Paladins Wiki
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[[Category:Gameplay]]
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[[Category:Gameplay| ]]

Revision as of 13:58, 7 January 2019

This page gives an overview of everything related to the gameplay of Paladins.

General

  • Common terms
    Common terms used in Paladins like AoE, Airborne, Hitscan, LoS, etc.
  • Eliminations
    Players get eliminations in every game mode by killing enemies or assisting the teammates by killing enemies.

Champions

Class Front Line Icon Class Damage Icon Class Support Icon Class Flank Icon
→ main article: Champions

Champions are the playable characters in Paladins. Each one has its own unique abilities and fighting style.

  • Ability
    Each Champion has several abilities like Dealing damage, defending allies, constructing turrets or other deployables, changing Champion mode or making use of special movement capabilities.
  • Ultimate Ability
    Ultimate abilities are powerful abilities only available to a Champion once their Ultimate Meter has filled.


Champions use Cards to increase their performance and enhance their skills, and Items to help them adapt to specific situations in any match.

Cards

→ main article: Cards

Cards offer players the ability to empower a Champions' attributes and enhance or modify their skills, tailoring them to a particular playstyle. All cards are available to all champions to use for free. Each champion in the game has their own unique card collection that cannot be used by any other champion.

Talents

→ main article: Talents

Talents are special kinds of cards that all Champions selects at the start of the match and bring powerful benefits to each champion.

Items

→ main article: Items

Items are special kinds of cards that all Champions have access to via the in-match store. These items allow players to gain useful benefits such as bonus movement or reload speed. There are four types of items: Defense, Utility, Healing, and Offense.

  • Credits
    Credits are a currency earned by players during matches that is used to purchase Items. Credits can only be spent during the match they were earned and do not carry over to other matches.

Game Modes

GameMode Unbound Siege GameMode Battlegrounds Solo GameMode Deathmatch GameMode Battlegrounds
→ main article: Game Modes

Each mode has its own unique set of maps with their own play style, rules and objectives.

Maps

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→ main article: Maps

Maps are areas in the realm of Paladins where most of the fighting takes place.

  • Map Features
    Each Map has its own special, distinctive elements that make it unique.
  • Callouts
    Each Siege map have callouts for different locations around the map.

Game Mechanics

  • Comeback Mechanic
    Comeback Mechanic is a mechanic in Siege that gives the team, which is behind according to score, an advantage while capturing the Capture Point.
  • Diminishing returns
    Diminishing returns makes many different types of effects (both positive and negative effects) less effective when stacked up or reused on a recently affected target.
  • Headshot
    Headshots occur when a champion with a hitscan-type weapon lands a shot around the head area of an enemy champion.
  • Overtime
    Overtime is an extension to the normal time given in a match.
  • Respawn
    Respawning is the system by which players come back to life without the intervention of other players.
  • Shields
    Shields absorb a limited amount of damage from enemy champions while allowing allies to shoot through them.
  • Status Effects
    Status Effects are negative conditions which usually afflict the targeted champions with some kind of penalty.
  • Stealth
    Stealth allows champions to turn invisible to the opposing team.
  • True Damage
    True Damage is a special type of damage that ignores any kind of damage reduction, being directly applied to the health of the target.

End of the Game

  • Accolades
    Accolades are medals awarded for a player's accomplishments during a match.
  • Top Play
    After finishing a match a screen pops up that introduces the top play of the game.

Retired

  • Health Drops
    Health Drops were floating, cross shaped pickups that would restore a fixed amount of health to the champion that touched them.
  • Respawn Beacon
    Respawn Beacons allowed teams to quickly return to the battlefield after respawning.