Greetings, Warriors!
It's Paragon: The Overprime.
We have upcoming news arriving from Planet Prime.
We greatly appreciate your interest, Warriors.
Please see below for details.
8/29 Update Note
New Hero Riktor Added
[Riktor]

1 New Skin Added
- Riktor: [Heroic] Fury Chaser

5 New Summer Skins Added
- Heroic (2 skins): Sparrow/Belica
- Rare (3 skins): Murdock/Shinbi/Maco
- Sale period: 8/29 update - before 9/26 update
*Skins may be sold again at a later date.
[Heroic]
- Sparrow: Brilliant Vacation Sparrow

- Belica: Commander of the Sea

[Rare]
- Murdock: Protector of the Sea

- Shinbi: Mystic Ocean

- Maco: Mashark

Karma Balance Changes
[Silence]
1. Duration Adjusted
Before: 3.5 sec Silence
Now: 2.5 sec Silence
2. Cooldown Adjusted
Before: 220 sec
Now: 200 sec
[Consolation]
1. Cooldown Adjusted
Before: 210 sec
Now: 190 sec
[Demoralization]
1. Effect Adjusted
Before: Physical, Magical Defense, Slow 45%
Now: Physical, Magical Defense, Slow 55%
2. Duration Changed
Before: 5 sec
Now: 4 sec
3. Cooldown Adjusted
Before: 220 sec
Now: 190 sec
[Courage]
1. Effect Adjusted
- Before: Attack Speed 35%, Movement Speed 35% increase
- Now: Attack Speed 45%, Movement Speed 30% increase
2. Cooldown Adjusted
- Before: 200 sec
- Now: 190 sec
[Pain]
1. Cooldown Adjusted
- Before: 180 sec
- Now: 170 sec
[Weakened]
1. Cooldown Adjusted
- Before: 220 sec
- Now: 190 sec
[Purge]
1. Cooldown Adjusted
- Before: 210 sec
- Now: 180 sec
[Recovery]
1. Health Recovery Adjusted
- Before : 60
- Now : 56
2. Health Recovery Based on Level Adjusted
- Before : 30
- Now : 29
3. Cooldown Adjusted
- Before: 190
- Now: 220
[Protection]
1. Damage Taken Decrease Rate Adjusted
- Before: 40%
- Now: 50%
2. Shield Value Adjusted
- Before : 45
- Now : 47
3. Shield Based on Level Adjusted
- Before : 30
- Now : 31
[Dev Comments]
> To encourage more engagement with Karma, we've adjusted the cooldown for all Karmas. Furthermore, to maintain an overall balance, we've implemented some adjustments to the effects of specific Karma effects.
Hero & Item Announcement

Hero Balance Changes
[GRIM.exe]

1. Deflector Shield (RMB-Skill) Cooldown Adjusted
- Before: 20/19/18/17/16
- Now: 22/21/20/19/18
2. Displacement Blast (Q-Skill) Explosion Area Adjusted
3. Displacement Blast (Q-Skill) Base Damage Adjusted
- Before: 80/135/190/245/300
- Now: 75/130/185/240/295
4. Displacement Blast (Q-Skill) Mana Cost Adjusted
- Before: 65/75/85/95/105
- Now: 70/80/90/100/110
5. Displacement Blast (Q-Skill) Magical Power Coefficient Adjusted
- Before: 1
- Now: 0.95
6. Suppression Mode (E-Skill) Mana Cost Adjusted
- Before: 20
- Now: 25
7. Suppression Mode (E-Skill) Slow Rate Adjusted
- Before: 20/25/30/35/40%
- Now: 15/20/25/30/35%
8. Tracking Orb (R-Skill) Magical Power Coefficient Adjusted
- Before: 1.25
- Now: 1.15
9. Tracking Orb (R-Skill) Cooldown Adjusted
- Before: 25/24/23
- Now: 30/28/26
[Dev Comments]
> GRIM.exe's Displacement Blast (Q-Skill) and Tracking Orb (R-Skill) were in advantage for landing a hit, and they were great skills to use in any lane. We've adjusted the overall damage to slightly reduce its power.
[Sparrow]

