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Paladins

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 ally gets an Elimination.

Blood Hex Blood Regeneration

  • Hexing enemies regenerates Blood at 20, scaling by 10, cap of 210 every .5s (previously 12, scaling by 2, cap of 92 every .25s)
  • Hexing allies regenerates Blood at 60, scaling by 10, cap of 250 every .5s (previously 55, scaling by 12, cap of 295 every .5s)

Heart of Crimson

  • Increased damage from 625 ➡️ 650

Blood Hex

  • Decreased healing scaling from 25 per tick ➡️ 20 per tick.

Swarm

  • Blood cost now scales based on charge from 350 at base to 650 at max charge.
  • Reduced Stage 1 Swarm from 75 healing | 55 damage ➡️ 60 | 50
  • Reduced Stage 2 Swarm from 105 | 105 ➡️ 90 | 70
  • Reduced Stage 3 Swarm from 160 | 125 ➡️ 150 | 110

Death Wings

  • Blood cost reduced from 350 ➡️ 280

Blood Canon

  • Reworked to “Increase your Blood Health by 50|50.”

Enriched Blood

  • Reworked to “Increase the duration of Swarm by .2|.2s.”

Overflowing Delights

  • Removed penalty to Swarm cost on Card, now reads “Increase the Radius of Swarm by 3|3%.”

Symbiotic Relationship

  • Reworked to “Allies gain 4|4% Movement Speed while within your Swarm.”

Cursed Accord

  • Reworked to “Decrease the Blood cost of your abilities by 35%, but increase Swarm and Death Wing's cooldowns by 1s.”

Lillith is by far one of, if not the most, complex Champions in Paladins. This is both what makes her fascinating to master, but frustrating to fight when she will not die and can seemingly place infinite Swarms. Her Blood System has flaws for both herself and enemies that didn’t make sense compared to her peers, so we’re revising it to feel a lot more approachable yet still unique. Her Health values are coming down, so while she’s still top of class in HP she’ll be asked to be careful about casting more often. Blood Hex’s damage and Blood regeneration have both been slightly adjusted, making them more consistent and intuitive while still incentivizing allied casting. Death Wings is now cheaper but stays proportionally similar as to before, while Swarm is seeing significant changes. Her charge meter will now cost her more Blood as she charges it, and the overall effectiveness has been brought down to encourage her to either focus on weak but plentiful placements or large impactful ones. Her Cards were also a source of wild variance and complication for her that while interesting, led to too many balance states for players to account for. We’ve reworked various cards to normalize her healing and damage output on Swarm, while offering new effects to augment them instead that will feel right at home for Support players. After PTS, we are preserving Wings of Terror and have rolled back part of Cursed Accord but decided to drop her changes to output but instead make her wait a bit longer on her casts.


Mal’Damba


Spitting Cobra

  • Damage increased from 400 ➡️ 425

Mending Spirits

  • Healing increment slowed from .125 ➡️ .16
  • Heal length increased from 2s ➡️ 3s
  • Cooldown decreased from 3s ➡️ 2.5s

With our previous changes to Mal’Damba, we sought to make him a bit closer to his contemporaries in ability to sustain teammates while preserving his unique balance of healing versus utility. We heard feedback from those who miss the ability to stack his spirits more actively, so we’re partially moving him back to the slower ticks over time but lowering his cooldown so he can stay just as active while still getting to stack his effects.


Pip


Mega Potion

  • Removed Remedy
Catalyst

  • Removed Surgery
  • Increased % bonus on damage after Flask from 35% ➡️ 40%

Combat Medic

  • Removed Curative

We removed his Keywords. Oh…suppose we should write more than that! Pip has always been in a pretty stable spot, sporting build diversity on all 3 Talents and never falling too far behind of the pack. When approaching this pass, we waivered on whether he need changes but after PTS we heard Catalyst was in need of help. We’re giving it a bit of a bump to keep up with other Damage Talents across the class and will keep our eyes on him for future buffs if needed as he navigates his way through the meta without Keywords.


Rei


Chain Heal

  • Healing per bounce decreased from 600 base |780 for a linked ally ➡️ 550|715

Extension

  • Reworked to “Chain Heal has 2 charges, but its cooldown is increased by 2 seconds.”

Rei’s goal has always been a nice mixture of light team healing and pocketed buff effects, so while we are adjusting her healing similar to others in the class, our main focus is on enabling her expression through Talents and Cards. Extension is getting a rework that makes it a proper healing uptime Talent but after PTS we swapped the penalty to directly impact her uptime and ask her to think how she utilizes them.


Seris


Rend Soul

  • Damage per stack increased from 90 ➡️ 100

Agony

  • Description updated to “For each stack of Soul Orb detonated by Rend Soul, Restore Soul heals an additional 5% True Healing (excluding Healing disable effects) up to 25% for 10s.”

