Paladins® - EvilMojoKryptek
Greetings Champions! Here's what happening in the Realm this week:
PTS Feedback & Changes
It's been a while! The team has been laser focused on Tidal Surge & PTS, but now that we've revealed the update and let players playtest the content, we have things to share and changes we plan to make based on player feedback.
Ranked, Season 7 Split 2
Some players noticed a lack of mention of Split 2 of Ranked in the PTS Notes. No worries, Split 2 is still starting in the Tidal Surge update with a Golden Cache and Limited Avatar to earn! We originally planned to make larger changes to Ranked, but after chatting internally and with the Partners we scraped the original vision we had for adjustments. We'll be writing a blog in a few weeks to share what we had thought up & what direction we are going in instead to let all players join the conversation. Stay tuned!
Wave Defense
We got a TON of helpful feedback on Wave Defense, from how it currently functions to areas we can expand and improve upon it in the future. For this initial release, we're going to be implementing a few updates from PTS:
  • Wave Defense will be released as "Wave Defense Public Beta" and "Wave Defense Party Beta" to be clearer around how each queue functions and their state.
  • Wave Defense will launch with more intense Wave 1, 2 and 3 than the PTS version, with Waves 2 onward featuring 2 different bot types.
    • Due to this change, we expect performance to be slightly rougher throughout, however we are working continually on optimization. We want to make the mode as fun as it can be, then slowly beef up performance.
  • In future updates, we'll be exploring some of the ideas players have shared around rewards and/or Remixed-like modifiers within the mode.
We're really grateful players are giving us the space to create something like this & hope everyone gives it a try when it releases next week!
Balance Updates
We were swinging for the fences with our mid-Year balance, and that meant a lot of hits and plenty of misses. We've been listening to all forms of feedback and have some adjustments planned for the Live version.
Armor Plating
  • Reverted CC functionality
  • Reduced scaling from 7% ➡️ 6%
While we wanted to try something a bit more nuanced to make this Item less of an obvious purchase, this idea wasn't the right one. We both heard the concerns and saw a few issues emerge that made us feel a further nerf of its strength is better for the game in the short term.
Bloodbath
  • Reduced scaling from 450 ➡️ 360
This Item was performing very well on PTS with a return to True Healing and a significant scaling increase, so we want to be a bit more cautious and bring a bit down while preserving the True Healing. We're watching the strength of this item in conjunction with Rejuvenate but want to allow players to experiment more before we act.
Rejuvenate
  • Added "Does not work with Lifesteal effects."
While this was originally a bug, after watching Rejuvenate's performance on PTS we feel leaving this in place for now is the best call. We saw a lot of polarized thoughts on this version of Rejuvenate and its impacts on Support Itemization and early vs late game, however there was enough conversation from both directions that we want to let the wider player base experience it and give feedback. We plan to watch & act quickly to bring back the previous version if too many painpoints arise over the next few weeks.

We'll share some info on additional PTS adjustments to Champions over the coming days ahead of Tidal Surge's launch on July 24th!

This Week's Community Creations

Temptation's Visage

Artist: ikohiki



End of the Fable

Artist: Cathelinos



Risen Once More

Artist: AngemonTk



Weekend Siege Remixed Modifier: Powerup Spawner & Truly Talented
To celebrate the upcoming release of Wave Defense, we planned to activate the Powerup Spawner featured in the mode for Remixed. However, player feedback also called out for another Year 7 staple to be added instead. Truly Talented rules will also be activated with Siege Remixed, with 3x Champion XP active all weekend long it's a great time to wave goodbye to this mode for now!

