Game mechanics. Paragon Guide: tips for a beginner - forest, lines and rules Basic and ultimate abilities of heroes in Paragon

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In this guide, we have collected all the key points of the Paragon game, starting with the very essence of the MOBA and ending with some of the subtleties of the project.

The basic information is, of course, that Paragon is a unique 3rd person MOBA that also uses elements of a card game.

As in any other game with a related genre, here you will find a large map divided into three lines, each of which has two defensive towers.

At opposite ends are the bases of the opposing factions, where heroes (that is, you) and smaller creatures (that is, mobs) appear, attacking the enemy along all three lines.

Pieces of forest are scattered throughout the map, in whose wilds neutral opponents are hiding. In short, the gold standard.

Before the start of the game, you will be asked to choose a hero, of which there are fewer here than in DOTA. In the future, naturally, their number will increase, but for now we have only two dozen. The heroes are unique and completely different from each other - choose anyone based on your play style.

Do you want a fast and nimble hero who wields a bow? Then Sparrow is for you. For those who like to rush into the thick of battle and protect other players from incoming damage - the Steel tank. Do you prefer classic magic? Take Gideon.

After choosing a character, you must deal with a deck of cards, which you need to create first. Finally, when everyone is ready, you will be thrown into the base, where you can grab the starting cards for the battle, and only then go to one of the lines or to the forest.

Obviously, heroes can be combined with each other, so take your time with the choice. Thus, Twinblast works best in a group with Muriel than with Sparrow. In this case, the experience will go faster, and the game as a whole will seem easier and more enjoyable.

P aragon: lines on the map

In general, Paragon has three lines and a scattered forest. On the left and right (they are identical) it is best to place them in pairs, and one should be a DD (the one who deals damage), and the other should be a support, that is, a support hero (usually a healer).

Sometimes a player can play alone if he has a strong character who is able to withstand the onslaught of two opponents. These could be tanks that can withstand heavy damage, or heroes with AOE abilities (deal area damage), or fast characters, which will not be carried away in a dangerous situation.

The center line is mainly occupied by spellcasters, who deal the most damage in a short period of time. Gideon, Howitzer, Gadget - guys are just from this category.

The forest is not one object located at one point. Its thickets are scattered throughout the map, equally on your side and on the enemy’s side. Inside it are neutral creatures and card point collectors.

Taking a hero suitable for the forest like Kallari or Feng Mao, you have to quickly move through the forest and clear it, earning experience and money. You need to periodically enter one of the lines (preferably suddenly) to help your teammates.

Try to decide for yourself which style suits you. Many heroes can perform multiple tasks at once: Gadget, for example, does a good job of both killing heroes and pushing lines while dealing with enemy minions. Accordingly, having decided on your goal, you will choose a suitable hero and cards that will help you in your task.

Forest in Paragon

To understand the mechanics of Paragon, let's first look at the features of the forest, since it is the most important part of the game. In the forest there are camps of neutral creatures, in which they periodically (after being killed) are reborn. Camps are divided into several colors, indicating certain bonuses.

- White color - pure experience and points for cards;

- Blue color - experience, points for cards + power-up ball, which increases the speed of mana recovery and speeds up the reload of abilities.

- Red color - experience, points for cards + increased attack power and spells. A good advantage in the early stages of the game.

- Black color - experience, points for cards + attack acceleration. Very useful if you are playing a melee hero who relies on auto attacks.

- Boss Camp - the highest amount of experience and points, as well as improving your main map. By killing him, you will receive an orb that you need to bring to your base. Keep in mind that picking up the orb will make you visible to all enemies on the map.

It follows from this that for such a task you will need a hero with a lot of health and stability (tank), capable of not dying and delivering the sphere.

If you do not have time to do this and die, enemies can intercept the sphere and take it to themselves. Overall, this "mini-game" is similar to the classic Capture the Flag mode.

There are also card point collectors in the forest that need to be captured. Simply put, they are points that are activated upon capture. You need to approach the collector and stand on the platform opposite him, and then wait for the specified time.

Then the construction of a collector will begin, which will eventually begin to engage in, as you might guess, the collection of resources.

A thematic card like “key” speeds up the capture of the collector, reducing the time to six seconds (recommended for all foresters). The card points received from the collector are divided among the entire team, so completing this venture is one of the main goals of the player in the forest.

How to play in the forest

At the start of the game, if you are going to go into the forest, buy a bottle of mana and health, and also, very importantly, a “key” card. Then the best solution would be to go into the forest with the hero who decided to stand alone in the lane. Deal with the minions in the blue camp to get the sphere and give it to that same ally.

When two players are in a lane, the experience they receive for kills is divided in half. A single player, including you, wandering through the forest will receive full experience, which will give you the opportunity to get ahead in experience points. That is why it is important for you not to lag behind other players in level, since you initially already have an advantage.

Scavengers will soon appear in the forest, which means you need to quickly take possession of them. Deal with the white camps on your side and activate the collector, then go to the opposite part of the forest and perform the same actions there. If these actions have taken a toll on your health and mana, run to base and recover.