Convergence

  • Damage increased from 10 (unlisted) ➡️ 200

Seris’s foresight may have seen this coming, but we felt it time to address her lackluster performance at higher levels. Rend Soul is a potent ability that has a lot of customization giving strength, but we wanted to make those stacks hurt a bit more when detonated. Convergence has always had a little tap of damage on the pull, but now it’ll instead deal enough to offer some interesting breakpoints in burst options. As we explored the Support class, we discovered Agony is actually functioning very differently than we expected. Instead of adjusting it to the listed effect, we feel the actual behavior is more interesting and viable than the prior description, so we are instead updating the description to guide players better.


Ying


Life Exchange

  • Healing decreased from 800 ➡️ 700

Ying has settled a bit down since her brief time with Anti-Heal immunity, but we wanted to still push her to be a bit more aggressive. Life Exchange is how many players utilize her in a single-healer composition but also was providing a little too much value for such high uptime. We want to watch how she performs across her Talents and gauge her identity moving forward as both a core healing option as well as her more aggressive playstyles, while keeping her new focus as an Ult centric Support. After PTS, we decided to hold off on her damage and healing changes to ensure they are the right direction to take her after all the other class shifts.


Champions


Saati


Pips

  • Saati now also generates 1 Pip for every 3 successful Hand Cannon shots.
  • Passive Pip generation decreased from 2.65s ➡️ 3s.
  • Old fire rate increase integrated into base kit regardless of Pips.

Hand Cannon

  • Firerate increased from .55s ➡️ .5s
  • Effective range increased from 80 ➡️ 90 units.
  • Max range increased from 190 ➡️ 225

Ricochet

  • Now costs 3 Pips

Blast Back

  • Now costs 5 Pips

Spare Change

  • Replaces Heads or Tails, new Default Talent
  • Effect: Ricochet costs 2 Pips & generates 1 Pip for every 4 hits off of Ricochet.

Improvised

  • Now is Saati’s Level 2 Talent

Window of Opportunity

  • Now is Saati’s Level 8 Talent

Our resident trickshot has had a tumultuous history with her Talents and pip economy. She’s bounced between being a fun spam queen to an infuriatingly experience lacking any autonomy in how she maintains uptime on her abilites. This is only compounded by the fact that she isn’t allowed the holy grail that is Chronos, making her pips feel less like a boon and more like a curse. We wanted to take a look at her pip system similar to how we did for Lillith’s Blood above, and have made adjustments to make her feel more active and purposeful with how she hits her next claim to fame. Pips now regenerate whenever Saati hits an opponent, their shields, or her Ricochet - meaning she should weave it into her normal gameplay to increase her access to other abilities. Costs for Ricochet and Blast Back have gone up to accommodate the new economy, as well as her passive regeneration slowed to emphasize this new mechanic. As a part of this, Heads or Tails has struggled to find a healthy identity so we wanted to make a Ricochet Talent more focused on rapid uptime of abilities as opposed to overtly buffing the coin.


Skye


Smoke and Dagger

  • Reduced healing from 150 ➡️ 100

Skye has swung a lot up and down after the Illuminate changes earlier this year, but we feel she’s close to a healthy spot now. Smoke and Dagger is an outlier after its buffs, however, as it allows certain compositions far too many opportunities to sustain themselves even when their Support falls. We’re reverting this healing buff to curb this and ask her to invest more in Cards if she wants to cover her team as best she can.


Omen


Fixed an issue where Aphotic Reaver’s range was lower than the intended values

  • 90 ➡️ 100 effective range
  • 250 ➡️ 300 max range

Aphotic Reaver

  • Damage per pellet now functions similar to other spread Champions

    • <=50% of pellets hit deals 50% damage
    • >50% of pellets hit deal 100% damage

  • Damage reduced from 500 ➡️ 450

Gravity Vice

  • Now applies a .3s Cripple on initial lift

    • This helps prevent lockout scenarios


Umbral Lance

  • Bonus accuracy increased from 50% ➡️ 70%
  • Removed added fire rate penalty

Omen has been sulking in the Abyss for a while since we took away all his fun (imbalanced) toys, but we don’t want to see him suffer any longer. We’ve updated his Aphotic Reaver to function much closer to other shotgun-based Champions, with his damage scaling based on number of pellets hit being half or full. We also discovered his range values were slightly smaller than intended and have adjusted them to match what was conveyed in-game. Umbral Lance also now returns a bit closer to its former glory now that his base weapon is more consistent. He wouldn’t let Jenos get buffs without his own, it’s not about hi-.


Bug Fixes


General



  • Fixed an issue where Expend Ammo challenges within Trials of the Realm were not properly completing.

    • We've also reduced the amount of Ammo needed to complete these across the board.

      • 500,000 Ammo ➡️ 100,000 Ammo
      • 100,000 Ammo ➡️ 20,000 Ammo
      • 15,000 Ammo ➡️ 5,000 Ammo

Champions


Bomb King



  • Fixed an issue where Detonate was available to be fired even with no Sticky Bombs active.

