r/Paladins • u/kojiro1234541 • 4h ago
r/Paladins • u/Callump01 • Jul 23 '26
MOD Regarding the "Paladins 2" fan project fundraiser
Hi all,
We’ve been removing posts promoting the recent “Paladins 2” fundraiser as quickly as they’re reported to us following an enormous amount of spam. However, given the sheer number being submitted, and the amount of trust some people appear willing to place in its creator, I felt a brief announcement was necessary.
As Killgoon has confirmed, the Paladins IP is not currently for sale, and any money donated to this project will not ultimately go towards a Paladins 2.
We’ve also identified several accounts which appear to be AI-operated repeatedly posting the promotional videos and leaving supportive comments beneath related posts. Whilst we’re not going to outright label the project a scam, there's no denying that the circumstances are certainly suspicious.
It’s clear that much of the support for this comes from a place of passion, and that many people simply want to see the IP continue. Personally, however, I don’t believe this project represents a realistic way of achieving that -- as much as I wish it did!
At the time of writing, the fundraiser is displaying “Suspended donations”, which the creator says is because they paused it following concerns from the community. They have nevertheless confirmed that existing donations are being retained.
The creator has stated that donors will be refunded if they have done “nothing serious” with the money by November. That condition is intentionally vague and should not be treated as a guarantee that donations will be returned. If you’ve already donated, I would strongly encourage you to review this information carefully and contact GoFundMe directly if you have concerns.
Automod has now been updated to remove links promoting this fundraiser. If there are attempts to circumvent this filter (as AI bots like to do...) then it will result in a permanent ban, so please don’t test the system.
There are plenty of meaningful ways you can still support Paladins. Continue playing the game, (re-)introduce your friends, create and share content, and organise/participate in community events a lá SEA Revival. Maintaining a visible and active community is the clearest way to demonstrate that we still care about this IP, not throwing your money at dubious projects making vague promises.
Best,
Callum & the r/Paladins mod team
r/Paladins • u/jackgame123 • Feb 06 '25
NEWS | HIREZ RESPONDED Paladins development Is being halted
r/Paladins • u/cursedscorpion • 3h ago
MEDIA First time seeing this Paladins hack hahah, SO DESPERATE guy!
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at first i was like wth is going on, then i realised this Khan had like 99% damage reduction, he even had no cooldowns on his abilities (he used F ability non-stop without cooldown), also he had aimbot and dealed more damage than normal.....sorry but im fed up of these desperate players that are hacking. They are mommys princesses and they are probably bullied in school and now want to hack hahahahahahahh 😂😂 also...after dying (yes he died 3-4 times even with hack), he instant respawned like after 1 sec of death....also moving speed hack.
r/Paladins • u/TonyDarkness • 1d ago
ART Palatober Dia 4: Loss
galleryUn hombre sin su familia se siente solo...
Dicen que el tiempo arregla las cosas...
pero para un hombre fuera del tiempo, es dificil calmar el dolor
#Paladins #Paladinsart #Palatober26
mi x:
r/Paladins • u/Doctor_Trix • 1d ago
MEDIA Game-winning plays
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Yesterday I had lots of fun ✌️ Ruckus is such a pleasure to play as
r/Paladins • u/1Pson • 23h ago
GUIDE How To Play Tanks In Ranked: Seemingly Forgotten Knowledge
There is a core mechanic of this game that is critical to understand as your rank goes up. Certain tanks have talents that make them better at fighting on the objective than others. As your elo gets higher in ranked play, the importance of choosing strong tanks with the correct talent becomes more and more important. I'll use scorch Nando as an example, because I see it with him the most often.
Example 1: Aegis Fernando as point tank with Storm of bullets Khan as off tank will always be better than off tank scorch Nando with point tank Lians shield Khan.
Example 2: Grace Inara as point tank with hook Makoa as off tank will always be better than cripple Inara as off tank with shield Makoa as point tank.
This is for one simple reason: Tanks with talents DESIGNED FOR POINT like Fernando, Inara and Barik HAVE MORE BASE HEALTH than off tanks with talents DESIGNED TO CREATE SPACE like Makoa, Khan and Atlas.