1. Focus (RMB-Skill) Mana Cost Adjusted
- Before : 60
- Now : 70
2. Swift Arrow (E-Skill) Cooldown Adjusted
- Before: 18/17/16/15/14
- Now: 18/17.5/17/16.5/16
3. Swift Arrow (E-Skill) Attack Speed Adjusted
- Before: 30/35/40/45/50%
- Now: 20/25/30/35/40%
4. Swift Arrow (E-Skill) Movement Speed Adjusted
- Before: 40%
- Now: 30%
5. Swift Arrow (E-Skill) Mana Cost Adjusted
- Before: 50
- Now: 60
6. Hail of Arrows (R-Skill) Duration Adjusted
- Before: 5/7/9
- Now: 5/6/7
7. Hail of Arrows (R-Skill) Area Damage Adjusted
- Before: 50/55/60%
- Now: 40/45/50%
8. Hail of Arrows (R-Skill) Cooldown Adjusted
- Before: 100/85/70
- Now: 100/90/80
[Dev Comments]
> In the early game, Sparrow was a very powerful hero regardless of the game time due to Focus (RMB-Skill)'s high skill power in lane fight, and the synergy of Swift Arrow (E-Skill) + Hail of Arrows (R-Skill) in the mid to late game. We've made minor adjustments to E-Skill and R-Skill to reduce the power in the mid to late game.
[Aurora]

1. Frigid Illusion (RMB-Skill) Cooldown Adjusted
- Before: 13.5/13/12.5/12/11.5
- Now: 14.5/14/13.5/13/12.5
2. Frigid Illusion (RMB-Skill) Mana Cost Adjusted
- Before: 40
- Now: 60
3. Frozen Track (Q-Skill) Mana Cost Adjusted
- Before: 65
- Now: 80
4. Glacial Barrier (E-Skill) Base Damage Adjusted
- Before: 115/155/195/235/275
- Now: 100/140/180/220/260
5. Glacial Barrier (E-Skill) Magical Power Coefficient on Successful Basic Attack Adjusted
- Before: 0.5
- Now: 0.35
6. Glacial Barrier (E-Skill) Damage Coefficient Based on the Hero's Health on Successful Basic Attack Adjusted
- Before: 0.02
- Now: 0.032
7. Glacier Explosion (R-Skill) First Hit Base Damage Adjusted
- Before: 145/265/385
- Now: 125/225/325
8. Glacier Explosion (R-Skill) First Hit Magical Power Coefficient Adjusted
- Before: 0.8
- Now: 0.7
9. Glacier Explosion (R-Skill) Second Hit Base Damage Adjusted
- Before: 100/110/120
- Now: 90/100/110
10. Glacier Explosion (R-Skill) Second Hit Magical Power Coefficient Adjusted
- Before: 0.6
- Now: 0.5
[Dev Comments]
> The instantaneous high skill power of Aurora's Glacial Barrier (E-Skill) + Glacier Explosion (R-Skill) made her very powerful in large-scale fights. The damage output and survivability were also high, making Aurora overpowered. We've made adjustments to her survivability and damage output to slightly reduce her power.
[Iggy & Scorch]