Now it's time to help your allies. Choose the lane where your friends need the most help, or the one where the weakest enemies are. You need to approach not from the front, but from the side, so as not to give yourself away.

Attack suddenly, and only at the moment when the enemies are as far away from their defensive tower as possible. Whether you were successful or not, after the assassination attempt, return to the forest and continue to swing. Visit the collectors and collect resources. Perhaps your comrades need reinforcements - in this case, there is an option to ask one of them for help in order to kill the red, blue or black camps together.

By the middle of the game your tactics don't change much. You kill mobs in the forest, help the team on the lanes and collect power-ups. The only advice is to increase the pressure on your opponents by attacking enemy lines more often. Team battles will become much more frequent by this time.

Towards the end of the game the moment comes to kill the boss. Wait for the right moment, gather a team and carefully get to the boss so that your opponents don’t notice your leaving the lines.

It is better to give the boost dropped from the boss to a tank or a fast hero who will definitely be able to get to the base alive. By performing this operation, you will significantly strengthen your minions, which will make the attack on your enemies even tougher.

At this point, it's time to push two lanes so that the mobs continue to attack, and then concentrate the entire team on one lane to get to the enemy core.

How to play on the center line

In the center, a mage like Gideon, Gadget or Howitzer is suitable. It is this trio that deals maximum damage to the enemy using AOE ultimates (the most powerful abilities).

At first the best solution would be to buy a health potion and a couple of mana bottles. Those players who will stand on the line together must go destroy the red camp, in which you will help them.

Then go to the center, asking your comrades (supports) to place wards (shines through dark areas on the map) at the slopes on the center line. With this decision you will reduce the chance of a forester suddenly attacking you.

While on the lane, try to finish off every minion to earn more experience. In some places, give the enemy a break and reduce the pressure so that his minions also have time to kill yours and stay in the center. Otherwise, you will kill everyone and go under the enemy’s tower, near which it is much more difficult to swing. Having received the ultimate spell, you move on to the next stage of the party.

Middle stage consists of killing the heroes of the enemy side. Periodically look into the red camp of neutral mobs to receive an attack boost. Once you have your ultimate, look for a suitable situation on other lanes, perhaps your friends need help, or they are about to attack the enemy. In such situations, your AOE ult will come in handy.

You must use your ultimate ability accurately, hitting at least one hero. To do this, use a sudden appearance when your comrades have already begun the battle.

Try to leave the center unnoticed so that their friend does not report your departure. After helping your friends, return to your line, since the enemy has most likely already entered under your tower. It is important for you not to forget about the center and always return there without giving the enemy a head start.

Final stage consists of killing the boss and getting a boost. Here it is important to use the ultimate most effectively, which can decide the outcome of the entire game.

Collect a decent number of cards to enhance your attack, and then go to the boss with your team. If there is a battle with the enemy there, let the tank get involved in the battle first, and you try to stay away. Use your ultimate spell on a crowd of heroes and continue to crush them with your regular abilities.

How to play on a double line

On a double line, it is best to take a hero whose damage is most effective from auto attacks. We are talking about the so-called carries, who are weak at the beginning, but with proper pumping they become practically unkillable by the end of the game.

He will need a support hero as an assistant, that is, a support who can provide the most comfortable and safe farming (pumping).

Paragon has three carries: Twinblast, Sparrow and Murdok. The support camp is led by Muriel and Dekker, who effectively protect the carries with shields and drive away enemies. By the way, tanks can also play the role of support, simply protecting the carry with their back.

At the beginning of the game on the double lane you will need potions for mana and health. The support should take a ward card, while the carry should take a key card. After this, the players immediately go to the central character and kill the red camp together with him (the buff must be transferred to the central player).

Then the support player places a ward in the center, where junglers most often appear, and together with the carry goes to kill the black camp. Attack speed boost - key moment for carry.

Once you're finally on the lane, try to finish off the minions so that the balance of the line remains and you don't go under the enemy's tower. At the edge of the map, next to the line, there is a card collector that the carry needs to capture.

Together with the support, you must quickly deal with this matter (it is best to choose the moment when the players move away from the line, or you will push them too much). The forester should collect points from the collector, but you can do it yourself if he is busy.

Kerry must finish off all mobs to accumulate the coveted gold and further purchase of equally coveted cards. Support is to help the team as a whole and not let the carry die.

Middle The game is marked by the appearance of ultimate abilities. Now you should enter into battles less zealously, and only under the supervision of supports or a forester. Kerry is still weak, so he needs to constantly level up and kill.

It is necessary to outline such a balance so that you receive a constant flow of gold from the lane, but at the same time participate in team-on-team fights, since there you (the carry) are irreplaceable and can gain a lot of experience.

By the end of the game the carry must punish and destroy. The support player needs to constantly run after the carry, heal him and make the possible kill one hundred percent. By the way, don’t get into trouble and let the tank go ahead, since carries and supports are the enemy’s primary target. He came, he saw, he conquered - this is exactly how a carry should act.