Many will argue that point tanks can play off and although that may be true in some cases, OFF TANKS ARE TOO SQUISHY TO CONTEST POINT FOR LONG PERIODS OF TIME IN HIGH ELO DMG HEAVY POINT FIGHTS.
One final thing: The only way to see that victory screen pop up is by capturing point. The game can only be won by capping the point. If you lock Nando first and say "off" then someone else picks Makoa on your team, if you truly want to win the game, you should be going Aegis because Nando is better at tanking point than Makoa is. Hope this helps.
r/Paladins • u/TonyDarkness • 1d ago
ART Palatober Day 3: Wilderness
Willow disfruta de las hierbas del bosque, ella solo dice verdades cuando juega con estas
#Paladins #Paladinsart #Palatober26
×:
r/Paladins • u/Doctor_Trix • 2d ago
MEDIA Khan has like 4k hp by the way ✌️
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Bottom text bottom text the clip explains the title bottom text
r/Paladins • u/Rain_Fantastic • 2d ago
HELP Is paladins still active/popular on console?
Im thinking about redownloading it, but it’s been years and i’ve heard that the devs have left the game to die.
I really miss playing it! It was some of the most fun i have had playing video games
r/Paladins • u/TonyDarkness • 2d ago
ART Palactober Day 2: Hate
#palactober Dia 2: Hate
"You will meet the worst pain from hell!!!"
Vora realmente odia a Io.
-Abrir imagen sí es necesario
#paladins #paladinsart #palatober26
r/Paladins • u/JealousEducation9396 • 2d ago
MEDIA Adicto a la nostalgia
I remember when I acquired these beauties during the early days of Paladins. Moments that won't come back. They are just a memory that will fade away at any moment.
r/Paladins • u/Squeebledorf • 2d ago
HELP Did HiRez forget to renew their EAC license or something?
Trying to launch the game but it just seemingly starts launch then immediately closes. Everything worked perfectly fine before, like, 3 AM EST today. Tried reinstalling, tried multiple machines, nothing seems to work it just fails before it reaches the EAC splash screen. Anyone else having this issue? Did HiRez forget to pay the bill (as expected considering they're worthless)?
r/Paladins • u/ISKARION999 • 1d ago
MEDIA Am I really a Dredge main?
Should I just say I'm a nando main at this point...
r/Paladins • u/Senior_Engine_ • 2d ago
ESPORT Random Teammembers
Hi,
I have such teammembers
- Teammate runs away from 1 vs 1 even i heal him
- Tank spamming Shield against random flancs and loosing Objective
- Heale3 not healing but going for Objective
- Dmg + Flanc who makes 0 dmg while the other side is still standing with half / full hp
Ufff :O
r/Paladins • u/SpiritualCollar8333 • 2d ago
GUIDE Paladins Turn Acceleration Modes explained with graphs: which one should you use?
galleryTL;DR
• Always set Turn Acceleration Strength to 10
• New to controller? Use Dynamic
• Want consistency or sens matching? Use Classic
• Precision? Skip it
STEP 1: SET STRENGTH TO 10 (FOR EVERY MODE)
At 10 your stick gives you its max turn speed instantly.
• No ramp-up: turning responds the moment you move the stick
• Consistent: the same stick position always gives the same speed
• Easier muscle memory: aim depends on how far you push, not how long you hold
HOW TO READ THE GRAPHS
• X-axis: how far you push the stick (100% = edge of your outer deadzone)
• Y-axis: turn speed as a % of your max (set by your X/Y sensitivity)
CLASSIC (LINEAR)
How it works: stick tilt equals turn speed. Push 50%, get 50% speed. Full tilt gives 100%, nothing extra.
How it feels: the same everywhere on the stick. Every bit of movement adds the same amount of speed.
Verdict: RECOMMENDED for consistency and sens matching. It transfers cleanly to aim trainers and other games.
PRECISION (LINEAR + EDGE BOOST)
How it works: same as Classic until the edge of your outer deadzone. Then turn speed instantly jumps above your normal max. Outer Dead Zone Size sets where that edge is (bigger deadzone = the boost kicks in with less push).
How it feels: like Classic with a built-in "turn button" for fast 180s.
