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Overtime is an extension to the normal time given in a match. Overtime is typically triggered when:

  • A payload is being contested when the "Payload Push" Phase's timer runs out.
  • A Capture Point has been touched by a member of the opposing team within the last 3 seconds prior to it reaching the 99% threshold.

If an attacker is on the objective, the Overtime bar is reset to full, and does not deplete until all attackers move off of the objective. The overtime ends when either the payload reaches its destination, or after 6 seconds of no attackers standing on an objective. The overtime counter will shorten the longer overtime lasts up to 1 second.

Common terms  Bullet.png  Death Recap  Bullet.png  Eliminations  Bullet.png  Controls  Bullet.png  Voice Guided System  Bullet.png  Warning Indicators  Bullet.png  Zoning

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  Healing  Bullet.png  Immunity  Bullet.png  Shields  Bullet.png  Status Effects  Bullet.png  Stealth  Bullet.png  Cards

Game Modes
Capture Point  Bullet.png  Payload

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  Scoreboard  Bullet.png  Post-Match Lobby Landing Screen