Jun 18, 2024
Paladins® - EvilMojoKryptek
Anniversary Questline
This year, we've moved the Event to the new Questline system under Activities, where future simple progression events will be shown. We've also streamlined it to focus on the delivery of the core rewards and currencies, with other rewards available during Siege Remixed's weekend modifiers. Here is the Questline:
  • Play 1 Game during the Anniversary Event
    • Anniversary Chest
  • Play 4 Game during the Anniversary Event
    • Free Champion Token
  • Play 8 Game during the Anniversary Event
    • Free Champion Token
  • Play 12 Game during the Anniversary Event
    • Free Champion Token
  • Play 15 Game during the Anniversary Event
    • Anniversary Limited Skin Token
We've heard feedback from those with collected Free Champion Tokens who own all of the Champions & will be exploring the best way to allow those players to spend these Tokens on something worthwhile to them in the future. As for the Limited Skin tokens, we've added two skins to the selection that last year were requested:
  • Beach Bash Lian
  • Temple Raider Maeve
This now means that every single Battle Pass Limited is available in the Anniversary store, and in the future we'll be listening to feedback on where to expand it next.
Siege Remixed
For Siege Remixed, we decided to spend this year's weekend modifiers celebrating different eras of Paladins and trying out things players have wanted to see return as well as revisit the favorites. Here are the weekends and effects that will be in place:
June 21st - 24th
Closed Beta Theme | Modifier: Capture Only Gamemode
  • This version of Capture Only will be different than the early iteration in Paladins, merging the classic fight over rotating points with a round-based system similar to modern Siege.
June 28th - July 1st
Open Beta Theme | Modifier: Cards to the Max
July 5th - 8th
Season 2 Theme | Modifier: Third Person Only
  • We haven't actively developed third person gameplay in a long time, so for this weekend all Champions released after Season 2 will be unavailable in Remixed.
July 12th - 15th
Season 5 Theme | Modifier: Siege Beyond Store
July 19th - 22nd
Season 7 Theme | Modifier: Powerup Spawner
  • Returning from Old School, every Champion death will have a chance of spawning a powerup for either team to claim to swing the tide of battle.
Restored Recolors
Back in our transition from beta to release, we removed various skin recolors that the team then felt were below standards as well as adding clutter to the slowly growing library of cosmetics. As time proved that latter point right, the current team spent some time expanding and refining the Color Selector system in hopes we could then restore these skins to the game. We're excited to share with the start of this Anniversary Event that Phase 1 of these recolors are now available for their original price of 160 Crystals or 30,000 Gold.
Androxus
  • Gaunt
  • Sanguine
Ash
  • Plated
  • Tempered
Bomb King
  • Emerald
  • Ruby
Evie
  • Conjuration
  • Divination
Inara
  • Garnet
  • Amethyst
  • Celestine
Lian
  • Peridot
  • Veridian
Maeve
  • Guttersnipe
  • Riff Raff
Ruckus
  • Assembly
  • Gizmo
Seris
  • Prophecy
  • Umbral
Talus
  • Moonstone
Terminus
  • Thrall
Torvald
  • Cartography
  • Historian
Tyra
  • Conifer
  • Heartwood
Vivian
  • Deceiver
Willo
  • Lilac
Ying
  • Mystic
  • Soothsayer
Zhin
  • Greed
  • Warlord
    • Due to the level of which this skin changes Zhin's appearance, we have elevated it to Uncommon and left it outside the skin selector. It will remain at Common price for players!
Weekend Queue Bonus Giveaways and Trials Reset
As a part of this hotfix, we'll be updating Trials and resetting for a new set of rewards themed around Feudal Fables. However, we heard the feedback around the various issues the last set of Trials had and to help amend for that are giving away various rewards each weekend, including a Flashback Challenger's Spoils as well as Crystals to provide what those who completed Trials should have earned. We're still collecting all the feedback and instances of reward issues so we don't have the schedule yet but will communicate these giveaways when we can and while they are active. Thanks to everyone who has reported and been patient with us as we work on this!
2x Event Pass XP all Event, 2x Champion XP most Weekends
Simple as that. Enjoy earning all the contents of Feudal Fables faster while playing with the content above until July 24th! 2x Champion XP will also be active most modifier weekends!
Paladins® - EvilMojoKryptek
Greetings Champions! Here's what happening in the Realm this week:

Let's Catch Up
Hello again! It's been a few weeks since we've last released one of these blogs, and we've heard a lot of questions and concerns so we want to address them here and now.