How to play in single lane

For single players, tank characters like Steel, Rampage, and so on are suitable. They feel great without support, as they have good damage and a lot of health.

The first step should, as always, be to purchase a potion, mana and, which doesn’t hurt, a ward or a key, which will give you the opportunity to stop the activities of the enemy forester or help your own.

Together with the forest player, go to the blue camp, destroy it and capture the power-up. When standing on the line, do not expose yourself too much and play carefully, even though you have a lot of health.

There is no need to push the line to the enemy tower, as you risk going too far and getting a treacherous stab in the back from the forester.

If you took the key, then immediately run to the collector as soon as the opportunity arises, and if the forester has not already done so. It makes sense to install a ward at the exit from the forest to increase the chance of detecting the enemy.

Towards the middle, perhaps the enemies will begin to push and try to destroy your tower. You most likely won’t be able to cope alone, so ask for a gank (help) from the forest or the central line. Having received such help and, which will be very good, having destroyed the enemy tower, go to other lines to help your teammates.

A tank never hurts on a double lane, so go for it. And when the enemy returns to your original line and begins to approach the tower, return and stop him.

End of the game always marked by team brawls. You, as a tank, must participate in each one, taking most of the damage.

If possible, try to lure opponents into a team ambush while traveling alone through enemy territories. Foolishly, someone can tag along with you, which will give you additional experience and weaken the enemy.

What rules do Paragon players adhere to?

Below we have presented several general tips that are followed by adequate players of all MOBA games. Follow these rules to be the most useful hero:

- Constantly inform your team that the enemy has left your line. It is quite possible that he is going to help his comrades organize an attack.

- If you have already dealt with general rules, do not reproach your party members in vain if they make mistakes, but rather show them the right tactics.

- Watch the collectors and collect points regularly. Not only that, but the enemy team can easily destroy your builder, which will require time to build a new one.

- Don’t be silent and warn the team about your actions. Paragon is a team game.

- Beat mobs only when they have little health left. Let the minions fight among themselves to maintain balance. Otherwise, you risk going under your opponent's tower.

- A heavily wounded target is not always easy prey. If you are not confident that you can catch up with the enemy, regroup and switch to an empty lane, and then try to destroy the tower.

- Combine cards based on the current game. One deck won't solve all problems, so change it depending on your opponent's composition.

- Strengthening the boss is a huge advantage. Control the appearance of the boss in the forest, and then start tracking the enemy team. Perhaps they will soon gather and try to kill him - an ambush in this could turn the tide of the game.

Video: Paragon - a guide for beginners


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There's a lot to love about Paragon, an action-oriented MOBA from renowned studio Epic, especially after all the changes that happened to the game in its latest update, Monolith. To summarize the impressive list of changes, Paragon has become better. Complex mechanics have become simpler, cooldowns have decreased, movement speed has increased, and new maps have become available, smaller in size.

Although the maps in Paragon have been significantly thinner since the update, they are still full of blind spots. This means that enemies have enough places to hide, attack on the sly and disrupt your Napoleonic plans. To avoid such situations, place amulets.

No, of course, you can collect healing or attacking cards from the very beginning, but if you don’t take a single amulet for the first six points, this is a direct path to death. Buy one as early as possible and install it in a convenient place - somewhere in the center or on your escape route, for example. Agree with your comrades to build a wide protective net that will create a kind of rear-view mirror out of your mini-map. As the game progresses, do not forget to destroy enemy amulets and rearrange your own.

Keep in touch

As with any MOBA, communication is key in Paragon. Fortunately for console players, in addition to regular text chat, the game has a built-in quick notification system that can help you keep your team informed about what's happening. Everything matters. If you need help attacking an enemy tower or defending your own, just let your teammates know. Returning to base for upgrades?

Report this while the teleport animation is playing. If several opponents suddenly appear on your line, warn your team so that they are ready to defend or go on the attack. If there are no enemies on your line, report this too, otherwise your partner may unexpectedly find himself surrounded. And, perhaps, the most important thing: do not forget to thank the support for saving your carcass.

Epic could have used artifacts, gems, or any other MacGuffin for their system, but they chose cards. Therefore, one of the rules of deck building in CCGs applies here: cheap cards are important because at the beginning of the game they are your everything.

You can compose your deck as you like, the main thing is to keep two or three cards in it with low cost and cheap upgrades. This will allow you to level up faster with the help of the bonuses of these cards. Take a look at the Windcarver Blade card for example. Supplement it with three small impact cards and for just six card points you will get 36 Strength. If you take three big strike cards, you will only get 24 Power. In the early stages of the game, the difference is simply huge, and later you can simply sell them and get the full cost back. However, you won’t be able to purchase these cards again, so try to sell them only when you are ready to replace it with a more powerful one.

Over the course of a normal match you will easily earn 60 card points, although heavy losses or lack of hunting in the jungle may not allow this. Still, you should always keep in mind a plan for building a deck with 60 points, which must be distributed among six cards. This means that all potions and other tokens should be sold as soon as they become ineffective (usually around level 10) to make room for more effective passive and active cards.