Moji



  • Fixed an issue where the Magic Mark UI could flicker when applied and detonate rapidly.

This Week in the Realm | May 21st, 2024

Greetings Champions! Here's what happening in the Realm this week:

Balance Changes from PTS


Now that we've taken some time to address the Moji adjustments made prior to tomorrow's release, we want to also share some of the highlights of the additional changes made to the Support balance based on player feedback and reactions during the PTS weekend:

Corvus



  • Reverted nerf to Abyssal Reconstruction

Many players feel Corvus' healing is far from the most contributing factor to his niche yet potent strength, so we've opted to not disturb this aspect of him and instead look to more focused changes in the future.


Furia



  • Reverted nerf to Kindle Soul
  • Reduced damage buff to Wings of Wrath from 300 ➡️ 250

Similarly, Furia is in a weaker spot than last time we reduced her healing and while we have concerns over her potency, feedback guided us to let her maintain current Kindle Soul values. In conjunction, we're being a bit less bold on the buff to Wings of Wrath.


Grover



  • Decreased healing buff on Rampant Blooming from 400 ➡️ 350
  • Reverted heal over time buff on Rampant Blooming
  • Reduced damage buff on Throwing Axe from 385 ➡️ 370

Grover may be the Support taking the deepest reductions this update with both Keywords and base kit nerfs being done, and after PTS we have shifted these even further. We want to watch him with a new status quo and give focused buffs as needed but considering his dominance for over a year we'd rather be sure he's back at a healthy baseline prior.


Jenos



  • Decreased damage buff to Binary Star from 400 ➡️ 380
  • Shifted Void Grip buff from 200 instant, 200 over time ➡️ 100 instant, 300 over time damage

We loved seeing Jenos be a lot more consistent and threatening on the PTS, however we want to take him a bit down to prevent the brief mania we saw last year when we buffed him. These reduced damage changes still leave him much more potent but give us room to adjust better based on future data and feedback.


Lillith



  • Reverted Blood HP nerf
  • Reverted Blood Hex damage buff
  • Increased Hexed ally Blood regeneration from 40 ➡️ 60, cap from 230 ➡️ 250
  • Decreased Swarm Blood cost scaling from 500 to 800 ➡️ 350 to 650
  • Reduced scaling of Enriched Blood from .25|.25s ➡️ .2|.2s
  • Increased Overflowing Delights scaling from 2|2% ➡️ 3|3%
  • Changed Symbiotic Relationship to "Allies gain 4|4% Movement Speed while within your Swarm."
  • Reverted Wings of Terror rework
  • Changed Cursed Accord to “Decrease the Blood cost of your abilities by 35%, but increase Swarm and Death Wing's cooldowns by 1s.”

While we were happy with the general premise of the Lillith adjustments, we heard ample feedback on how heavily it would weaken her and how much of her identity had been entrenched in some aspects of her we were adjusting. The above changes are designed to give Lillith back more potency and identity while still simplifying aspects of her design that caused conflicts with other aspects of the game. The final collection of changes should feel much closer to a shift than a nerf now!


Pip



  • Increased Catalyst damage bonus from 35% ➡️ 40%

Some players were caught aback when we said we felt Pip would be in a good spot even with Keywords removal and no adjustments beyond that, so we took some time to listen to feedback and are adding this small change to keep Catalyst interesting compared to his other Talents. We'll continue to listen and think on additional changes he may need after this update has been out in the wild.


Rei



  • Reverted Sigil damage buff
  • Changed Ambidextrous to “Chain Heal has 2 charges, but its cooldown is increased by 2 seconds.”

Rei is already in a strong spot in Banners Fall, so we decided to listen to the feedback that she didn't need the damage bump we were considering. We also saw Ambidextrous have too much synergy and uptime with Rei's cards so we're putting a longer cooldown on both charges to shift this new Talent to flexibility at the cost of efficiency.


Seris



  • Reverted Restore Soul gaining DR

This change wasn't fully implemented on PTS, and based both on feedback and internal discussions we felt it best not to push Seris even further into survivability. In the future, we'll take some time to look at her Talents and general gameplan to allow higher skilled players more expression on her while preserving what makes her an approachable option for all Support players.


Ying



  • Reverted Illusory Mirror damage buff
  • Reverted Illusion healing nerf

Similar to Rei, Ying is already in a strong spot right now and while we do want Life Exchange to feel less essential, these base kit adjustments did little to change Ying's general gameplan and customization. In the future, we'll look to give her a bit more diversity between her Talents while still preserving this parity she has between her own damage and her Illusion's healing.



This Week's Community Creations



Different Visions Viktor


Artist: BoltSmith





Extra Feline Facade


Artist: Albedo





Rei-lized Vision


Artist: Flora Lynn





Weekend LTM:Truly Talented


Explore a whole new selection of Talents from the games' past as well as some never released before in Siege. A limited cast of older Champions have access to removed/broken/not even finished Talents for players to experiment with and enjoy, so let chaos reign!