What's going on with the servers?
This is the reason we've been quieter than normal & the largest issue we've had so to address it first: Servers had begun to experience frequent disruptions a week prior to the launch of Feudal Fables. Our operations team began investigating and we discovered a few improvements we could make. However, to implement them correctly, we had to take some time to develop them. This led to the 2-3 weeks where we as a team were entirely focused on these changes (as well as releasing our usual hotfix), and we're glad to say we've seen a return to stability this past weekend and will continue to watch and support this recovery. We apologize for the lack of communication around this problem as we wanted to be cautious about our security as well not communicate in the moment before aspects of improvement were certain. We expect almost everyone playing to have a smoother experience now & encourage people to continue reports if they run into issues!

What about Ranked?
As a part of the ongoing server issues, we made the call to disable Ranked temporarily to allow us to focus efforts on certain servers as well as prevent too much volatility in player TP. We haven't done this type of sudden disable of Ranked prior, and we learned a lot from the process. We had some issues disabling Ranked decay at first but have now put it on pause until Ranked returns the 19th. When Ranked returns, players will have 1 month to continue Split 1 to earn rewards and climb the leaderboards before Split 2 launches with our next update.

In the hotfix, Trials challenges were supposed to be fixed but weren't?
We're aware! We tested these fixes in our test environment where they passed our QA process, however when we moved the fixes to the live servers, something didn't resolve between the fixed versions of the activities and the existing versions players had progressed. Trials are resetting on June 19th, so we're now looking to instead grant the affected rewards to players instead of attempting to adjust these Trials. We'll share more information on how we're giving them away shortly after the hotfix!

What's coming next?
In the short term, we'll be releasing Hotfix 2 on June 19th, which will also kick off our Anniversary Event! This will include the return of the 5 Anniversary Skins in the Anniversary Chest, the ability to play 15 games to unlock 3 Champions and 1 Limited Skin Token, as well as Siege Remixed. There will also be new modifiers for the mode and some other surprises sprinkled in. The full Event notes will be released early next week!

When July comes around, we'll be back to share information on our next update launching that month and marking the middle of Year 7. We're really excited to show off what we've been working on, however it's not quite time to share too many details. We'll be back to publishing these weekly blogs so stay tuned!

This Week's Community Creations

Summoning Spirits

Artist: SafeForWolf



Burrowed Within

Artist: SkeletonKid



Corrupted Void

Artist:Surtr



Risen Spirits

Artist: GnP



Kindred Kasumi

Artist: Kousomii



Weekend LTM: Choose Any Siege
The fan favorite returns from a long hiatus, play Siege with multiple copies of Champions allowed on a single team!

- EvilMojoKryptek
Paladins® - EvilMojoKryptek
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.
Paladins® - EvilMojoKryptek
This is the first entry of Paladins Chronicles released on Steam, continuing the current ongoing Series 2 that can be found either on the website archive or on our Wiki. This entry is a direct continuation of He Who Persists and Shattered Goddess, Restored Faith for those who wish to be caught up. Without futher ado...

Burrowed Within

As the portal snaps shut behind them, Azaan takes a moment to breathe in the familiar air of the Realm. His contemplation is interrupted by Moji’s waving finger.

“Now, before you go running off…” Moji states sternly as Po-Li seems to shake their heads signaling no.