Personally, I usually use two cards worth 12 points (that is, cards worth three points with upgrades also worth three points) and four cards worth nine points, but you are free to do as you please. Keeping an eye on a 60-point build will allow you to perform at your best in team fights, and using all card slots will give you maximum bonuses. If some slots remain free, add alternative upgrades to your cards. You never know in advance when you will need it additional treatment or vampirism.

There are currently 25 heroes in Paragon that you need to try as quickly as possible. In addition to choosing your favorite and deciding who to spend your limited deck slots on, you'll get the chance to learn the abilities and animations of skills to watch out for, like Countess's Glimmer, Greystone's Ultimate, and just about anything else Kallari does. The less you know, the more likely you are to get into trouble. In addition, for every three levels of the hero, a pack of cards is issued that can be used for your own purposes. Perfect solution. Use it.

Step out of your line

As in any MOBA, in Paragon it is important to choose your role and stick to it, but you should not be afraid to leave the line. If you are moving to the left line, and the enemy is pressing on the right, stay and help your comrades. Replace a few wards or at least support your jungler in clearing out camps. If the planets align, you will take part in a raid for the Main Sphere. In addition to team fights, there are many reasons in the game for which you can leave your line for a couple of minutes, and the design of the map helps ensure that the team’s defense does not crumble during your short absence.

In this article you will find all the main aspects of the game that will allow you to get used to it faster. Game mechanics Paragon is unique and requires prior study.

Heroes

At the very beginning of the match, you have to choose a hero from the list provided. All the heroes in the Paragon game are unique and have their own unique abilities and characteristics, as well as their own playstyle.

Game mechanics Paragon offers us 6 classes of heroes:

  • Caster - Heroes with energy. damage, which can cause significant damage and concentrate on the attack.
  • Tank - Heroes who are on the front line attract the main attention of enemies and have auxiliary abilities.
  • Support - Heroes who focus on helping their allies.
  • Fighter - Heroes who balance between damage and defense.
  • Pathfinder - Heroes who rely more on their basic attack than their abilities.
  • Assassin - Heroes who are capable of killing an enemy in the shortest possible time using invisibility and attack.

Experience, card points and amber

Paragon's mechanics provide two separate forms of experience: the hero and the card. Hero experience can be gained from all killed victims - minions, camps and enemy heroes. Card experience can be obtained from the same sources, but this experience will either directly fly to you after dealing lethal damage, or it will have to be collected from the ground. It is the collection of these amber spheres that is the key to acquiring cards that strengthen your hero. Without cards, it will be very difficult or, subsequently, impossible for you to resist enemy heroes. It is believed that it is easiest to gain experience in the jungle, which is why junglers/junglers gain levels faster. This does not mean that the lane is not effective for gaining experience, but in the lane you need to definitely concentrate on finishing off minions.

By increasing the hero's level, you can improve your abilities. The Q, E and LMB abilities can be upgraded 4 times, while R can only be upgraded 3 times. Upgrading abilities directly improves their effectiveness - abilities begin to deal more damage or provide more benefit depending on the type of ability. It's best to continually improve the abilities you use most often.

Cards and decks of cards

Maps are one of the distinctive features of the Paragon game. If you have played other MOBA games, their main function is similar to items/artifacts from the store. If you haven't had that experience before, cards are things you can buy with card points that provide active or passive upgrades or abilities for your heroes. For example, a Health Potion is an active card and, when used, restores your hero’s health over a period of time. And a card like Amplifier Crystal will passively increase your energy damage and maximum mana. Upgrading this card will give you an additional +150 max mana.

You can take a total of 40 cards into a match and each of them costs a different number of card points. When you collect amber, the card experience bar is filled and if you have enough card experience, you receive 3 free card points. The health potion described earlier costs 1 card point, and the Amplifier Crystal costs 3 card points. You can also use power-up cards, which are inserted into the main cards and further improve them. The amplifier crystal has 3 slots for enhancements. Some cards, such as Health Potion, cannot be upgraded at all.

Each player can build their own decks with cards that they consider necessary for each hero separately. This brings an element of strategy to the game as each player can have a completely unique deck, which is different from the classic MOBA item system where each player has access to every item in the game.

Jungle - minions, camps and main sphere

The Agora Jungle contains camps of neutral minions and bosses, as well as Harvesters. All camps give experience, but some also give buffs that can be taken away after the death of the boss. Each buff, like the boss, differs in color: red - damage and movement speed, blue - mana and skill recharge. White camps only give experience (no buff upon death), and the purple boss, upon death, activates a general buff that activates the main card in each player’s deck for the team that finishes it off. White, red and blue camps, with most heroes, can be killed on their own, but the purple one - Defender of the Main Sphere - with some exceptions, is too strong for one hero and to kill him, you need the help of allies. Unlike other buffs, which fall to the ground when the boss dies, the purple buff is activated immediately for the team that made the finishing blow.

It is in your team's best interest to always have one jungler/jungler. Their role is to clear all forest camps, take away or, if necessary, give buffs to allies. And also periodically come to the lines for ganks or

Debuffs - negative effects

The Paragon game currently features 3 negative effects that can be applied to players or buildings:

  • Combustion
  • Poisoning- Reduces healing.
  • Bleeding- Deals periodic damage.