1. Another Friend (Q-Skill) Skill Range Adjusted
- Before: 6.5m
- Now: 5.5m
2. Another Friend (Q-Skill) Mana Cost Adjusted
- Before: 65/70/75/80/85
- Now: 80/90/100/110/120
3. Another Friend (Q-Skill) Mini Turret Growth Health Adjusted
- Before: 115
- Now: 85
4. Another Friend (Q-Skill) Mini Turret Magical Power Coefficient Adjusted
- Before: 0.6
- Now: 0.4
5. R-Skill while Another Friend (Q-Skill) is Active: [Mini Turret] Magical Power Coefficient Against Heroes Adjusted
- Before: 0.3
- Now: 0.2
6. R-Skill while Another Friend (Q-Skill) is Active: [Mini Turret] Magical Power Coefficient Against Monsters Adjusted
- Before: 0.13
- Now: 0.086
7. Dynamic Duo (E-Skill) Base Damage Adjusted (Iggy & Scorch Basic Attack)
- Before: 8/11/14/17/20
- Now: 6/9/12/15/18
8. Dynamic Duo (E-Skill) Base Damage Adjusted (Mini Turret Attack)
- Before: 8/11/14/17/20
- Now: 6/9/12/15/18
9. Dynamic Duo (E-Skill) Magical Power Coefficient Adjusted (Iggy & Scorch Basic Attack)
- Before: 0.18
- Now: 0.13
10. Dynamic Duo (E-Skill) Magical Power Coefficient Adjusted (Mini Turret Basic Attack)
- Before: 0.18
- Now: 0.13
[Dev Comments]
> It is very difficult to recognize mini turrets in large-scale fight situations. In addition, the burn damage from Dynamic Duo (E-Skill) remained high until the mid to late game, making them a very difficult hero to counter. We've adjusted the mini turret's power and burn damage to make it easier to counter in combat.
[Kallari]

1. Brand (RMB-Skill) Base Damage Adjusted
- Before: 80/110/140/170/200
- Now: 70/100/130/160/190
2. Brand (RMB-Skill) Physical Power Coefficient Adjusted
- Before: 0.75
- Now: 0.7
3. Brand (RMB-Skill) Mana Cost Adjusted
- Before: 50
- Now: 60
4. Faded Light (Q-Skill) Cooldown Adjusted
- Before: 12/11.5/11/10.5/10
- Now: 13/12.5/12/11.5/11
5. Evil Vow (R-Skill) Base Damage Adjusted
- Before : Initial/mid damage 20/40/60
- Now : Initial/mid damage 18/36/54
6. Evil Vow (R-Skill) Physical Power Coefficient Adjusted
- Before : 0.2
- Now : 0.17
[Dev Comments]
> Following the recent patch, the damage output has become overly high, resulting in a significant narrowing of opportunities for other Assassin heroes. To restore balance among the Assassin heroes, we have made a slight reduction in the damage output.
[Belica]

1. Suppress (RMB-Skill) Magical Power Coefficient Adjusted
- Before: 1
- Now: 0.9
2. Ground Collapse (Q-Skill) Base Damage Adjusted
- Before: 90/120/150/180/210
- Now: 80/105/130/155/180
3. Commander's Eye (E-Skill) Mana Drain Rate Adjusted
- Before: 2/2.5/3/3.5/4%
- Now: 1.5/2/2.5/3/3.5%
4. Commander's Eye (E-Skill) Base Damage Adjusted
- Before: 40/60/80/100/120
- Now: 30/50/70/90/110
5. Commander's Eye (E-Skill) Magical Power Coefficient Adjusted
- Before: 0.35
- Now: 0.37
6. Paralyzing Shot (R-Skill) Damage per 1 Mana Cost Adjusted
- Before: 0.4/0.5/0.6
- Now: 0.4
7. Paralyzing Shot (R-Skill) Max Mana Damage from Ultimate Adjusted
- Before: 300/350/400
- Now: 200/250/300
8. Paralyzing Shot (R-Skill) Magical Power Coefficient Adjusted
- Before: 0.8
- Now: 0.7
9. Paralyzing Shot (R-Skill) Skill Range Adjusted
- Before: 16m
- Now: 14m
[Dev Comments]
> Even after several adjustments, this hero has consistently shown a stronger performance compared to other Caster heroes. In particular, her Ultimate is highly effective in one-on-one combat situations, giving her a clear advantage in lane fights. To prevent an overly dominant presence in lane fights, we've made overall adjustments to the performance of the skills.
[Shinbi]

1. Summon Phantom (Q-Skill) Mana Recovery Amount Adjusted
- Before: 5%
- Now: 3%
2. Phantom Dance (E-Skill) Health Recovery Amount Adjusted
- Before: 3/5.5/8/10.5/13%
- Now: 3/4/5/6/7%
3. Call of the Goddess (R-Skill) Phantom Wolf Stack Duration Adjusted
- Before: 30
- Now: 12
[Dev Comments]
> The Ultimate deals extremely high damage, and the duration of its stacks is also excessively long, making it advantageous for taking down enemies. Additionally, in one-on-multiple heroes fights, the Health Recovery from Phantom Dance (E-Skill) boosted the survival rate. To place more emphasis on assassination, we have slightly adjusted the sustainability of the Shinbi's skill.
[Crunch]