“I sense the Abyss. What abomination is released here?” Azaan ignores the Leipori’s call for patience as he launches himself into the air. However, he begins to quickly fall and barely catches himself as he lands. Moji pulls Po-Li out of the way and sighs deeply.

“When Nyx emerged from the Abyss and took your silly star station, she redecorated it to weaken you. You’ll barely be able to handle this, but you have to.” She continues onward, gesturing towards Azaan to walk begrudgingly behind her.

“You’re probably hungry. What kind of food do Pyre Lords eat anyways?” She attempts to make small talk but Azaan simply grunts in reply.

They emerge from an alleyway into the center of Brightmarsh, the once-vacant home of the Vulpin. Azaan is caught by surprise when he notices families running and plumes of fire rising from various homes.

Noticing his reaction, Moji explains, “They had started moving back, thinking the conflicts were over. You defeated Yagorath. Then the Magistrate defeats the Resistance. And then the Abyss comes back, right?.” Moji states this as a matter of fact, but he feels her tone conveys a level of judgment he has not experienced in a long time.

He quickly starts to will himself forward faster, walking amongst the houses, and scanning the city for the evil he feels in his bones. Moji directs Po-Li as they scamper forward to keep up with Azaan. “So then the Abyss rises and defeats the Paladins. And then Vora of the Maw defeats Raum. And now we’ve ended up with Raum, and the Maw have moved in too. Why would the Maw move here?”

“I know not what those parasites want with your forest, but I will see to the removal of whatever demon plights you.” Azaan charges his hammer. “Then, I will leave for their queen.” Azaan directs them around the town, Moji quickly hands out treats to heal the fleeing Vulpin while he charges his hammer.

“You're leaving after? Weren't you a human once? Didn’t you have families to defend…friends to protect?” She begins to question him but as she does, he suddenly dashes forward through a building as it succumbs to its structural damage. She barely manages to shield herself before arriving on the other side to see Raum rampaging through the town center.

A Vulpin bounced through the air around the demon, who Moji identifies as Pip, raining potions from his launcher, and directing the demon away from the repopulated district. Above them floats Willo, the faerie blasting volley after volley of seeds towards the demon lord. Even though they look drained and tired, the two appear to be having more fun than filled with fear, Pip guiding the raging force into the zones of control cast by his ally.

Moji joined Azaan’s side once again. “The fighting has gone on for hours while they try to tire him out.” Moji mimics Azaan’s monotone voice as she commands him forward. ”I trust you can send him packing. Then, you will stay for a meal.” He sneers as he rises into the air once more, already set on his actions.

“I will purge you, beast!” Azaan shouts as he throws his hammer forward and blasts towards the conflict. Pip barely jumps out of the way in time as the ground ignites with Pyre's blaze. “Hot hot hot!” he yelps as Willo cackles and flutters towards Moji.

“Aw, is the fun over?” Willo groans as she shakes her wand in the direction of Raum and Azaan’s clash, spreading pollen across the ground.

Pip leaps in to join them and slides onto the ground. “Hardly. There are still plenty of Vulpin here. And now we have a second big bully to worry about.” He glares at Moji who crosses her arms in retort.

“Oh sure, you aren't tired, you can hold him off forever. I got you a solution, that's what you asked for. Those two aren't even our biggest problem.” She gestures an arm out and magic slowly ripples from beneath her, highlighting a path into the nearby forest.

“What are you on about, Mo-mo?” Willo replies to her. She stretches her wings and inquisitvely flies upward to look ahead, leaving Moji behind on the ground.

“Can NONE of you see it? This place stinks. With Darkness, I mean. It’s crawling below our feet.” She raises a paw off her saddle, and Po-Li raises a paw off of the ground. As she says this, Pip scrapes the bark off of a nearby root and pulls out a flask of blue liquid.

“There is a concerning lack of growth…” He mutters to himself, but his thought is interrupted by a crash echoing in the distance. The three turn to see an Azaan shaped hole in a stone wall with Raum charging towards it.