Debuffs can be applied both by the hero’s abilities and by purchased cards.

Paragon formulas

Vampirism returns part of the damage from your main attack in the form of health, which is why it is one of the healing multipliers.
(“Vampirism Points” / 100) * Basic Attack Damage
Vampirism points are the sum of the indicators of all cards and improvements.

Attack speed has a maximum of 2.5 hits per second for any hero.
Attack Speed ​​= ((100 / “Attack Speed ​​Rating”) * “Base Attack Speed ​​Rating”) + “Level Up Gain”
Attack Speed ​​Rating = “Attack Speed ​​Points” + 100
Attack speed points are the sum of indicators from all cards and improvements.
The “level up gain” is different for each hero.

Purpose of the game

The goal of the game is to destroy the enemy's core. You achieve this by destroying the towers that are located on the lines. When the core of one team is destroyed, the game is over. Everything that happens before that is the game. Strategic decisions and quick thinking will allow you to kill opponents, destroy towers and move towards the final goal - the Core.

In Paragon Before the start of each fight, you need to choose a hero based on your playing style. During the game, your character will gain new levels and experience, which will allow you to become stronger and use different abilities.

In addition, during the match the “Card Level” increases, which determines how many points can be spent on cards. As you gain experience for your account, you will be given new cards, hero skins, and deck slots.

Every Paragon Character has a number of unique abilities, disadvantages and advantages. In this guide we will look at all hero classes.

Tank

This type of hero is the most durable in the game. Their main task is to be on the first line of battle, effectively control, help and protect their team. However, when comparing tanks to other classes, they have rather weak outgoing damage. Tanks are needed to absorb as much damage as possible while allies with strong attacks deal maximum damage to the enemy.

Fighter

The fighters are melee heroes who have good defense and deal good damage. They can be called universal warriors and jack-of-all-trades fighters. During combat, Fighters are capable of absorbing quite a lot of damage, making them ideal for initiating a mix-up and inflicting large amounts of damage. At long distances, Fighters are weak and vulnerable heroes.

Support

Support Heroes use their abilities to provide maximum assistance to teammates. Despite the fact that they deal very little damage, these heroes are much more effective and useful than others. As a rule, Support heroes are highly vulnerable and have low health. But under the reliable protection of the tank and other allies, they are able to use control effects, which can change the outcome of the fight.

Murderer

These heroes have high burst damage and specialize in eliminating vulnerable heroes such as the ranger or caster. Despite their low HP, they have high resourcefulness and mobility. The main goal of the Assassins is to sneak up on the enemy, quickly kill him and hide.

Pathfinder

Rangers are heroes with an advantage in base attack rather than abilities. Due to this, in a team battle they act as a constant source of damage. These heroes have low mobility and low health. However, based on the base attack of the best heroes in Paragon simply no. Pathfinders are ranged heroes and can be killed quickly at close range.

Heroes Paragon- these are the characters that are chosen by the player before the match, according to his preferred play style. All heroes have their own unique abilities - something they can bring to the match to balance out their allies' weaknesses - and vice versa.

In the Paragon game, heroes are conventionally divided into “roles”: assassins, fighters, spellcasters, rangers, “tanks” and support characters.

gadget

gadget

Role: caster.

Style: Energy Damage.

The gadget uses its bots and brain, very good for breaking through enemy ranks. Her passive ability is to deal increased damage to minions.

Weapons and techniques:

  • Speed ​​Gate (U) - allies passing through the gate receive a bonus to speed, and opponents receive damage.
  • Search and Destroy (RMB) - launches a bot in a straight line that explores the area - repeated use of the ability or a collision of the bot with an enemy causes damage.
  • Plasma Volley (LMB) - shoots a plasma clot from the glove.
  • Sticky Mine (Y) - throws a mine, which, if it hits the enemy’s trajectory radius, sticks to him and explodes.
  • Tesla Dome (K) - “envelops” a specified area and after a while is activated and deals damage to an enemy caught in the damage area.

Strong against: Gideon, Sparrow. Good in a team with: Sevarog, Steel.


Role: caster.

Style: Energy Damage.

A magician who feels great both in mass battles and in “duels”. Gideon's passive ability is an additional power for penetrating energy attacks.

Weapons and techniques:

  • Space Rupture (U) is a portal that allows Gideon and allies who can jump in after him to teleport.
  • Burden (RMB) is a projectile that “ties” Gideon to the enemy - he slows down and takes damage until he “jumps out” of the Burden’s area of ​​effect.
  • Portal Detonation (LMB) - throws a clot of dark energy that causes damage.
  • Cosmic Rupture (Y) - opens a “portal” from which meteors fall on the enemy’s location.
  • Black Hole (K) - creates a “black vortex” of dark energy around itself, which draws in nearby opponents and causes damage to them.

Weak against: Dekker, Gruksa. Strong against: Feng Mao, Kallari. Good in a team with: Callari, Sparrow.