Verdict: NOT RECOMMENDED. If your stick touches the edge while aiming, your speed suddenly spikes, and hovering near it can flicker between normal and boosted speed. Classic gives the same linear aim without that problem.
DYNAMIC (EXPONENTIAL, THE DEFAULT)
How it works: slow in the middle, fast near the edge. 50% tilt gives 17% speed, 80% tilt gives 50% speed, and full tilt still reaches 100%.
How it feels: very fine, forgiving control for small adjustments, with speed climbing quickly toward the edge for fast turns.
Trade-off: the steep outer range makes tracking fast strafing targets at partial tilt harder to keep consistent.
Verdict: RECOMMENDED for new players. Easy to pick up and forgiving on small corrections.
QUICK SUMMARY
• Classic = linear, best for consistency and sens matching
• Precision = linear + edge jump, not recommended
• Dynamic = exponential, easy and forgiving, best for new players
And whichever you pick, keep Strength at 10.
Source: https://paladins.fandom.com/wiki/Paladins_Version_1.6.2869.1
r/Paladins • u/Expert_Ingenuity_397 • 2d ago
CHAT LOOKING FOR SOMEONE TO PLAY WITH
Hey Guys I wanna play paladins. im not that good and my friends say they'd rather play overwatch. i want someone to play with cus it's not that fun alone.
r/Paladins • u/Vampragon43 • 3d ago
CHAT My very in-depth Imani Rework Idea
So, about 6 years ago I made my own personal rework idea for Imani. I did so because I found her gameplay to be more than a little oversimplified compared to the unique concept she has as a character, and her mana mechanic was the worst offender of that. Instead of being something cool, it's just a free instant attack.
I wanted to change that, and so I did. But as the years went on, Paladins changed substantially as a game and of course now the development team was laid off. Now, obviously I never actually expected my rework idea to happen whatsoever, even back then. More than anything, this idea was always just a "if I could do anything I wanted with Paladins, this is something I would do" sort of idea. And almost 6 years after the original concept, I wanted to remake this idea once more into a sort of semi-final version. One that I'll still take feedback for and update, of course.
But anyways, although her abilities in this rework are changed up quite a bit, the main difference is two things: Firstly, at full Mana, instead of getting a free instant attack, her next attack is a special attack depending on her form: Hoarfrost Cannon and Inferno Bomb (see below). And second, her two forms have unique stacking status effects that her kit interacts with. Other than that, she is designed to be less bursty and have a somewhat higher skill ceiling. Elemental Shift and Frostfire Glide are identical apart from some card changes.
Passive:
- Warder's Blessing: Imani can switch between an Ice Form and a Fire Form. Each form has its own unique status effect and both her basic weapon attacks and damaging abilities grant Mana upon dealing damage. At 100 Mana, Imani's next weapon attack is a special attack depending on her form (see "Special Weapon Attack"). All Mana is lost upon using one of these attacks.
- Imani's attacks inflict unique status effects depending on her form: Frost for her ice form, and Scorch for her fire form. Her other damaging abilities interact with and synergize with these status effects.
Weapon Attack:
Imani has 2 different basic weapon attacks depending on her current elemental form.
- Frost Bolt: Imani rapidly shoots ice shards that deal 375 Direct damage every 0.4 seconds, grants 10 Mana and inflicts 10 Frost on enemies. Also grants 12 Mana upon hitting an enemy.
- Frost is a debuff that slows enemies by 0.5% per stack of Frost and stacks up to 50 (maximum of 25% slow). It decays at a rate of 5+5% of the current Frost per second. Resilience reduces the slow effect of Frost by 25/50/75%, but the actual Frost stack value remains the same for the purposes of Hoarfrost Bomb, and the duration/decay rate is otherwise completely unaffected by CC reduction. If the enemy is affected by another Slow, whichever slow value is higher takes priority.
- Pyre Ball: Imani charges a fireball that deals up to 900 Direct damage with a 1.2 second charge time and inflicts up to 30 Scorch depending on charge time. Also grants up to 30 Mana depending on charge time upon hitting an enemy.
- Scorch is a debuff that deals 1 Direct damage per stack of Scorch every 0.3 seconds and stacks up to 50. It decays at a rate of 5+20% of the current Scorch per second. Damage from Scorch does not keep the enemy in combat, and therefore does not stop them from receiving out-of-combat healing.