- EvilMojoKryptek
Jul 12, 2024
Paladins® - EvilMojoKryptek
Wave Defense
PvE experiences are nothing new to Paladins, from LTM scenarios to past Events like Dark Tides, we’ve always toyed around with moments where players can fight AI combatants.
However, we’ve slowly worked on a passion project that looked to create a new experience that allows players to play a more-developed vision of what those modes could be like. Presenting Wave Defense, a new rotating game mode for Paladins.
Basics
  • Survive 10 minutes against waves of combatants who slowly escalate in number and difficulty.
  • Protect the objective in order to prevent the horde from draining your tickets.
  • The horde wins if you lose 30 Tickets.
    • Dying to the Horde loses you 1 Ticket.
    • The Objective drains 1 Ticket every 3s it is left uncontested.
  • Random powerups have a chance of spawning after a kill, allowing players to claim brief buffs.
Queues
Matchmade
This version allows players to queue with randoms and enjoy Wave Defense with a full team! This is the primary method of enjoying the mode and what we intend to balance for in the future.
Private
This version allows players to play on their own or with up to 4 friends without worrying about other players. Want to try a fun challenge or test out builds? This version scales based on the number of players, with our goal being an enjoyable experience regardless.
Experiences
Corrupted Burrow
Directly following the events of “Burrowed Within”, protect Brightmarsh and the Burrows from Yagorath’s brood of hatchlings and various monstrosities that are attempting to infect its heart. Moji managed to weaken the Maw’s grip on Nature, but only together as friends can you fully push back the Darkness to its seal.
Forgotten Altar
Deep within Ska’Drin ruins of Primal Court, the Pyre has hidden away an altar preserving an ancient weapon. Curious Champions are encouraged to look into it by Tiberius, but Azaan refuses to allow them to do so with ease. Acolytes and Arbiters of his will stand in between you and uncovering more about the Realm’s most ancient force.
Dark Tides
A reimagining of the original Event mode, Dark Tides takes place on Marauder’s Port, where corrupted cultists are performing a ritual to amplify the powers of the Kraken to attempt to open another Rift to fully destabilize the Realm. Once you interrupt them, prepare for denizens of the Abyss to arise and punish you for your heresy against their Lords.

Our goal with Wave Defense is to gauge player interest with this initial beta experience, and if enough enjoy it look to make updates/improvements in future releases. We hope you all enjoy!

Trial Challenges
We’ve heard feedback from the community that some of the new challenges are too long-term focused. With that in mind we’ve made the following changes:
  • Damage And Heal Players For 2,000,000 total Health ➡️ Damage And Heal Players For 1,500,000 total Health
  • Expend 15,000 Ammo ➡️ Expend 1,500 Ammo In Non-Training Siege, Team Deathmatch, Or Onslaught Matches
  • Expend 150,000 Ammo ➡️ Expend 15,000 Ammo In Non-Training Siege, Team Deathmatch, Or Onslaught Matches
  • Expend 500,000 Ammo ➡️ Expend 50,000 Ammo In Non-Training Siege, Team Deathmatch, Or Onslaught Matches
  • Get 100 Headshots ➡️ Get 80 Headshots
  • Heal 3 Allies Within 5 Seconds 75 Times ➡️ Heal 3 Allies Within 4 Seconds 40 Times
  • Heal 4 Allies Within 5 Seconds 50 Times ➡️ Heal 4 Allies Within 4 Seconds 25 Times
  • Kill 40 Frontline Champions ➡️ Kill 30 Frontline Champions
  • Kill 60 Damage Champions ➡️ Kill 45 Damage Champions
  • Kill 60 Flank Champions ➡️ Kill 45 Flank Champions
  • Kill 60 Support Champions ➡️ Kill 45 Support Champions
  • Spray 200 Times ➡️ Spray 50 Times
  • Spray 30 Times In Onslaught or KotH Matches ➡️ Spray at least twice in 5 Non-Training Onslaught or KotH Matches
  • Spray 30 Times In Team Death Match or Payload Matches ➡️ Spray at least twice in 5 Non-Training Team Death Match or Payload Matches
  • Spray 40 Times In Siege Matches ➡️ Spray at least twice in 10 In Non-Training Siege Matches
  • Spray 100 Times In Non-Training Siege, Team Deathmatch, Or Onslaught Matches ➡️ Spray at least twice in 25 Non-Training Siege Matches
We will of course continue to monitor Trials and player feedback regarding them.
Buried Treasure Flashback Event Pass
What happens when you mix together surfers, pirates, and sea creatures? A Summer full of Flashback Fun! The Buried Treasure Flashback Event Pass brings back some of the most beloved cosmetics from the Shore Patrol and Pirate’s Treasure Battle Passes, as well as the Dark Depths Event Pass! 5 curated skins from those passes, as well as a whole host of previously exclusive cosmetics alongside a new set of Titles, are available in this trifecta of summer themes! As with the previous Flashback, players who own items within will be able to earn boosters and Crystals so everyone can join in on the party!
Limited Time Modes
Active from Friday - Monday 12 AM ET throughout the Tidal Surge update
New
Lian, I Shrunk the Realm!
  • Enjoy a version of TDM where every time you manage to get an Elimination, your Champion shrinks by 10% in size and health while moving faster and jumping higher. This effect can stack up to 5 times, so watch out where you step as tiny Champions fight to see who can become the smolest bean!
Updated
Truly Talented
  • Bomb King
    • New Talent: Pop n' Lock
      • Poppy Bomb now deals 500 extra damage and cripples for 2s.
  • Imani
    • Added to the Champion Pool
    • New Talent: Equilibrium
      • For 3s after using Elemental Shift, your cast speed is increased by 30%
  • Mal'Damba
    • Wekono's Curse
      • Reduced damage from 900 over 3s ➡️ 560 over 2s
  • Pip
    • New Talent: Lead Vial
      • Healing Potions now only activate when directly hitting a target, and may persist in the world for 10s after hitting a surface. Reduces cooldown of Healing Potion by 3s.
  • Seris
    • The Void Protects
      • Now caps at 500 Shielding per target
  • Zhin
    • New Talent: Blademaster
      • Deal 30% more damage to enemies within 20ft of you
    • Retaliation
      • Now makes Counter last 1s longer.
  • Yagorath
    • Added to the Champion Pool
    • New Talent: Defensive Curl
      • While in Hardening, you are immune to Anti-Heal.