Role: fighter, tank.

Style: physical damage.

Greystone is a "classic" knight in all his manifestations, in an eternal search for a "worthy opponent."

Weapons and techniques:

  • Hardening (U) - passive; Gives additional protection and a level of maximum health.
  • Gate Strike (RMB) is a powerful jump that deals area damage upon landing.
  • Noble Strike (LMB) - strikes with a sword.
  • Clearing (Y) - an attack reminiscent of the Noble Strike, but in an area (“whirlwind”).
  • Reforging (K) - passive; when Greystone dies, it turns into stone - after some time it is reborn, causing damage to nearby opponents.

Weak against: Dekker. Strong against: Twinblast, Sparrow. Good in a team with: Gideon, Grux.

GRIM.exe


GRIM.exe

Role: Pathfinder.

Style: Energy Damage.

GRIM.exe is a remote control designed to control the battlefield and neutralize the enemy. This Paragon hero's abilities are good for maximum precision play. The passive ability is that every 8 seconds his cannon deals additional damage and generates an additional shield.

Weapons and techniques:

  • Suppression Mode (U) - modifies the firing of the Pulse Cannon so that upon impact, the projectiles slow down the enemy.
  • Reflector Shield (RMB) - lasts for several seconds and blocks any subsequent attack (if successful, then part of the expended energy is replenished).
  • Pulse Cannon (LMB) - firing from a long-range Pulse Cannon.
  • Displacement Charge (Y) - deals damage and throws enemies away from the epicenter of the explosion.
  • Atas (K) - fixates on the target, after a while shoots a sphere that pursues the enemy.

Weak against: Riggy and Scorch, Sevarog. Strong against: Gideon, Rictor.


Role: fighter, tank.

Style: physical damage.

Grux is a Paragon character of the "berserker" type - the more you hit him, the stronger he becomes. Passive ability - a constant bonus to health when killing an enemy.

Weapons and techniques:

  • Onslaught (U) - rushes into the crowd, causing damage to everyone who gets in its way.
  • Chopping (LMB) - swings his blades, causing melee damage.
  • Double Pain (RMB) is a powerful attack that deals damage and additional bleeding damage.
  • Smash and Grab (Y) - strikes the ground with both blades and pulls enemies towards you.
  • Call of the Leader (K) - whips both of his blades, which stuns nearby opponents - and increases the damage of the basic attack.

Weak against: Muriel, Twinblast. Strong against: Kallari, Rampage. Good in a team with: Dekker, Gideon.


Role: caster, support.

Style: Energy Damage.

Dekker uses his abilities to hinder the enemy's advance. Can “scatter” the enemy team so that its team gets single targets. Her passive ability allows her to share part of the Energy spent on the spell with her allies.

Weapons and techniques:

  • Slowdown Bubble (S) - “envelops” a given area in a bubble, in which everything that gets there is slowed down until the bubble bursts (which causes additional damage).
  • Rocket Boots (RMB) - lifts her into the air and gives a speed bonus to her allies.
  • Energy Sphere (LSM) - energy explosion.
  • Stasis Bomb (Y) - “freezes” enemies for a while.
  • Isolating Barrier (K) - isolates both enemies and allies with the only difference that the latter can “shoot” their way out.

Weak against: Feng Mao, Kallari. Strong against: Gadget, Howitzer. Good in a team with: Gideon, Howitzer.


Role: caster.

Style: Energy Damage.

Iggy and Scorch are the heroes of Paragon, who dote on fire and are not averse to “playing” with it. Good for area control.

Weapons and techniques:

  • Oil Clot (U) - “spits” an oil stain that can be set on fire.
  • Spilled Oil (PKM) - accelerates and rushes, leaving behind an oil trail that can be set on fire.
  • Molotov cocktail (LMB) - throw a bottle that deals damage in an area and leaves a burning fire.
  • Fire Turret (Y) - flamethrower turret.
  • Fire Belch (K) - “burps” a column of fire in front of itself, hitting enemies - explodes at the end of the action.

Weak against: Gideon, Grux. Strong against: Greystone, Chimera.

Kallari


Kallari

Role: assassin.

Style: physical damage.

Kallari is a “classic” assassin, good for single “hidden” kills and very bad in one-on-one situations.

Weapons and techniques:

  • Crippling Dagger (U) - throws a dagger at a target, causing damage and bleeding.
  • Backflip (RMB) - jumps back, can be activated while performing a jump for an additional jump.
  • Sweeping Strike (LMB) - strikes with daggers, melee combat.
  • Dark Walk (Y) - becomes invisible exactly before activating a basic attack, which acquires a bonus.
  • Death Sentence (K) - allows you to see all the enemies on the map, get close to them unnoticed and attack.

Weak against: Rampage, Steele. Strong against: Dekker, Gideona. Good in a team with: Murdoc, Muriel.


Role: caster, ranger.

Style: Energy Damage.

Belika specializes in separating opponents and controlling energy.