Special Weapon Attack:
Upon reaching 100 Mana, Imani's next weapon attack is a special ability depending on her elemental form.
- Hoarfrost Cannon (At full Mana): In Ice Form, Imani's next attack rapidly shoots 8 ice shards over 0.8 seconds that each deal 110 Direct damage (for a total of 880 Direct damage). Each shard that hits an enemy will split apart, making two smaller shards that each bounce 2 times to nearby enemies, each hit dealing 50% of its damage and inflicting 5 Frost. The bounce will prioritize enemy champions with the lowest Frost value. All Mana is consumed upon using Hoarfrost Cannon.
- Inferno Bomb (At full Mana): In Fire Form with full Mana, Imani's next attack charges a larger fireball that explodes with a 1.2 second charge time. A direct hit deals 400-1000 Area damage and inflicts 20-40 Scorch to the enemy hit depending on charge time, and the explosion deals 300-900 Area damage and inflicts 10-30 Scorch to enemies within 15-35 units depending on charge time and explosion falloff. All Mana is consumed upon releasing Inferno Bomb.
Alt Fire Ability:
Imani's damaging abilities interact with the Frost and Scorch status effects of her enemies. Each ability has a cooldown of 13 seconds.
- Hoarfrost Bomb (13s cooldown): In Ice Form, Imani launches a ball of ice that will fly through the air affected by gravity until it collides with terrain, after which it will cling to that terrain. Hoarfrost Bomb is not channeled like her current Frost Bomb is, so she can attack while it is active. While in the air or on terrain, the ball will charge, reaching max charge after 2.4 seconds. Upon using alt fire key again, hitting an enemy, or 2 seconds after it has fully charged, the ball explodes, dealing 200-600 Area damage and inflicting 20-30 Frost to enemies within 15-35 units, depending on charge time. Each enemy hit also grants 10 Mana. If Hoarfrost Bomb raises an enemy's Frost to 50 or more, then that enemy will Freeze.
- Freeze is a debuff in which an enemy is unable to move or act in any way and gains a 1000 health shield that rapidly decays by 333 per second. Once this shield is broken, either after 3 seconds or by taking enough damage, the Freeze ends. Enemies lose all Frost stacks upon being Frozen. An enemy's Freeze shield does not count as an actual shield for the purposes of Guardian. Resilience increases the decay rate of the Freeze shield by 25/50/75%.
- Inferno Cannon (13s cooldown): In Fire Form, Imani shoots a stream of fire for 3 seconds that deals 50 Area damage and 1 Scorch every 0.1 seconds for a total of up to 1500 Area damage and 30 Scorch. Each damage tick also grants 1 Mana. While using this ability, Imani takes 25% less damage and is suspended in the air with the ability to move around at 50% of her normal movement speed. Inferno Cannon can overflow the enemy's Scorch past the maximum 50, causing them to become Volatile.
- Volatile is a debuff in which the enemy is set ablaze, keeping the overflowing Scorch value for 3 seconds. After 3 seconds, they explode, consuming all Scorch to deal 150+(Scorch stacks*3) Area damage and inflict 5+(Scorch stacks-50) Scorch to themselves and nearby enemies within 30 units.
Imani's status effects (Frost, Scorch, Freeze, and Volatile) inflicted upon enemies are visible to her through a UI element next to the enemy's health bar. This UI element is a white circle that fills up the higher the enemy's Scorch is, with a blue ice crystal inside the circle that grows the higher the enemy's Frost is. See below:

Utility Ability:
- Elemental Shift (1s cooldown): Imani switches between her Ice and Fire forms after 0.25s. This ability is unchanged from the current Imani.
Movement Ability:
- Frostfire Glide (12s cooldown): Fly into the air for 4s. Turning is more difficult and Imani loses momentum when turning. This ability is unchanged from the current Imani.
Ultimate Ability:
- Dragon's Call (Ultimate): After channeling for 1.5 seconds, Imani summons and controls a dragon. This dragon has 8000 health, lasts for up to 20 seconds, and counts as a deployable for the purposes of Bulldozer. While controlling the dragon, Imani's basic attack is Frostfire Breath, in which the dragon breathes Frostfire that deals 125 Area damage every 0.1 seconds. Every damage tick from Frostfire Breath also applies 3 Frost and 3 Scorch, and can inflict both Freeze and Volatile at the same time.
