Advanced Mechanics

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Advanced Mechanis are mechanics in Paladins that can be used by advanced players.


Animation Canceling[edit | edit source]

Animation canceling is a special mechanic that allows a character to make an action during an animation such as firing a weapon or using an ability.

For example, Zhin can use whirl before his inferno blade animation finishes. This allows him to do a burst of damage and move within quick succession.

Reload Canceling[edit | edit source]

Reload canceling is a special form of animation canceling where the player take an action before the reload finishes and still get the reload.

For example, Kinessa can throw a mine or teleport around 60-70% of the reload animation while still completing the reload. Buck can also cancel his reload by taking offensive actions, but will only get part of his ammo depending on how far through the reload he is.

Immunity Frames[edit | edit source]

Immunity frames are frames during an animation where a champion is immune to damage when they may look vulnerable. Likewise, some animations are vulnerable when they look like they are immune. When returning to the rune of travel on Talus, there is a brief moment when he teleports back where he cannot take damage even though the skill itself doesn’t explicitly give this effect. An example of the opposite effect, Evie and Androxus can take damage before the animations of Ice Block and Reversal finish.

Right Hand Advantage[edit | edit source]

When peeking corners to the player's right, the player are able to fire at enemies while minimizing the amount of the hitbox that appears for them to hit. This makes dealing damage easy and safe when you peek corners to the right. In comparison, peeking to the left reveals more of the player's hitbox before the player is able to fire. Peeking to the left is still preferable to standing in the open, but peeking to the right should be utilized if possible.

Crowd Control Immunity[edit | edit source]

Many ultimates and abilities grant crowd control immunity to one or more champions. Learning when champions are immune is very important when using important crowd control like stuns. For the most part, champions that are currently CC immune will have a golden glow over their entire body. Abilities like Grohk’s Ghost Walk and Zhin’s Billow are also immune to crowd control while they are untargetable.

Diminishing Returns[edit | edit source]

Some attributes in Paladins are subject to Diminishing returns. That means if you have more than one modifier of the same effect (for example two sources of increased movement speed) the larger value takes precedence and the lower value gives less than it would alone. The values are only reduced once the attribute reaches a 30% increase.

Wall Jumping[edit | edit source]

In Paladins, if the player jump while looking at a wall the player's jump height will increase around 50%. The extra height can allow the player to get onto higher ledges that a normal jump would not reach, but it is not possible while on a mount. Besides accessing new areas, wall jumping can be used to surprise an enemy or throw off their aim.



Gameplay
General
Common terms  Bullet.png  Eliminations  Bullet.png  Controls  Bullet.png  Voice Guided System  Bullet.png  Warning Indicators  Bullet.png  Zoning

Champions
Abilities → Ability  Bullet.png  Movement Ability  Bullet.png  Ultimate Ability  Bullet.png  Talents  Bullet.png  Items → Credits
Damage Types → Area or Direct Damage  Bullet.png  Burst Damage  Bullet.png  Damage over Time  Bullet.png  Poke Damage  Bullet.png  Sustained Damage  Bullet.png  True Damage
Effects → Deployables  Bullet.png  Immunity  Bullet.png  Shields  Bullet.png  Status Effects  Bullet.png  Stealth  Bullet.png  Cards

Game Modes
Capture Point  Bullet.png  Payload

Maps
Map Features  Bullet.png  Callouts

Game Mechanics
Advanced Mechanics  Bullet.png  Comeback Mechanic  Bullet.png  Diminishing returns  Bullet.png  Headshot  Bullet.png  Out of Combat  Bullet.png  Overtime  Bullet.png  Respawn

End of the Game
Accolades  Bullet.png  Top Play