“Should we be helping him?” Willo asks hopefully.

Moji and Pip both turn to her and shrug. They hear a loud thump as Azaan meets Raum’s shoulder with his fist.

“He’ll be fiiiiiine. I'm sure he'll learn to ask for help if he ever needs it,” Moji giggles. She swirls more magic to bring light into the treeline, “and we have a Yagorath to find.”

“Well, would you look at that?…” Pip finishes taking an extract from the root, and looks at it floating in the flask of liquid. “This has Maw remnants in it, and I foresee some… interesting experiments.” He shakes the flask between two fingers. “You were right”, he admits “lead the way.”!”

With her allies finally convinced, she guides them down the trail deeper into the Enchanted Forest. Willo zips from branch to branch as Pip continues to analyze the roots for more anomalies.

As they move deeper, they slowly watch the Forest twist and bend into tendrils, resembling the Darkness that once consumed the Shattered Desert. “Grovey always told me that one day we’d need to step up.” Moji thinks to herself. “I hoped the wars would end and I could help heal the Forest…but wars never end.”

They hear a roar in the distance, one that rumbles the ground below them and turns into a groan. The three quickly hasten, as a light glimmers between the trunks. As they approach, they witness a form of Yagorath – smaller in size but still menacing – slowly draining energy from a large Crystal nestled in a cradling canopy. It bleeds a greenish-blue magic that slowly turns muddy red as it enters the Devourer’s quills.

“What do we do?” Pip whispers as he pulls the group down into a bush.

“Do we have a choice, Fire Thief? We have to fight.” Willo excitedly prepares her wand. Moji stares at the two, covered in scratches, and still breathing heavily from their previous bout. She looks down at Po-Li and focuses on a question. Her familiar stares back at her, two eyes focused and two aloof. Both of the heads respond, Li with a slight nod and Po enthusiastically head bobbing .

She turns to her companions, suddenly serious. “You two follow my lead. We’re all going to come out of this okay, I’ll make sure of it.” She tightly grips the reins to her faithful mount. The other two are surprised at her conviction but nod in agreement. She waves her hands and envelops the three of them with a magic shield. She takes a deep breath and charges out of the bush. As she leaps forward, Po spits a glob of magic to take Yagorath’s attention and Li sprays their allies and the damage done to the canopy to repair it.

The form of Yagorath lurches around and faces the group, a faint smile forming across her wide jaw.

“Oh, my meal comes with mints. How lovely.” She lunges toward Moji, but Willo lands a seedling directly in her mouth, forcing her head to blow backwards and unrooting her from the ground temporarily. As the seedlings explode, Pip bounces into action, launching a flask where she rooted that attempts to hold her where she’s planted. She rolls up and begins to reposition, shrinking the arena with pools of acid. Settling in front of Moji, she stands tall – once more blocking their view of the canopy – unhinging her jaw to launch quills towards them all.

Without hesitation, Moji dashes in front of her allies and blocks the hits, pivoting her stance to continue facing their foe as Po-Li circles around Yagorath. Moji slides to a stop as Pip quickly tosses a potion at Po-Li’s feet. Yagorath chuckles and bares her jaw. The Leipori and the Worm stare for a moment as the familiar grinds its feet into the ground, unsure whether to act first or wait for the other to make their move.

“Oh, dear. Your misplaced hope only makes you a more delicious treat.” Yagorath begins to rip the air out from the space, dragging Moji towards her. Pip and Willo attempt to volley her once more, but a tail rises to shield the blasts.

“I’ll have you know, I’m the expert in how delicious treats are.” Moji retorts and waves her hands forward, conjuring a treat and letting it lodge itself in Yagorath’s mouth. Yagorath begins to reply but her voice pauses and her form begins to shudder.

“What, too sweet for you?” Moji scampers away from the vortex as Yagorath begins to contort and gasp. The two behind her begin to rain fire once more as Yagorath is forced into a curl to protect herself. However, right before Moji expects the spell to take effect, Yagorath bursts from her shell and knocks all of them back.