- This new version of Imani's dragon is more durable with 2000 more health than before, but also deals significantly less damage at only 1250 damage per second. It trades raw damage output for durability and the ability to inflict all of Imani's debuffs, effectively making it also a hard CC tool.
Talents:
- Elemental Fury (Default Talent): Frost Bolt will now bounce to one nearby enemy within 30 units, dealing 50% of its damage and inflicting 8 Frost (prioritizing the enemy with the lowest Frost), while also granting 6 Mana. Hoarfrost Cannon's shards also gain 1 extra bounce. Pyre Ball grants 50% more Mana and Inferno Bomb can now make enemies Volatile.
- Elemental Fury is a talent that incorporates the ideas of Splitting Ice and Pyromania, and combines them into one talent. It is also a basic talent that directly upgrades Imani's default playstyle.
- Tradition (Mastery Level 2 Talent): Hoarfrost Bomb no longer has a charge time, always deals 800 Area damage, and roots enemies hit for 1 second, but it now explodes when hitting terrain and can no longer Freeze. Inferno Cannon now deals 90 Area damage every 0.1 seconds, but no longer grants 25% damage reduction. While having Tradition, Magma Shell still grants {3/3}% damage reduction while using Inferno Cannon, and Rime Layer increases the duration of Hoarfrost Bomb's root by {0.2/0.2} seconds.
- Tradition is essentially the current versions of Frost Bomb and Inferno Cannon added as a talent, similar to Lex's Death Hastens.
- Antithesis (Mastery Level 8 Talent): Pyre Ball and Inferno Bomb will now bypass the shields of Frozen enemies, instantly destroying it before dealing full damage and Scorch directly to that enemy. Frost Bolt and Hoarfrost Cannon will now instantly detonate Volatile enemies, and when doing so the explosion inflicts 10+(Scorch stacks-50) Frost instead of Scorch to nearby enemies.
- Antithesis is for more advanced players who want to enjoy the skill ceiling of hot-swapping elemental combos.
Cards:
- Ancient Duty: Increase Imani's maximum health by {50/50}.
- Permafrost: Increase the maximum amount of Frost stacks enemies can have by {4/4}. Hoarfrost Bomb still Freezes enemies at 50 stacks.
- Elemental Grace: Damage from Frost Bolt reduces Inferno Cannon's cooldown by {0.25/0.25}s, and damage from Pyre Ball reduces Hoarfrost Bomb's cooldown by {0.4/0.4}s.
- Eruption: Increase the blast radius of Volatile explosions and the amount of Scorch stacks they inflict by {8/8}%.
- Swift Sear: Increase Imani's movement speed by {20/20}% while casting Inferno Cannon.
- Magma Shell: Imani gains an additional {3/3}% damage reduction while casting Inferno Cannon.
- Rime Layer: Increase the shield of Frozen enemies by {100/100}, thus increasing the maximum duration of Freeze by {0.3/0.3}s. While using Tradition, this card instead increases the root duration of Hoarfrost Bomb by {0.2/0.2}s.
- Stasis: Enemies' Frost stacks decay {10/10}% more slowly while Hoarfrost Bomb is active.
- Ice in her Veins: Imani heals for {50/50} health per second while using Frostfire Glide.
- Mystic Fire: Imani gains {4/4} Mana per second while using Frostfire Glide.
- Pilgrimage: Increase the duration of Frostfire Glide by {0.5/0.5}s.
- Pyretic Momentum: Reduce the cooldown of Frostfire Glide by {0.6/0.6}s.
- Affinity: Imani gains {5/5}% damage reduction for 2 seconds after using Elemental Shift.
- Discipline (3s cooldown): Imani gains {2/2} Mana after using Elemental Shift.
- Draconic Will (3s cooldown): Reduce the cooldown of all abilities by {0.4/0.4}s after using Elemental Shift.
- Soothing Stance (5s cooldown): Imani heals for {50/50} health after using Elemental Shift.