- EvilMojoKryptek

This Week in the Realm | May 16th, 2024

Greetings Champions! Here's what happening in the Realm this week:

A Closer Look at Moji's Rework


History


Moji has always been a design with a lot to love and a lot that conflicted with her purpose as a Flank. Moji players enjoy the feeling of a perfect Mark burst on a fleeing target, the rush of hitting a Barrier and reversing a deadly dive into outward damage, the ability to leap around after Scamper and blast their foes. Those tools that made her so enjoyable are also intrinsically linked with how unhealthy many others view her for the game.

The burst's frustrations, the lack of conveyance and counterplay, and the outstanding difficulties of her hitbox for most newcomers as well as foes made her require constant tuning, and eventually her balance was left in an underwhelming state to avoid wide player frustration. We discussed Moji balance internally ever since 2021, but those chats always turned back towards her design and how it needed to change in order to allow her to be more viable and less polarizing.

After Omen, we decided to revisit the idea of reworks as a focus point for the team, and Moji quickly returned as a Champion we wanted to take the identity of and bring forward into 2024 with more relevance as well as finally address the problem points that made her unable to be adjusted prior. We didn't immediately aim at one specific solution, but we did a lot of retrospective looks at community content and discussions over the years and decided to consider an idea players had asked about since Moji's release. What if she was a Support?

Kit Vision


When first picturing Moji as a Support, the first question we had to answer is the source of her healing. Spit, Spray, and Magic Barrier all feel like abilities that can be converted to a primary heal source, however Spit's range makes it a necessary poke tool for damage and Magic Barrier would be frustrating if it was her healing and lacked sufficient counterplay. That's what landed us on what is now Sparkle, a hybrid healing and damage option that makes Moji the most close-ranged Support yet while offering some unique facets to allow her to be aggressive with her team. Magic Marks would also move to allies, both for combat flow but also to allow Moji to have a style of lining up behind her allies and blasting through them to hit enemies.

Magic Barrier's shift to Magic Shield was still inspired by the idea of Barrier being an aura heal, however we felt that we could do something with more nuance than more healing output. Torvald has shown how powerful Shielding can be in a pocket scenario, but we wanted to offer it as a more widespread effect that allows Moji to lean a different direction and have more Utility in the face of certain team compositions and to counteract Anti-Healing late game.

Scamper, then, became a much more essential part of her kit as she needed to be able to always reach her allies and was too susceptible to counter dives if she couldn't escape often. It became an infinite run until stopped to allow Moji to focus on her routing and finally give her the fantasy her codename of Rider implied years ago. This vision is what we ended up showcasing in our initial reveal and letting players try on PTS.

Feedback & Changes


We took a lot of care into preserving aspects of Moji's identity: the look, the ability types, the fantasy players expect. However, some changes were made to those core designs to avoid those original problem points as well as make her fit the Support class better. We also didn't originally focus our preservation on unintentional aspects of her, even beloved ones. That is a choice that we recognize upset a lot of players who have come to love those quirks to our first Leipori. That's why we listened intently to PTS feedback and went to work to implement the following changes:

Spit



  • Damage reduced from 500 ➡️ 450
  • Firerate increased from .85s ➡️ .7s
  • Projectile speed increased from 250 ➡️ 350

Moji's original fire rate served two purposes: allowing her to pressure targets with a fairly quick projectile as well as making it suboptimal to hold both buttons to pop Magic Mark at max efficiency. Both due to wanting to preserve existing Moji muscle memory as well as ask people to think better than holding both weapons down, we're shifting her weapon back to that speed. We’re also adjusting the projectile speed to be faster to keep some of her original intention of a strong-poke while still bringing it more in line with its new power level.


Sparkle



  • Increased damage from 15 ➡️ 20
  • Reduced healing from 85 ➡️ 75

Sparkle having a resource meter allows us more control of how potent and frequent it can pump out damage, so we felt comfortable shifting it a bit closer to her original amount of aggression


Scamper



  • Bunny hop added back as an intended feature.

Due to changes to how Scamper functions, Bunny Hopping will be weaker at base than it was prior. In order to feel similar to how it did on Moji prior, you'll want high levels of both Boop and Morning Breath to allow those same flings across spaces.


Magic Shield



  • Moji self-shielding increased from 500 ➡️ 1000 (100 ➡️ 600 instant)
  • Applied Shields duration decreased from 5s ➡️ 4s

Moji's original Barrier is too strong to also shield allies, however we heard feedback that she was far too vulnerable both when dove as well as attempting to sustain how she used to. We're giving her significantly more self-shielding and slightly reducing the shield timers to keep this healthy but allow Moji more options with this.


Cards


Morning Breath

  • Reworked to "Decrease self-slow of Sparkle by 20|20%"

Glimmer

  • Decreased Cooldown reduction from .2|.2s ➡️ .1|.1s

With the below changes to Jubilation, we decided to move Morning Breath's slow focus from enemies to Moji herself, allowing players to opt into faster movement while utilizing Sparkle. We also saw Glimmer performing very well, but don't want to ICD it and punish the new Jubilation Talent so instead we are bringing down its strength by half.