Player feedback around Truly Talented was beyond what we expected, so we wanted to meet the moment and provide additional support. First, we made some focused balance changes to help existing Talents function closer to their historical versions. We also are giving Seris a limit to her Shield dominance. In addition to balance changes, we've added additional Talents to the pool including 2 new Champions: Imani and Yagorath.

While many enjoyed this mode's lack of more contemporary Champions, these two allow us to explore some ideas that make them meld better with this era of Paladins design. Let us know how they feel and whether we should continue or leave this LTM a pure nostalgia fest!

Balance
Items
Armor Plating
  • Now only active when the user is not affected by Crowd Control
Bloodbath
  • Healing amount changed to 450|450 over 3s
    • 15 Healing is applied every 0.1s
Rejuvenate
  • Reworked to “Increase your healing output by 10|10%”

Ever since passive Anti-Healing replaced Cauterize as a Item, Rejuvenate has been both a staple to Frontline gameplay and a difficult balancing act for the sandbox. It's ability to counteract a large chunk of Anti-Heal's effectiveness made it feel compulsory to any skilled composition while creating two distinct late game states to design around.

This rework is meant to solve several of the issues modern Rejuvnate has caused. Firstly, by shifting who buys the Item for its benefit from reciever to caster, Frontlines and other previous buyers can have more build diversity. Supports have already had very little Item diversity, and while introducing a healing output Item makes it a likely purchase, this still would offer some new nuance between Rejuvenate and Chronos on most Supports they don't have currently. This also fixes an issue where Support players have little say in how well they heal, mattering if their teammates bought Rejuvenate or not.

This version also would now be properly affected by Anti-Healing, meaning it's overall strength is lowered to compensate for only 1 person in an average composition needing to purchase it, as well as providing us a more predictable sandbox to continue our goal of reducing the reliance on healing. This means we can more actively monitor how various compositions and Supports affect middle and late game healing, as well as gives us more room to adjust the Anti-Healing system if needed.

