objectives and pressure those who want to live a tanky fantasy to invest more. Alongside that, Sentinel is a bit too pricey for players to feel comfortable picking it up for only 1 of its 2 effects, so now it’s equal to Unbound and those who benefit from both are getting a bargain. Lethality is also the only Item on a different Elim timer, which makes its synergy lower and unnecessarily limits its fun, so it is being brough up to 5 seconds of speed!

Support Balance Pass

This update alongside Moji, we wanted to tackle a common discussion point among the community: Support Identity and Healing. Supports have always been one of the most variable classes in Paladins, mainly due to the fact that they entered the game at a later stage & healing is a powerful effect when combined with coordination and build crafting. We’ve tried a lot of solutions over the years, from passive Anti-Healing to Support Keywords, each with their own lessons. In this balance pass, our goal was to preserve everything players enjoy about Supports currently, while refining them to feel more distinct and in general heal slightly less than they have the past year. This shouldn’t significantly change the TTK or general loop for most Champions, however some Supports saw more extensive changes to help the entire class feel aligned in strength.

Corvus

Officer’s Pistol

  • Damage increased from 74 ➡️ 75

  • Fire rate decreased from .07 ➡️ .075

Corvus has always been a very powerful pocket as well as defensive duelist. His Pistol can deal some of the highest DPS in class if wielded properly, however he also is not as sturdy as other options. We slightly shifted his weapon to deal more damage at a slightly slower rate, leaving it feeling nearly identical but averaging his output a bit. After PTS, we’ve decided to keep his healing value the same and see how he shakes out in correlation with the other Supports.

Furia

Pyre Blade

  • Damage increased from 315 ➡️ 330

Wings of Wrath

  • Damage per orb increased from 200 ➡️ 250

Furia has seen a lot of changes over the past 2 years, with that in mind we aimed to not shift her too much compared to others in the class, however her damage output is being restored to her values prior to Keywords. Wings of Wrath has also often had its damage output ignored, so we’re giving it a bump in lethality to encourage aggressive usage. With these changes, Furia should remain a strong hybrid healer option that relies on acting in specific moments to help swing fights.

Grohk

Lightning Staff

  • Damage increased from 65 ➡️ 70

Healing Totem

  • Healing decreased from 380 ➡️ 325

Grohk’s totem change surged him to the upper bounds of what Supports could output in healing, and while we feel his Totems should stay potent, we want to tune him down alongside others to keep his identity as a deployable-focused Champion with Talents allowing for pocket and core healing options. His damage is also being brought up to its pre-Keywords state, allowing him to still hold his own when caught in fights & Maelstrom meant to only push him over the top of certain breakpoints.

Grover

Rampant Blooming

  • Removed Curative

  • Increased initial heal from 300 ➡️ 350

Ferocity

  • Removed Surgery

Deep Roots

  • Removed Remedy

Throwing Axe

  • Damage increased from 350 ➡️ 370

  • Max damage over distance increased from 700 ➡️ 740

Crippling Throw

  • Damage increased from 425 ➡️ 450

Blossom

  • Passive healing reduced from 75 ➡️ 70

  • Activated burst healing reduced from 600 ➡️ 500

  • Activated healing over time increased from 285 ➡️ 350

Whirlwind

  • Initial cost on activation increased from 40 ➡️ 50%

Grover has seen himself grow beyond his aggressive hybrid roots to a stint as the go-to core healer for a lot of compositions, and while we feel that playstyle should be an option, it has proven very potent. Alongside the removal of his Keywords, we’re adjusting Blossom further down to push Grover to not rely as much on the passive healing & instead look for the best moments to burst his allies. His Ultimate has also been strong in the hands of skillful players, consuming portions while holding onto charge for multiple small bursts throughout the match. We want to reward this aspect of his kit but expect players to do so in the most optimal moments, so we’re raising the cost on initial activation. His Axe is also seeing a buff to its base damage, which scales quite nicely over distance to give him strong zoning. After PTS, we’re toning down his Rampant Blooming buff to give his other Talents some more room and will keep our eyes on him in case he swings too far the other direction.

Io

Light Bow

  • Damage increased from 400 ➡️ 425

Moonlight

  • Decreased healing per tick from 150 ➡️ 135

Guardian Spirit

  • First & second hit damage increased from 180 ➡️ 200

  • Stun cooldown decreased from 18s ➡️ 15s

Begone

  • Damage on collision increased from 800 ➡️ 1000

Io is experiencing one of her strongest moments since her Dog Cap era, and while we want Luna to feel like an integral part of her kit, the combination of her healing output with Moonlight has led Io astray from her hybrid background. We’re bringing Moonlight back down to compensate for Luna’s healing being base kit and have given both Moonlight Bow and Guardian Spirit damage buffs. More than ever before, Io’s game plan should be to place Luna down and support her as she both dishes out damage and heals her allies. Begone has also had some underwhelming moments whenever not used to toss players off ledges, so we’re giving it some more oomph on impact to let Io use it more aggressively.

Jenos

Astral Cycle

  • Original effect integrated into base kit at Level 2.5.