Talents


Spit Shine

  • Heal increased from 250 ➡️ 350

Jubilation

  • Reworked to "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"

Spit Shine is receiving a minor bump to its healing capacity for those Moji hopefuls concerned about her ability to support allies at range. Meanwhile, Jubilation is now reworked to provide a close experience to current Moji, tuned down slightly to make up for her new utility and tools we've added. Moji mains should feel pretty familiar with this option, and we'll continue to watch how she performs and ensure we honor her past as we move her into a brighter future!



Let's Get Another Plush-1


We're excited to share that we're exploring options for our next Paladins Plushie! We've gathered a list of various contenders to join the physical Realm and want the communities' feedback on which to go forward with.

Feel free to fill out this form and help us decide!

This Week's Community Creations



Vora, the Maw Harbinger


Artist: リバイアさん@パラエペウォッチ





Over the Hill & Through the Woods


Artist: DanTheBros





Hero of Moonlight


Artist: Flora Lynn





Meditation Pyre


Artist: v0lker





Ofuda Offering


Artist: AstraMariam





Guardian Glance


Artist: Niacally





Pop Princess


Artist: GnP





Weekend LTM:Cards to the Max and 2x Champion and Event Pass XP


Everything moves faster as this weekend is your last chance to finish up the Flashback Beat Botz Event Pass! Cards to the Max returns in Siege to allow chaotic games to lead to faster levels & crazy loadouts can flourish ahead of the upcoming changes!

- EvilMojoKryptek

Feudal Fables PTS 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 500 damage every 0.85s 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 15 damage every 0.08s to enemies while healing allies for 85 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 500 Shield to yourself and allies within 55 units, with 100 being applied instantly and 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

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 250 and increases their Movement Speed by 20% for 2s.

Level 2: Jubilation


Sparkle no longer Slows you while firing and now deals 35 damage a hit.

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

  • Enemies hit by Sparkle are Slowed by {5|5}% for 0.5s.

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 {0.2|0.2}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: 25 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

Abyssal Reconstruction

  • Reduced burst heal at end from 800 ➡️ 700

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. In addition, we’re slightly toning down the burst heal at the end of Abyssal Reconstruction to ensure he stays focused on balancing his Mark & keeping allies alive long enough to get the burst.


Furia


Pyre Blade

  • Damage increased from 315 ➡️ 330

Kindle Soul

  • Decreased healing over time from 400 ➡️ 300

Wings of Wrath

  • Damage per orb increased from 200 ➡️ 300

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. Her damage output is being restored to her values prior to Keywords, but we’re rolling back one of the healing buffs she received to make sure she’s not too strong at both options. Wings of Wrath has often had its damage output ignored, so we’re giving it a significant 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 ➡️ 400
  • Increased heal over time from 200 ➡️ 250

Ferocity

  • Removed Surgery

Deep Roots

  • Removed Remedy

Throwing Axe

  • Damage increased from 350 ➡️ 385
  • Max damage over distance increased from 700 ➡️ 770

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. Ferocity can now hit people for 1000 damage if Grover is smart about his placement while still supporting his team.


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 ➡️ 400

Astral Mark

  • Cooldown decreased from 7s ➡️ 6s
  • Duration increased from 11s ➡️ 12s

Void Grip

  • Now deals 200 damage on cast
  • Damage over time reduced from 360 ➡️ 200

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 to one of its peaks.


Lillith


Health

  • Base HP reduced from 750 ➡️ 500
  • Blood HP reduced from 2500 ➡️ 2000

Blood

  • Lillith now gains 750 Blood anytime a Blood Hexed ally gets an Elimination.

Blood Hex Blood Regeneration

  • Hexing enemies regenerates Blood at 20, scaling by 10, cap of 210 every .5s (previously 12, scaling by 2, cap of 92 every .25s)
  • Hexing allies regenerates Blood at 40, scaling by 10, cap of 230 every .5s (previously 55, scaling by 12, cap of 295 every .5s)

Heart of Crimson

  • Increased damage from 625 ➡️ 650

Blood Hex

  • Increased damage from 1.5% every .325s ➡️ 1.25% every .25s
  • Decreased healing scaling from 25 per tick ➡️ 20 per tick.

Swarm

  • Blood cost now scales based on charge from 500 at base to 800 at max charge.
  • Reduced Stage 1 Swarm from 75 damage | 55 healing ➡️ 60 | 50
  • Reduced Stage 2 Swarm from 105 | 105 ➡️ 90 | 70
  • Reduced Stage 3 Swarm from 160 | 125 ➡️ 150 | 110

Death Wings

  • Blood cost reduced from 350 ➡️ 280

Blood Canon

  • Reworked to “Increase your Blood Health by 50|50.”