Another goal of this swap is allowing niche builds and more self-sustain choices that forgo Supports entirely. Hell or High Water Octavia and several other ideas now have an Item to further boost their potential effectiveness. This version of Rejuvenate also synergies with other Lifesteal and Healing Item/Cards, so we believe it's a better Item that has more interesting applications for everyone.
Champions
Cassie
Abilities
  • Blastshot
    • Now also applies a 12% max Health Poison over 3s
  • Disengage
    • Now also applies a 35% Freeze for 3s
      • Freeze currently behaves the same as Slow
Caspian
Abilities
  • Rogue’s Tempo
    • Now travels at a single projectile speed of 400
    • No longer benefits from stacks of Piercing or Sharp Momentum
    • Now applies a 2s Cripple instead of a Slow
    • Cooldown decreased from 11s ➡️ 9s.
    Deadly Momentum
    • Cooldown decreased from 13s ➡️ 11s
Talents
  • Measured Cadence
    • Now travels at a single projectile speed of 400
    • No longer benefits from stacks of Piercing or Sharp Momentum
    • Now provides 15% Rogue’s Tempo Cooldown Reduction on hit instead of a Slow
Corvus
Talents
  • Dark Gifts
    • Increased heal from 75 → 100
    • Increased Reload Speed from 15 → 25%
    • Increased Cooldown Reduction from 15 → 20%
  • Stunning Visage
    • Now also reduces Projection’s Cooldown from 8 → 5s
Evie
Ultimate
  • Ice Storm
    • Now applies a themed Freeze instead of a Slow
      • Let it Slow, let it Slow!
Io
Talents
  • Sacrifice
    • Now indicates on Io's health bar to enemies that she will not die when Sacrifice is up.
When we brought back the Grohk Talent Wraith in Truly Talented, we rediscovered tech to convey abilities that trigger at a health threshold. We've expanded this to Io's Sacrifice to lower confusion and frustration when fighting her and allow more choice in how you punish her.
Kasumi
Health
  • Increased from 2100 ➡️ 2200
Weapon
  • Yokai Doll
    • Tightened targeting cone from 6 units ➡️ 4.5 units
    • Increased bonus Shield Damage from 200% ➡️ 250%
      • No longer can buy Wrecker
    • Cursed target damage output reduction increased from 2% ➡️ 3% per stack
Kasumi's kit is in a pretty decent spot after relocating to the Flank class, but her Yokai Doll still is a bit less consistent than many would like. We're tightening the targeting cone on it to be more precise, making her work a bit harder but upping the consistency heavily. We also are giving her more utility though the damage output reduction Curse applies, making her more able to duel targets as well as use her Ult to start a team snowball. Finally, we're resolving a longstanding conflict with stacking her passive and the item Wrecker by buffing the passive & removing her ability to buy the Item.
Kinessa
Weapon
  • Carbine Rifle
    • Damage increased from 170 ➡️ 215
    • Firerate decreased from .15 ➡️ .19
    • Increased hip-fire accuracy from .75 ➡️ .9
    • Fixed an issue where her damage ranges were not functioning as intended in Carbine mode.
      • Increased maximum effective range from 55 ➡️ 100
      • Increased minimum damage range start from 115 ➡️ 175
        • Due to how her Sniper rides her Carbine, its values have historically fluctuated without our input. This should now make her weapon feel updated for modern Paladins standards.
  • Sniper Mode
    • Decreased damage from 1200 ➡️ 1000
    • Increased base damage from 30 ➡️ 100
    • Decreased charge time from 1.5s ➡️ 1s
    • Increased FOV from 25 ➡️ 38
Abilities
  • Transporter
    • Travels 30% faster
  • Oppressor Mine
    • Now applies a 15% Slow to targets affected by it
Ultimate
  • Headhunter
    • Increased duration from 5s to 8s
    • On activation, Kinessa loses 50% Ult charge. Carbine shots cost 2 Ult Charge & Sniper shots cost 8 Ult charge. If she ends her ultimate with any charge remaining, that amount goes towards her next Ultimate.
Talents
  • Reposition
    • Now also reduces the distance you teleport from 100 ➡️ 75
  • Octopressor
    • Replacing Oppression
    • Moved from Card to Talent, now states “Oppressor Mines now target up to 5 enemies and can have up to 3 active at once.”
Cards
  • Aftershock
    • New Card to replace Octopressor, states “Oppressor Mines' Slow now lingers after exit for .4|.4s.”
  • Lie in Wait
    • Reworked to "After 1s of standing still, zoom your Sniper Mode scope by 5|5%."
  • Beam Me Up
    • Original effect moved into base at Level 3
    • Reworked to "Reduce your damage taken by 4|4% while in Transporter"
  • Calibrate
    • Reduced effect scaling from .15s ➡️ .12s
  • Power Supply
    • Reworked to "Hitting a headshot grants you .4|.4% Ult Charge."
We plan to release a blog to go through these changes in more depth, including the goals and methodology of these changes. For the most macro viewpoint, our goal is to shift Kinessa from a Sniper-first role to a more flexible, hybrid Damage. Her Carbine now is a much more capable weapon, while her Sniper is being emphasized as a poke tool that can clean up kills. This is both to provide her a more healthy spot in a meta, as well as allow more room for Strix in the future as the Sniper-first Champion.