  • New effect: When applying an Astral Mark, grant the target 4|4% Movement Speed for 6s

Retrograde

  • Original effect integrated into base kit at Level 2.5

  • New effect: When applying an Astral Mark, grant the target a 40|40 Shield for 4s

Binary Star

  • Damage increased from 360 ➡️ 380

Astral Mark

  • Cooldown decreased from 7s ➡️ 6s

  • Duration increased from 11s ➡️ 12s

Void Grip

  • Now deals 100 damage on cast

  • Damage over time reduced from 360 ➡️ 300

Jenos has been struggling to keep up with his other Supports in both healing output and utility, mainly due to his reliance on Cards. We are flipping the astral script on him by putting Astral Cycle and Retrograde into base kit as midpoint buffs to his Astral Mark, giving some breathing room in how he manages his team and their mark status. These cards instead will now offer Jenos new utility in Shields and Movement Speed to allies on initial cast, meaning Jenos can choose either bounce Marks across his team for optimal healing, or focus a single ally to consistently provide impactful pocketing. Void Grip has often been frustrating for players caught without an escape, but those with one basically go unaffected by the ability. To encourage Jenos to grip whoever he wants to, we’re shifting some of the damage into the initial grab so even the slipperiest of foes have a downside. Finally, Binary Star has long gone feeling weak compared to other damage boost Talents in the Support class, but no longer as it is seeing its damage brought back up to be a DPS increase.

Lillith

Health

  • Base HP reduced from 750 ➡️ 500

Blood

  • Lillith now gains 750 Blood anytime a Blood Hexed all

April 2024 Hotfix Notes

End Times Prime

Tear in reality appear once more as End Times returns in a Prime variation! As Atlas departed our timeline, ruptures were sent across the Realm. Vora went searching and discovered temporal Rifts opening in familiar locales, with Atlas's voice guiding how to once again mend the seams of existence. Join in the battle to ensure your chance to see the future!

Game Rules

End Times is an Event mode that predated King of the Hill, as such it shares a lot of similar rules. To shake things up, we've made adjustments to the mode that should make it more objective focused while remaining fast paced.

  • The first team to reach 250 tickets, or the team with the most tickets after 12 minutes, wins.

  • Killing a player scores the team 2 tickets.

  • Controlling the Capture Point earns 1 ticket per second.

  • The Tear relocates every 90 seconds to a different spot on the map.

  • Every time the capture point relocates, both teams receive a random effect:

  • Warp Speed: Movement Speed Buff

  • Quick Cast: Ability Cooldowns Reduced

  • Anti-Gravity: Gravity Reduced & Jump Height Increase

  • Ultimate-Engine: Ultimate Ability Charge Rate Increased

The original End Times took place exclusively in the Shattered Desert, but this version has spread across the Realm. The following maps will be available in End Times Prime:

  • Shattered Desert
  • Foreman's Rise
  • Magistrate's Archives
  • Trade District
  • Snowfall Junction
  • Marauder's Port It was a blast bringing back another Event mode, this time with a larger scale twist. We hope players enjoy!
Trials Refresh

We've now refreshed Trials of the Realm, which means we're back to the first few regions with a different set of rewards. This time, we're embracing the same Flashback energy the Event Pass has taken with returning Trials classics alongside some new options. Here's what you can earn beyond the usual 175 Crystals and various Chests:

  • Here for the Violence and the Vibes Limited Title

  • Flashback Challenger's Spoils

  • Digital Space Avatar

  • E-motions Avatar

  • Point n' Click Spray

  • Striking Snake Mal'Damba MVP Pose

  • If you own all of these, each roll will provide you with 2 Team Skin Boosters

Season 6 Ranked Frames

Season 6 Ranked Frames are here! Thank you all for your patience while we worked to get these out to you. As a heads up, we made a few changes to the distribution of Ranked Frames this season. If you played multiple splits in Ranked last Season, you will be receiving a Loading Frame for each split you played where you achieved a different division. This means if you placed Masters in Split 1 last year and Diamond in Split 3, you’ll receive both the Season 6 Masters and Diamond Loading Frames.

We also want to talk about Grandmaster Frames. This year, we are granting everyone who would receive the Season 6 Masters Loading Frame the Grandmasters Loading Frame as well. We don't do this lightly and understand if this seems controversial, but we wanted to share our reasoning for this. Our Grandmaster tracking has had blind spots the past few years, which has caused issues where several players who did achieve the status of Grandmaster would not be seen by our system when gifting those frames. In the past, this often applied when a player achieved Grandmaster early in the season and then lost or decayed to low Masters, or even out of Masters.

With this process change for Season 6, we wanted to remove the frustration of not receiving a frame that players felt they should have received and not require them to contact Support to receive their earned rewards. We also wanted to ensure our most dedicated players are rewarded for their hard work, we'd much rather a too many situation after several years of too few. We'll share more on how we intend to avoid this scenario for Season 7 at a later date!