Enriched Blood

  • Reworked to “Increase the duration of Swarm by .25|.25s.”

Overflowing Delights

  • Removed penalty to Swarm cost on Card, now reads “Increase the Radius of Swarm by 2|2%.”

Symbiotic Relationship

  • Reworked to “Allies gain 5|5% Lifesteal when standing in your Swarm.”

Wings of Terror

  • Reworked to “Increase the radius of Death Wing’s reactivation by 8|8%.”

Cursed Accord

  • Reworked to “Your Blood can regenerate to full out of combat. Blood is gained out of combat twice as fast.”

Lillith is by far one of, if not the most, complex Champions in Paladins. This is both what makes her fascinating to master, but frustrating to fight when she will not die and can seemingly place infinite Swarms. Her Blood System has flaws for both herself and enemies that didn’t make sense compared to her peers, so we’re revising it to feel a lot more approachable yet still unique. Her Health values are coming down, so while she’s still top of class in HP she’ll be asked to be careful about casting more often. Blood Hex’s damage and Blood regeneration have both been slightly adjusted, making them more consistent and intuitive while still incentivizing allied casting. Death Wings is now cheaper but stays proportionally similar as to before, while Swarm is seeing significant changes. Her charge meter will now cost her more Blood as she charges it, and the overall effectiveness has been brought down to encourage her to either focus on weak but plentiful placements or large impactful ones. Her Cards were also a source of wild variance and complication for her that while interesting, led to too many balance states for players to account for. We’ve reworked various cards to normalize her healing and damage output on Swarm, while offering new effects to augment them instead that will feel right at home for Support players.


Mal’Damba


Spitting Cobra

  • Damage increased from 400 ➡️ 425

Mending Spirits

  • Healing increment slowed from .125 ➡️ .16
  • Heal length increased from 2s ➡️ 3s
  • Cooldown decreased from 3s ➡️ 2.5s

With our previous changes to Mal’Damba, we sought to make him a bit closer to his contemporaries in ability to sustain teammates while preserving his unique balance of healing versus utility. We heard feedback from those who miss the ability to stack his spirits more actively, so we’re partially moving him back to the slower ticks over time but lowering his cooldown so he can stay just as active while still getting to stack his effects.


Pip


Mega Potion

  • Removed Remedy

Catalyst

  • Removed Surgery

Combat Medic

  • Removed Curative

We removed his Keywords. Oh…suppose we should write more than that! Pip has always been in a pretty stable spot, sporting build diversity on all 3 Talents and never falling too far behind of the pack. When approaching this pass, we waivered on whether he need changes but after testing, he felt right at home among all his peers as a versatile option for almost any composition especially with the wider shifts. We’ll continue to watch him after and see how he holds up!


Rei


Sigil

  • Damage increased from 450 ➡️ 475

Chain Heal

  • Healing per bounce decreased from 600 base |780 for a linked ally ➡️ 550|715

Extension

  • Reworked to “Chain Heal now has 2 charges, but travels 25% slower.”

Rei’s goal has always been a nice mixture of light team healing and pocketed buff effects, so while we are adjusting her damage and healing similar to others in the class, our main focus is on enabling her expression through Talents and Cards. Extension is getting a rework that makes it a proper healing uptime Talent, while adding a bit of nuance to how she can utilize her chains.


Seris


Rend Soul

  • Damage per stack increased from 90 ➡️ 100

Restore Soul

  • Seris now has 20% Damage Reduction during the duration

Agony

  • Description updated to “For each stack of Soul Orb detonated by Rend Soul, Restore Soul heals an additional 5% True Healing (excluding Healing disable effects) up to 25% for 10s.”

Convergence

  • Damage increased from 10 (unlisted) ➡️ 200

Seris’s foresight may have seen this coming, but we felt it time to address her lackluster performance at higher levels. Rend Soul is a potent ability that has a lot of customization giving strength, but we wanted to make those stacks hurt a bit more when detonated. Restore Soul struggles at higher levels of play due to the tradeoffs of a channeled heal can have, so we are giving Seris some DR during the ability to make up for it. Convergence has always had a little tap of damage on the pull, but now it’ll instead deal enough to offer some interesting breakpoints in burst options. As we explored the Support class, we discovered Agony is actually functioning very differently than we expected. Instead of adjusting it to the listed effect, we feel the actual behavior is more interesting and viable than the prior description, so we are instead updating the description to guide players better.


Ying


Life Exchange

  • Healing decreased from 800 ➡️ 700

Illusory Mirror

  • Damage per shot increased from 90 ➡️ 100 (450 ➡️ 500)

Illusion

  • Healing decreased from 450 ➡️ 400 (100 ➡️ 80 per shot)

Ying has settled a bit down since her brief time with Anti-Heal immunity, but we wanted to still push her to be a bit more aggressive in how she generates her Ultimate and ask her to be a bit more active in Illusion placement to keep her team alive. Life Exchange is how many players utilize her in a single-healer composition but also was providing a little too much value for such high uptime. We want to watch how she performs across her Talents and gauge her identity moving forward as both a core healing option as well as her more aggressive playstyles, while keeping her focus as an Ult centric Support.