Weapons and techniques:

  • Drone Devastator (U) - a drone that attacks in an area and draws energy from enemy targets in the affected area.
  • Vacuum Bomb (VB) is a bomb that deals area damage and restores some energy for each enemy hit.
  • Burst Fire (LMB) - basic area attack.
  • Seismic Attack (Y) - a linear attack that deals damage and stuns.
  • Neural Rupture (K) - deals energy damage over an area.

Murdoch


Role: Pathfinder.

Style: Energy Damage.

Murdoc is a soldier in his classic style: high output damage and no less low ability to survive.

Weapons and techniques:

  • Static Trap (U) - throws a small projectile at a selected area, which slows down enemies caught in the area of ​​effect.
  • Don't Delay! (RMB) - a powerful charge from the glove that throws back enemies and works as a shield.
  • Plasma Volley (LMB) - a shot from a blaster.
  • Buckshot (Y) - a shot from a weapon that deals damage in a “cone” and temporarily reduces the energy of affected opponents.
  • Power of Law (K) - a laser cannon shot that passes through everything that comes in its way.

Weak against: Feng Mao, Iggy and Scorch. Strong against: Gideon, Grux. Good in a team with: Dekker, Gadget.

Muriel


Muriel

Role: caster, support.

Style: Energy Damage.

Muriel is the most supportive character who will put a shield around everyone.

Weapons and techniques:

  • Consecrated Ground (U) - creates a large shield bubble for yourself and allies.
  • Vitality (RMB) - shoots a large ball of energy that damages enemies and slows them down, and adds energy to allies and speeds them up.
  • Sphere (LMB) - shoots a ball of energy.
  • Serenity (Y) is a ball of energy that hits all minions that pass through and deals especially heavy damage to the enemy it touches first.
  • Turn of Fate (K) - selects any ally and gives him a shield and flies up to his location, adding to the shield of other allies in the area of ​​effect of the ability.

Weak against: Grux, Feng Mao. Strong against: Dekker, Gadget. Good in a team with: Grux, Feng Mao.


Role: caster, support.

Style: physical damage.

A support character who specializes in crowd control and buffing allies when rushing into battle.

Weapons and techniques:

  • March! (Y) - gives Narbash and his allies acceleration for a while.
  • Rumble (LMB) - basic melee attack.
  • Sneak Strike (RMB) - throws a drumstick, which deals damage and stuns for a while.
  • Song of My People (U) - switchable; the entire time it is used, it restores health, but takes away energy.

Fuck-Bang! (K) - a deafening roar that knocks back enemies, slows them down and deals area damage.


Role: tank.

Style: physical damage.

A classic “difficult to carry” tank, originally from the forest. Passive ability - a bonus to health restoration, depending on the amount of health lost.

Weapons and techniques:

  • King of the Forest (U) - passive; receives a bonus to health restoration with each level.
  • Pounce (RMB) - pounce on an enemy, causing damage.
  • Swipe (LMB) - a swing with clawed hands, a basic melee attack.
  • Cobblestone Throw (Y) - pulls out a piece of soil and throws it at the enemy, causing damage and stunning.
  • In Fury (K) - increases in size, which increases health restoration and damage dealt, reactivated.

Weak against: Grux, GRIM.exe. Strong against: Feng Mao, Howitzer. Good in a team with: Grux, Dekker.


Role: support, tank.

Style: Energy Damage.

Rictor is a tank that specializes in close combat and crowd control.

Weapons and techniques:

  • Electrical Strike (U) is an area attack that deals damage to all nearby enemies.
  • Shock Therapy (RMB) - when activated, the next basic attack, in addition to damage, will slow down and “close the mouth” of the enemy.
  • Scourge (LMB) - basic melee attack.
  • Harpoon (Y) - throws his chain and pulls the enemy who is “hooked” towards him, causing damage.
  • Skewers (K) - releases a whole “bouquet” of chains onto the “cone” in front of him, piercing enemies and stunning them.

Role: tank.

Style: physical damage.

Sevarog is a strong tank, good for crowd control and does well in the jungle. Passive ability - the level of maximum health and damage power increases when killing enemies using the Siphon.

Weapons and techniques:

  • Subjugate (U) - selects an area in which enemies take damage and are slowed down after the ability ends.
  • Phantom Onslaught (RMB) is a sharp dash that allows you to pass through all enemies you encounter, causing damage.
  • Hammer (LMB) - basic attack, hammer blow.
  • Puller (Y) - strikes the ground with a hammer in front of you, causing damage to opponents.
  • The Most Powerful Strike (K) is a powerful sweep “along a cone” in front of you, causing damage to enemies, throwing them back and the minions that destroy them.

Weak against: Feng Mao, Gadget. Strong against: Gideon, Grux. Good in a team with: Callari, Murdoc.


Role: Pathfinder.

Style: physical damage.

Sparrow is a classic tracker, archer, athlete, Komsomol member and simply beautiful.

Weapons and techniques:

  • Ruthless (U) - passive; gives bonuses to damage when shooting at one target.
  • Piercing Shot (RMB) - "the longer you aim, the better" - Sparrow slows down and fires a powerful shot from his bow.
  • Shot from a Bow (LMB) - a basic ranged attack.
  • Hail of Arrows (Y) - a hail of arrows in a given area.
  • Inner Fire (K) - three arrows that deal damage as from a basic attack to the targets hit.