Balance
Fernando
Ability

Chivalry

  • Shield HP reduced from 4500 ➡️ 3500 After watching the performance of Scorch and Formidable, we felt Chivalry could use another tone down in order to both prevent Fernando from forsaking his Frontline oath and ensure Aegis offers a significant level of defense the other Talents give up for their strengths.
Grover
Talents

Deep Roots

  • Updated description to note the reduced projectile speed of Crippling Throw Bringing back older Talents comes with surprises, and turns out Deep Roots has a 35% projectile speed nerf on it compared to base Crippling Throw. Considering the strength of the Talent, we decided to simplify clarify that this is an aspect of it as opposed to remove it. It has already had this functionality so it will feel identical!
Khan
Ultimate

Overpower

  • Reverted change to Ult targeter from cone back to pinpoint hitscan This change made Khan's Ultimate feel more unreliable than prior, which worked opposite to our goals. So, we've reverted this change to help him feel a bit snappier and more responsive.
Lian
Health
  • Reduced from 2150 ➡️ 2100
Weapon

Heirloom Rifle

  • Damage reduced from 450 ➡️ 425
Ability

Valor

  • Damage reduced from 400 ➡️ 350 Our Grand Magister has been having a bit too much fun at the higher levels with her regained lethality. We're partially reverting the buffs we gave to her health and weapon as we feel they still help modernize her kit and make her more viable. To better compensate, we're hitting Valor's damage to lean Lian further from her auto-aim roots into a new, glorious era for the Magistrate.
Torvald
Abilities

Protection

  • Maximum Shield reduced from 650 ➡️ 550 Recharge

  • Recharge amount reduced from 2750 ➡️ 2500

Talent

Thanks Grandpa

  • Removed 1s CD reduction
  • Shield bonus reduced from 300 ➡️ 200 His time has come. After over a year of enjoying strength he hasn't felt since his early days, we're asking him to slow down a bit. We're nerfing both Protection and Thanks Grandpa to lower the frustrations of pocketed Flanks and Damages after the Guardian buff, as well as adjusting Recharge to be less forgiving if Torvald pops it in the line of fire. We think he'll still be strong with these values, but no longer the terror he has become since Wild Hoard.
Bug Fixes
Grohk
  • Healing Totem description now shows its proper healing amount.
Imani
  • Pyretic Momentum now properly provides its Movement Speed bonus
Skye
  • Ninja now properly provides its added Movement Speed bonus in Hidden

New in Paladins - Banners Fall Update

The Banners Fall Update is here, and along with it comes Ranked Season 7, Capture the Flag as an LTM Realm, and a Flashback Event Pass allows players to revisit some old favorites!

Ranked Season 7

For this year’s Ranked skin, we wanted to pay homage to our legacy by returning to one of our older Champions as well as our roots as a game. Ultimatium Fernando hearkens from another Realm, one where combat is forged in a Battleground of Gods. Veteran Paladins players will know God of War Fernando well, who was based on the original Ares model in SMITE. This skin is instead based on Ares’ updated looks and uses his voice as he fights new battles in this unfamiliar land. We also made his effects and his weapon to truly feel like a new god has joined the likes of Jenos and Io. We hope players enjoy him alongside aim assist and MM changes made specifically to benefit our competitive environment!

Flashback Event Pass: Beat Botz

Players have often requested a way to revisit older Battle & Event Pass themes, so presenting Flashback Event Passes! This update’s Event Pass will be revisiting two of the earliest Battle Pass themes: Remix & Battlesuit. The Beat Botz Flashback Event Pass will offer 5 of the exclusive skins from those themes, as well as many of the cosmetics players originally earned through those passes. The goal of this is to offer players a much more affordable way to earn these contents through the EP while we work on the next original Event Pass releasing next update. Veteran players need not fret, rolling the chests within this pass will reward for those who own everything enough Crystals that if you own everything, you earn more Crystals than you spend.

For the full Update Notes, including balance adjustments, visit here: Banners Fall Notes

Wild Hoard Hotfix Notes

Balance

NOTE: These balance changes will not be reflected within game descriptions. These will be corrected in a future update.

Champions
Lex

Heroism

  • Removed CC immunity

  • Reduced damage resistance from 90% ➡️ 40%

Warrant's Out

  • Reduced movement speed bonus from 10%|10% ➡️ 8%|8%

Wicked Don't Rest

  • Changed effect from reducing by percentage to reducing set time, 5%|5% ➡️ 0.1|0.1s
Saati

Heads or Tails

  • Reduced Ricochet damage from 300 ➡️ 200

Steady Predictions

  • Reduced Ultimate gain from 1|1% ➡️ 0.8|0.8%
VII

Mag Dump

  • Reduced effective damage range from 25 ➡️ 15

  • Reduced maximum damage range from 100 ➡️ 50

  • Increased damage falloff when out of range from 50% ➡️ 80%

Rapid Response

  • Reduced recoil reduction scaling from 10%|10% to 7%|7%
Skye
  • Increased Wrist Crossbow damage from 115 ➡️ 130
Strix
  • Increased movement speed from 340 ➡️ 350
Items
Armor Plating
  • Fixed an issue where Armor Plating was only providing 21% at Tier III instead of 24%.

We're aware of an issue where Armor Plating does not interact with Arcane Warding properly. We have a fix planned for 7.2!