Champions


Saati


Pips

  • Saati now also generates 1 Pip for every 3 successful Hand Cannon shots.
  • Passive Pip generation decreased from 2.65s ➡️ 3s.
  • Old fire rate increase integrated into base kit regardless of Pips.

Hand Cannon

  • Firerate increased from .55s ➡️ .5s
  • Effective range increased from 80 ➡️ 90 units.
  • Max range increased from 190 ➡️ 225

Ricochet

  • Now costs 3 Pips

Blast Back

  • Now costs 5 Pips

Spare Change

  • Replaces Heads or Tails, new Default Talent
  • Effect: Ricochet costs 2 Pips & generates 1 Pip for every 4 hits off of Ricochet.

Improvised

  • Now is Saati’s Level 2 Talent

Window of Opportunity

  • Now is Saati’s Level 8 Talent

Our resident trickshot has had a tumultuous history with her Talents and pip economy. She’s bounced between being a fun spam queen to an infuriatingly experience lacking any autonomy in how she maintains uptime on her abilites. This is only compounded by the fact that she isn’t allowed the holy grail that is Chronos, making her pips feel less like a boon and more like a curse. We wanted to take a look at her pip system similar to how we did for Lillith’s Blood above, and have made adjustments to make her feel more active and purposeful with how she hits her next claim to fame. Pips now regenerate whenever Saati hits an opponent, their shields, or her Ricochet - meaning she should weave it into her normal gameplay to increase her access to other abilities. Costs for Ricochet and Blast Back have gone up to accommodate the new economy, as well as her passive regeneration slowed to emphasize this new mechanic. As a part of this, Heads or Tails has struggled to find a healthy identity so we wanted to make a Ricochet Talent more focused on rapid uptime of abilities as opposed to overtly buffing the coin.


Skye


Smoke and Dagger

  • Reduced healing from 150 ➡️ 100

Skye has swung a lot up and down after the Illuminate changes earlier this year, but we feel she’s close to a healthy spot now. Smoke and Dagger is an outlier after its buffs, however, as it allows certain compositions far too many opportunities to sustain themselves even when their Support falls. We’re reverting this healing buff to curb this and ask her to invest more in Cards if she wants to cover her team as best she can.


Omen


Fixed an issue where Aphotic Reaver’s range was lower than the intended values

  • 90 ➡️ 100 effective range
  • 250 ➡️ 300 max range

Aphotic Reaver

  • Damage per pellet now functions similar to other spread Champions

    • <=50% of pellets hit deals 50% damage
    • >50% of pellets hit deal 100% damage

  • Damage reduced from 500 ➡️ 450

Gravity Vice

  • Now applies a .3s Cripple on initial lift

    • This helps prevent lockout scenarios


Umbral Lance

  • Bonus accuracy increased from 50% ➡️ 70%
  • Removed added fire rate penalty

Omen has been sulking in the Abyss for a while since we took away all his fun (imbalanced) toys, but we don’t want to see him suffer any longer. We’ve updated his Aphotic Reaver to function much closer to other shotgun-based Champions, with his damage scaling based on number of pellets hit being half or full. We also discovered his range values were slightly smaller than intended and have adjusted them to match what was conveyed in-game. Umbral Lance also now returns a bit closer to its former glory now that his base weapon is more consistent. He wouldn’t let Jenos get buffs without his own, it’s not about hi-.

This Week in the Realm | May 7th, 2024

Greetings Champions! Here's what happening in the Realm this week:

Tales from Other Realms


Yesterday, we announced Feudal Fables, our next theme headed to the Realm alongside other a rework to Moji as well as Support changes. We'll have more officially revealed later this week but until then we'd like to share a bit more surrounding the theming of this update.

Folklore and fairytales have inspired countless iterations and adaptations throughout media, and the team wanted to create a unique vision that twists and turns familiar tales into new looks for our Champions. For Moji, that meant combining the story of Red Riding Hood with that of various incarnations of wolves in Japanese folklore. Furia, meanwhile, becomes the guardian of shrines and gateways between planes, a fitting tale both from Shinto inspiration to our own Realm and its lands.

These skins and their recolors coalesce into our newest Event Pass theme, one that feels fresh for Paladins and brings different visions of these two beloved Champions. You'll get a closer look at them during our Developer Update and on PTS this weekend!

This Week's Community Creations



Unfamiliar Flowers


Artist: HappyOctopus





Lunar Look


Artist: Sailie





Commander's Stance


Artist: dond0n





Weekend LTM: Capture the Flag & 2X Event Pass XP


Return to classic Stone Keep and race to capture the enemy flag before they take your own! During the weekend, enjoy double progress through the Beat Botz Flashback Event Pass in any queue!