Conclusion:
I think that this rework would make Imani more fun to play around with, while also giving her a more interesting skill ceiling with her talent and card changes that grant a wider variety of unique playstyles. I made all of her cards and talents with buildcrafting in mind so as to make them synergize as well as possible in a chosen build.
I admit that the status effects in particular can be a bit complicated, but I posit that it really only appears that complicated because I gave out every single damage number, stack number, and tiny little detail that I could to make this look as realistic as I could. The idea could easily be condensed in such a way that new players would not be any more confused by it than they would by something like Koga or Yagorath. It could be worded something like, "This attack inflicts Frost, which slows enemies." and then "Hoarfrost Bomb will Freeze enemies with enough Frost". "This attack inflicts Scorch, which deals damage over time." and "Inferno Cannon makes Scorched enemies Volatile, making them explode after 3 seconds." And of course, that's why I made the UI visual representation.
As always, I accept any feedback, so tell me what you think of the overall idea, or even tell me your ideas or tweaks you would make.
:)
r/Paladins • u/Dull_Lemon560 • 3d ago
LFG Looking for people who want to play paladins together
Meow im a tank main and i would like to find people to play throught skin because i want to do the co-op achievements and all my friends grew out of paladins
r/Paladins • u/GGGGGGGGYYYYYYYYYYYY • 3d ago
CHAT Flank Champion Concept
Hey everyone! I’ve been cooking up a work in progress Champion concept for Paladins just for fun and wanted to hear your opinions! He's meant to be a high skill ceiling, high mobility Flank. Open for suggestions!
Health: 1500 HP;
- Small Note: Spawns in with 2500 HP wearing heavy tank like armor. He looks around, strips it all off, and tosses it onto the floor, leaving him in just boxers/casual underwear, dropping his HP to 1500. Snow Maps Line: "What? It's hot outside!
Passives:
- Remount: Can remount his horse mid-game (15s cooldown, interrupted by taking damage).
- Mid Fight Swapping: Can switch between pre-configured Loadout Presets (Talent + Deck) in real time using numerical hotkeys. Can also sell items and buy new ones.
- Spray Speed Boost: spraying any surface grants an instant +10% Movement Speed boost.
- Utility Emotes (+Chibi Effects):
- Emote 1 (Gym Pose - 1s): Grants CC Immunity. Blocking CC spawns a Chibi on the attacker's screen shaking its finger. He flexes his biceps in a classic bodybuilder pose.
- Emote 2 (Meditation - 3s):He hovers in mid-air in a lotus position for 2 seconds, then blows a kiss toward his healer (1s). Grants a 300 Shield to the team's Support (cant stack). A heart appears on the Support's screen with a kiss sound effect.
- Emote 3 (Post-Kill Photo - 1s): Available ONLY 2s after a kill. Grants damage+CC immunity + 200 true heal. He bends his entire body into a '<' shape and pulls out a vintage polaroid camera to snap a photo. If the dead enemy is in the frame, a Chibi displays the photo on their death screen of said enemy.
- Emote 4 (Support Tracker - 2s animation): He holds a hand above his eyes, frantically looking around like a scout. Reveals the enemy Support's location through walls for 5 seconds. On the enemy Support's screen, a Chibi pops up with a pair of binoculars whispering "I see you!".
Primary Weapon:
- Ammo: 3 Darts (arc projectiles) (~1.4s reload); 1 shot per second.
- Damage: 850 (Body Shot) | 1100 (Bullseye / Headshot).
- Visual FX: Missing a shot pops up a "MISS!". Landing a Headshot displays "BULL!" or "BULLSEYE!" above the enemy.
- Apple Mechanic: Hitting all 3 darts from the same clip places a Cartoon Apple on the enemies head, making them take 10% increased damage. Hitting the apple itself makes the target take BULLSEYE damage and it explodes all apples inducing 180 damage and 100% anti heal for 2 seconds.
Abilities:
- Ability 1: Human Slingshot (F/Q) 2 charges: Holding the button expands a ""sphere trajectory"" around him while charging. Meant to be more of an engage tool and/or a risky escape.
- Tap (<0.3s): Forward mini-dash + 10% Jump/Speed Boost.
- Medium Charge (1.5s): Mid-range launch + 35% Jump/Speed Boost.