“You disgusting amalgam, worthless vermin, I WILL CONSUME YOU ALL!” She lashes out and rolls directly towards Moji in response, flaming with acid dripping down to the ground. Moji and Po-Li both look back at their friends and decide to stand their ground, spraying and spitting toward the invader of their home.

Just before Yagorath clashes against the Leipori, roots spring from the ground and shield Moji.“The spirits do not rest,”a low voice calls out. Yagorath scrapes against them until she rolls away. She stands tall and looks around, a look of concern in her eyes. Trees begin to reach for her, and flowers spray pollen to attempt to blind her. Disgruntled, she hisses and begins to roll away. A nearby tree’s bark slowly creaks open as Grover steps out. Pip and Willo also join him above Moji, who is resting on the ground next to an exhausted Po-Li.

“Grovey? That you?” She weakly says, but with excitement in her voice.

“I am here, little one. You did well. The whole forest owes you gratitude,” He extends a hand out to help her back onto her mount and slowly restores them, “Yagorath escaped, but many spirits were saved.”

As the healing magic envelops her, Moji feels a rush of purpose. She’s spent so long away from home that she had forgotten why she fought: her friends. She slowly channels her magic and rises slightly, feeding it to Po-Li. Pip and Grover, coming to the same conclusion, smile at Moji while Willo rolls her eyes at the burst of green magic that explodes around them.

Filled with determination, Moji turns Po-Li towards Brightmarsh and points. “The fight isn’t over, let’s help them all!” She leads the charge, with all her allies in tow.

As they emerge from the Forest, they find the remaining Vulpin have evacuated to safer structures. Azaan and Raum continue to brawl, fist to fist, with both looking severely weakened. Raum has souls falling from his skin as Azaan’s fire is now dimming with every clash. As they reach the edge of the opening, Raum slams his hooves into the ground and Azaan is pulled to his knees.

“Unworthy Pyre Lord. I will end you!” Raum rips his gun from a portal and it begins to whirl to life once more. But as it does, a barrier surrounds Azaan and Moji coughs into her sleeve to garner attention from the outskirts. Raum turns towards the group and huffs.

“That Unworthy Pyre Lord is my friend. If you want him, you’ll stand and fight us. So…I’d recommend you flee. You seem to be good at that.” Moji smirks as Grover summons his axe and the blasters beside her reload, ready to rejoin the fight.

Raum roars out in drained frustration, sizing all of his new foes up. After a moment, he stomps twice into the ground, turns, and rushes into the distance away from the Forest.

As Moji drops the protective shield, Azaan comes to his feet.

“You let that wretch get away?!” Azaan protests as he slams his hammer into the ground.

“Today. He’s gone today, but you’ll get him one day. If those two couldn’t stop him, what chance did you have?” She gestures to her friends. “As for you, you are staying and having a meal. The only thing eternal in life is hunger, Zaanny.”

Azaan stares blankly as Po-Li rushes over to lick him. For a brief moment, he feels a sense of connection he had lost a long time ago, a core humanity locked behind Pyre's virtue. He lets his guard down and his shoulders drop.

“I enjoy… stew.”

Moji smiles at the response and gestures with her hands.

“Then let’s get you some stew, big guy!” She giggles as the Vulpins return to their homes. And the group… the friends… go to rest.

Paladins Chronicles are short stories meant to enrich the world of Paladins & serve as context for future events. This is a part of Series 2, which is focused on expanding players’ knowledge of the Realm. please provide us your feedback on socials!
Paladins® - EvilMojoKryptek
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.
Paladins® - EvilMojoKryptek
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
Paladins® - EvilMojoKryptek
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




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
Paladins® - EvilMojoKryptek
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 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 .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-.
Paladins® - EvilMojoKryptek
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
Paladins® - EvilMojoKryptek
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
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