We also have done a pass on her Talents and Cards to lower the frustrations of fighting her playstyles while letting her have more freedom in buildcrafting, with the hope that these ways of play can become stronger without the painpoints that led to previous nerfs. Reposition has long been her best Talent, and with these tweaks will remain strong but require more skill to leverage. Octopressor was a card cursed to never be Level 5, and by shifting it to a Talent allows her to keep that gameplan with less complication and more Loadout space.
Koga
Abilities
  • Dragon Stance
    • Movement Speed bonus reduced from 25% ➡️ 15%
Maeve
Talents
  • Street Justice
    • Reworked to “Activating Midnight recharges Pounce. During Midnight, Pounce executes targets at or below 40% Max Health. Midnight lasts an additional 2s.”
  • Cat Burglar
    • Damage bonus increased from 25→ 30%
    • Duration increased from 3s → 5s
  • Rogue’s Gambit
    • Damage bonus increased from 15 → 20%
Street Justice has long been a polarizing Talent, and we felt it finally time to address. While we considered bringing back Artful Dodger, we felt the player fantasy behind Street Justice was one worth preserving. So, we've now tied the execute to Maeve being in Midnight, limiting it's uptime to match all other executes in Paladins. However, we've given the Talent some added perks that make the words "Goodnight" instill fear in her opponents. The execute opportunity remains active as long as Maeve is in Midnight stance, regardless of if the target is blinded or not. We also felt buffs to both of the rival Talents would make Maeve's suite now feel properly distinct and effective as separate playstyles.
Makoa
Ultimate
  • Ancient Rage
    • Now increases Makoa’s size by 50%
      • You wouldn’t dare challenge him.
    • Now grants 50% Headshot Damage reduction
    • Increased bonus health from 4000 ➡️ 5500
Makoa has fallen a bit to the wayside compared to the rest of Frontlines, and while his core kit feels good, he's lost a bit of impact. Ancient Rage will now be an Ultimate that can let him block more damage for his teammates, allowing for another tool in objective fights. This also serves as a noticeable buff to the effectiveness of Leviathan for those who leverage every activation.
Moji
Talent
  • Jubilation
    • Now also spreads 75% of Mark damage to nearby enemies
      • It makes them go Boom Boom.
While we've been watching and listening to feedback on the strength of Moji's healing output, we don't want to rush to overcorrect her numbers and features until she's fully settled in playrate and match statistics. However, Jubilation has been underperforming and many OG Moji players have spoken on how she still doesn't have a true Flank Moji level option. So, we've added the features of her old Talent Boom Boom directly into Jubilation to offer a close-to-par Damage experience.
Nyx
Abilities
  • Royal Presence
    • Now displays a duration bar while active
  • Realm Breaker
    • Now can miss 2 hits before resetting combo chain
  • Cards
    • True Freedom
      • Reworked to Heal for 75|75 when landing the final hit of Realm Breaker's combo
    • Devastating Blows
      • Increased bonus damage trigger range bonus from 4 → 5 units
    • The New Order
      • Increased Shield amount from 30 → 60
Seris
Talents
  • Forsake (replaces Mortal Reach)
    • Restore Soul now heals over .5s, but it's cooldown is increased to 3s.
  • Internal Torment (replaces Agony)
    • Rending Soul on a target with maximum Soul Orbs marks them to take 20% increased damage for 3s.
"They just hold heal" is thrown around often in conversations around certain Supports, none more than Seris. Her channeled heal and focus on non-aggressive gameplay is part of what makes her the most popular and approachable Champion, but it's also something that has kept her unviable at a higher level where Supports need to provide more than healing numbers.