- EvilMojoKryptek

This Week in the Realm | April 30th, 2024

Greetings Champions! Here's what happening in the Realm this week:

Welcoming More to the Realm


It's that time once again, as an update approaches over the horizon where we chat about various smaller features coming that may not get as much attention during the full reveal. This week, we wanted to chat about some quality of life and player onboarding improvements we've been working on!

Starting in the May Update, all players will see a new questline entitled "Welcome to Paladins" appear in their Activities tab. This questline will guide new players through their early Training matches, reaching open queue, creating a loadout, and then finally encourage them to unlock Ranked at level 20. That's right, as a part of this change Ranked's level requirement will raise from level 15 to 20. That may not sound impactful, but this raises the amount of XP needed by another 75% of the current requirement.

Along this questline, new players will unlock some Gold to spend and Champion Unlock Tokens to select a few Champions they want to explore right out of the gate. For existing players, this questline will allow them to also complete it for these rewards, so even returning or some veteran players looking to round out their roster should take part. It's another small step on a long road of steps we want to take to make it easier to invite your friends into the Realm and do better about educating players.

This Week's Community Creations



Dance with Destruction


Artist: GyroPetra





Open Merc Night


Artist: Paulo Munir





Aico Aristocracy


Artist: Flora Lynn





Weekend LTM: Swift Siege


Return to the quickest way to play Siege as Swift Siege returns as the LTM. play up to 2 rounds on some of our smallest and most fast-paced maps to enjoy our primary mode in bite-sized matches!

- EvilMojoKryptek

This Week in the Realm | April 23rd, 2024

Greetings Champions! Here's what happening in the Realm this week:

Where The Players Are


It's now been almost 10 months since we brought This Week in the Realm back as a Steam blog post, and over that time we've been watching how many players engage with it and comparing it to how we've communicated information before. On average, over 30,000 players read these weekly blogs, which makes it by far the most viewed space for Paladins updates. Beyond our socials, beyond the website, beyond even some YouTube trailers. We really appreciate everyone who takes time to catch up on the smaller developments we share here & want to get that information in front of more players' eyes, which brings us to some news.

The Paladins website has long suffered from issues in key moments of communication, as well as required significant upkeep from us despite less users than any other platform we utilize. Simply put: a dedicated website for news doesn't make sense anymore with how players are actually consuming content. As such, it's being archived and all future Update Notes, Chronicles, and blog posts will be hosted here on Steam and/or provided on our Support page. The New & Returning Player Guide, for example, already has been moved over to our Support offerings, merging the place to learn initially about the game with quick access to help!

Moving forward, we want to utilize platform-specific features to communicate with those audiences information relevant to them, by continuing This Week in the Realm but also tying in our other communication styles and forms. This is a big change & we understand that it'll take time for us to show you all why this is an improvement, so stay tuned for future Update Notes, blogs, and Chronicles to see how we better utilize not just Steam but all platforms to get more information directly in player's hands.

This Week's Community Creations



Lunar Aurora


Started By: AkinaComet





Cookie Coverup


Artist: Lun





Family of Faces


Artist: PangoBoy





Weekend LTM: Arcade


Enjoy a mix of Paladins gamemodes in one queue, now including the likes of Survival alongside Payload, King of the Hill, Onslaught, and Team Deathmatch!

- EvilMojoKryptek

End Times Prime

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!

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

This Week in the Realm | April 16th, 2024

Greetings Champions! Here's what happening in the Realm this week:

End Times Prime


Tears in reality appear once more as End Times returns in a Prime variation starting tomorrow, April 17th! Bringing back this precursor to King of the Hill was a blast & the team wanted to expand on the mode as we've got a collection of maps built for it. In tomorrow's version, there are some scoring changes as well as the addition of all of the KotH maps to End Times pool.

Enjoy closing rifts as Atlas guides you through the reality warping powers you will wield as End Times Prime is featured for the next week before it returns to the vaults for a bit. We've enjoyed having modes come back & stay tuned in the future for more ways to play these classic Events!

Check back tomorrow for the full hotfix notes!

Stricter Times Call For Stricter Measures


Our Support team has recently been aggressively investigating a wide variety of behaviors, from toxicity to cheating and other Terms of Service concerns. We take both the safety of our players as well as the health of our game and community seriously, which is why we plan to continue to enhance our efforts over the coming weeks. Players may see more regular warnings issued after matches if our team detects any potential bad behavior, as well as suspensions issued if players are found to have serious infringements and/or chronic bad behavior on their account. We kindly remind everyone of both the Paladins and HiRez Account Terms of Service as we work to make the Realm a safer place.

This Week's Community Creations



Paladins Magma Board


Started By: NeveR



The community recently came together and started a Magma board, dropping doodles that range from adorable to cursed. The team loved the vibes & wanted to give 'em a shoutout! Feel free to contribute respectfully & reminder that this space is moderated by community members. We just think it's neat.

https://magma.com/d/ssvm6S2Nvn



- EvilMojoKryptek