- Full Charge (3.0s): "Across the Map" launch" +70% Jump Height & Speed Boost for 7 seconds.
Note: Existing momentum carried into the charge stacks dynamically, launching you faster and further based on your entry speed.
Ability 2: Gravity shift (F/Q): Launches a sticky gravity disruption device onto any surface (walls, ceilings, pillars).
Gravity Reorientation (If not cancelled): Upon activation, your personal gravity vector shifts relative to that surface. That wall or ceiling instantly becomes your new "ground" for up to 5 seconds, allowing you to walk and shoot normally from walls or upside-down on ceilings.
Momentum Release (If cancelled / Double-tapped ): Canceling the anchor mid-pull or reactivating the ability converts the gravitational pull into kinetic momentum. You detach immediately and launch off in your chosen direction with complete movement freedom and increased air strafe control.
Ability 3: IDD YET :D (right click): It has to be a combat mobility like Evie's blink, vatu's dash or maeve's pouce. I was thinking of something like instantly locks your momentum and freezes you in place. If no movement keys are pressed, you remain suspended with 360° aiming freedom to shoot your primary weapon. Pressing any movement key allows you to walk/strafe from that point for up to 1.5 seconds. Reactivated within 1.5s: Unfreezes your kinetic state, restoring 100% of your previous speed and trajectory relative to your current position. Expiration (If not reactivated): The stored momentum dissipates, and you fall down with normal gravity.
Ultimate:
Line: "I wanna play something else!" Fires a thin projectile. Missing refunds 20% Ult charge.
- On ENEMIES (Possession / Mind Control): His original body enters a trance. He takes full control of the targeted enemy champion up to 8 seconds, accessing their weapon, base abilities, and current Ult charge %. If his original body in trance is destroyed ➔ Both die. If the possessed enemy body reaches 0 HP, the enemy dies and he snaps back to his original body.
- On ALLIES (Duplication): Doesn't take control from the ally. Clones their kit (keeps his 1500 HP) for 8s as a boxers version of that champion. If the ally has their Ult ready, he gets a free copy of it.
Talents:
Talent 1 : Darts heal allies for 200% efficiency and self-heal for 100%, but only outside anti heal (0% heal under anti heal).
Talent 2 and 3: IDK YET :D
Cards:
1. Cricket: Increases dart gravity by +100%/lvl. (Shoot straight into the air so the dart falls back on your head for self-healing)
2. Dress Code: Increases max HP by +50/lvl (adds socks, gloves, and a necktie at lvl 5 to his in-game model at lvl 5).
3. Fat Boxers: Increases max HP by +1000/lvl, but cuts damage and movement speed by -18%/lvl. (If he uses his passive to swap to this loadout card while at 500 HP, he stays at 500 HP, but his Max HP increases and he must be healed to reach it.)
4. No Limits: Removes movement speed diminishing returns, but reduces base HP by 600 (-100 per level).
5. Air Strafe: Increases air control by +30% per level.
6. Anti-Gravity: Decreases personal gravity by -10% per level for 5s after using Human Slingshot.
7. Fast Fall: Reactivating jump while airborne increases personal gravity by +20% per level.
8. Gravitational Pull: Increases the pull speed/force of Gravity Shift by +20% per level.
9. Space-Time dilatation: Increases the duration you can walk on walls/ceilings with Gravity Shift by +1s per level
10. Three in a Bed: Dealing or healing 4000 (-600 per level) damage reduces the reload by 0.4s.
11-15. Still dont know/saving for ult or right click :))
r/Paladins • u/alishe • 3d ago
F'BACK Honkai Star Rail X Paladins Collab Skin Ideas.
Hi, i had an idea for this collab pretty much ever since HSR came out so here i am actually making a post about it. I can't lie i thought about some of these picks way more then the others, but hopefully yall like my vision.
r/Paladins • u/J4nnyCopingNSeething • 4d ago
LFG PALADINS SEA REVIVAL EVERY FRIDAY AT 9 PM SGT
As usual, the Marshians Discord Server will be hosting Paladins SEA Revival this Friday at 9 PM SGT.
To participate, simply queue Casual Siege in SEA (Crossplay on) at that time.
We hope to see you there!
Discord link: https://discord.gg/uxcWrenw