To address this, we've created 2 new Talents specifically focused on offering more active roles for Seris in gameplay and give newer Seris players a better transition from her ease to more complex and impactful playstyles. Forsake gives Seris access to a burst heal like her sister, opening up her ability to apply pressure through damage windows between cooldowns. Internal Torment, however, offers players willing to balance her channeled heal and steep investment on stuns a powerful debuff that her whole team can utilize.
VII
Abilities
  • Grappling Hook
    • Can now hook enemies towards VII at base (again)
    • Cooldown decreased from 14 → 12s
    • Decreased charges from 2 → 1
  • Explosive Dodge
    • Increased CD increased from 7 → 8s
Cards
  • The Night
    • Increased CD reduction from 0.4 → 0.5s
Talents
  • Overcharged
    • Now gives Grappling Hook a second charge
    • Increases Grappling Hook cooldown by 2s
Strix
Abilities
  • Scope
    • Increased FOV from 25 ➡️ 38
We didn't want to give Kinessa so much without at least offering Strix a equally deserved FOV revert. We plan to revisit our Owl-themed marksman once we have Kinessa in a place that allows us to focus on curating his Sniping experience in ways that make him feel better on both sides of the scope.
Terminus
Weapons
  • Massacre Axe
    • Reduced damage from 650 ➡️ 625
Talents
  • Undying
    • Reduced DR received from 20% ➡️ 15%
Torvald
Weapon
  • Gauntlet
    • Reduced damage from 200 ➡️ 195
Tiberius
Weapon
  • Bladed Chakram
    • Now bounces 2 additional times.
Abilities
  • Crouching Tigron
    • Startup reduced from 0.5s ➡️ 0.2s
Ultimate
  • Blade Dance
    • Whirling Blade now has 0.2s of invulnerability on landing
Talents
  • Predatory Instincts
    • Reworked to “Eliminations during Combat Trance reduce its next Cooldown by 25%.”
  • Vicious Assault
    • Now grants 40% DR while airborne
Vatu
Weapons
  • Kunai
    • Damage increased from 280 ➡️ 310
    • Fire rate decreased from .9s ➡️ 1s
Talents
  • Enveloping Shadows
    • ICD decreased from 3s ➡️ 2s
Vora
Ultimate
  • Harbinger’s Wrath
    • Movement Speed during increased from 60% ➡️ 75%
    • Increased targeting angle from 80 ➡️ 100
    • Increased fire angle from 20 ➡️ 25
    • Adjusted Ultimate Camera to aid with aiming and presentation
Vora's Ultimate is a unique tool that has both lethal and movement applications. We want to incentivize players utilizing it for its intended goal of execution so we're making the targeting more consistent and forgiving, while also adjusting the camera to better frame her target. We also are giving back some speed during her Ultimate to allow for chasing down opponents or a desperate escape from a lost fight. We're also tracking Unified in Purpose and its application of DR being based on final hit as opposed to initial.
Willo
Ultimate
  • Blastflower
    • Reduced damage per stack 20% ➡️ 15%
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-.
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