Weak against: Steel, Gadget. Strong against: Gruksa, Dekker. Good in a team with: Muyuriel, Steel.


Role: tank, fighter.

Style: physical damage.

Steele is a tank capable of taking the main damage without choking (while protecting allies) and delivering a worthy retaliatory blow. Passive ability - resistance to crowd control abilities increases when in close proximity to allies.

Weapons and techniques:

  • Power Shield (U) - creates an energy shield in a given area - slows down enemies, prevents minions from passing.
  • Blocking Shield (RMB) - a basic blocking ability, the shield absorbs a certain percentage of damage.
  • Strike (LMB) - basic melee attack.
  • Onslaught (Y) - breaking through the ranks of enemies, causing damage to all those “who fell under the attack” and throwing them back.
  • Shield Bash (K) - a powerful jump that ends with a powerful blow to the landing area.

Weak against: Feng Mao, Gadget. Strong against: Gideon, Kallari. Good in a team with: Muriel, Dekker.


Role: Pathfinder.

Style: physical damage.

TwinBlast is a tracker and a master of shooting “Macedonian style”. Passive ability - when damaging an enemy, his subsequent Double Shot attack deals increased damage.

Weapons and techniques:

  • Grenade! (U) - grenade! Damage in a given area.
  • Rocket Dash (RMB) - a quick dash in the direction TwinBlast is moving.
  • Double Shot (LMB) - basic ranged attack.
  • Nitro (Y) - passive effect: attack speeds up; when activated, the attack speeds up even more.
  • Barrage (K) - weapons turn into cannons and continuously fire rockets, causing bonus damage and destroying minions.

Weak against: Rampage, Grux. Strong against: Gideon, Murdoc. Good teamed with: Muriel.


Role: caster, support.

Style: Energy Damage.

The fairy uses the forces of nature to control crowds and oppress.

Weapons and techniques:

  • Collect Nettle (U) - an energy projectile that returns spent mana if it hits an enemy.
  • Wild Growth (RMB) - plants a flower that deals area damage while it grows, and then when it explodes.
  • Flower (LMB) - basic energy attack in an area.
  • Patch of Earth with Thorns (Y) - linear attack, area damage and slowing effect for several seconds.
  • Flytrap (K) is a huge plant that attracts enemies and deals damage after a short delay.

Feng Mao


Feng Mao

Role: fighter.

Style: physical damage.

Feng Mao is a fierce fighter who is excellent for both defense and, in fact, attack. His passive ability is the Balance between offensive and defensive abilities - using an attack he gains a bonus to using defense and vice versa.

Weapons and techniques:

Broom (LMB) - delivers a sweeping blow with its “staff”.

Conversion Shield (RMB) - generates a shield that absorbs part of the damage.

Mowing Throw (Y) - Dao sends out his hologram and when it collides with an enemy, he teleports to his “picture”, causing damage to everyone through whom his hologram “passed” and to the one near whom he appeared.

Trip (U) - swings his “staff” around himself, causing damage to nearby enemies.

Earthquake (K) - Feng jumps up and lands hard, slamming his "staff" into the ground and damaging everyone in a straight line in front of him (he gains a protective shield while using this ability).

Weak against: Dekker, Muriel. Strong against: Kallari, Gruksa. Good in a team with: Dekker, Howitzer.


Role: fighter.

Style: physical damage.

The Chimera is a creature enslaved by a wild spirit, which is great for one-on-one combat and surprise attacks.

Weapons and techniques:

  • Spiritual Regeneration (U) - passive; Restores some health when using a basic attack successfully.
  • Chopping Strike (LMB) - swings an ax, physical damage.
  • Ambush (RMB) - jumps towards the enemy, deals area damage to him, and also stuns him.
  • Release (Y) - gains maximum attack speed for a while.
  • Knockback (K) - the selected enemy is subjected to a violent physical attack after a while, while others are stunned and slowed down.

Weak against: Decker, Gadget. Strong against: Sparrow, GRIM.exe. Good in a Team with: Dekker, Gadget.


Role: caster.

Style: Energy Damage.

Howitzer is a Demoman, which is useful for area of ​​effect attacks. Passive ability - when killing an enemy, the cooldown is accelerated.

Weapons and techniques:

  • Mine (U) - throws a grenade, which explodes if the enemy approaches it or if the ability is used again (Howitzer himself will receive damage if he finds himself in the middle of the action).
  • Slowdown Grenades (RMB) - shoots three grenades in a line, which explode as soon as someone gets within range, causing damage and slowing down.
  • Cannon (LMB) - fires an explosive charge.
  • Rocket R2000 (Y) - fires a rocket that deals area damage.
  • Stormy Flow (K) - shoots a group of missiles into the air that land at a given location, causing damage.

Weak against: Kallari. Strong against: Gideon, Grux. Good in a team with: Dekker, Muriel.



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