1. Crunch Charge! (RMB-Skill) Cooldown Adjusted
- Before: 14
- Now: 11
2. Crunch Swing (Q-Skill) Base and Enhancement Damage Adjusted
- Before: 70/110/150/190/230
- Now: 75/115/155/195/235
3. Crunch Swing (Q-Skill) Physical Power Coefficient Adjusted
- Before: 0.75
- Now: 0.8
[Dev Comments]
> Although having a very aggressive skill, it is determined that the damage output did not meet expectations. To enhance the usefulness of the main skill, Crunch Swing (Q-Skill), the damage has been increased. Additionally, to improve survivability, the cooldown of Crunch Charge! (RMB-Skill) has been adjusted.
[The Fey]

1. Forest's Will (RMB-Skill) Base Damage Adjusted
- Before: 35/40/45/50/55
- Now: 45/50/55/60/65
2. Forest's Will (RMB-Skill) Magical Power Coefficient Adjusted
- Before: 0.09
- Now: 0.095
3. Forest's Will (RMB-Skill) Damage Dealt When Vines Disappear Adjusted
- Before: 30/35/40/45/50
- Now: 33/36/39/42/45
4. Forest's Will (RMB-Skill) Magical Power Coefficient of When Vines Disappear Adjusted
- Before: 0.6
- Now: 0.65
[Dev Comments]
> Adjusted the damage of Forest's Will (RMB-Skill) to deal more sustained damage to enemies.
[Howitzer]

1. Slow Bomb (RMB-Skill) Base Damage Adjusted
- Before: 80/120/160/200/240
- Now: 60/100/140/180/220
2. Slow Bomb (RMB-Skill) Magical Power Coefficient Adjusted
- Before: 0.5
- Now: 0.6
3. Super Powerful Missile (Q-Skill) Base Damage Adjusted
- Before: 85/135/185/235/285
- Now: 75/130/185/240/295
4. Super Powerful Missile (Q-Skill) Magical Power Coefficient Adjusted
- Before: 0.95
- Now: 0.97
5. Super Powerful Missile (Q-Skill) Mana Cost Adjusted
- Before: 55/65/75/85/95
- Now: 60/70/80/90/100
6. This Is Mine! (E-Skill) Base Damage Adjusted
- Before: 60/90/120/150/180
- Now: 45/80/115/150/185
7. This Is Mine! (E-Skill) Magical Power Coefficient Adjusted
- Before: 0.4
- Now: 0.5
8. Howitzer's Showtime! (R-Skill) Last Hit Base Damage Adjusted
- Before: 200/275/350
- Now: 180/255/330 → 180 / 225 / 330
9. Howitzer's Showtime! (R-Skill) Last Hit Magical Power Coefficient Adjusted
- Before: 1.5
- Now: 1.65
[Dev Comments]
> With three offensive skills, we feel he is overpowered in the early lane fights. We've reduced his damage in the early game and increased it to make him more viable in the mid to late game. We've also adjusted the damage of Ultimate's final hit to make it more useful.
[Gideon]

1. Distortion (RMB-Skill) Magical Power Coefficient Adjusted
- Before: 0.5
- Now: 0.55
2. Summon Meteor (Q-Skill) Base Damage Adjusted
- Before: 100/150/200/250/300
- Now: 90/140/190/240/290
3. Summon Meteor (Q-Skill) Magical Power Coefficient Adjusted
- Before: 0.95
- Now: 0.98
4. Devour (R-Skill) Magical Power Coefficient Adjusted
- Before: 0.3
- Now: 0.35
[Dev Comments]
> It's believed that the hero lacked a bit in terms of aggression compared to other Caster heroes. To make him more effective in early game lane fights and large-scale fights, we've adjusted the overall skill damage.
[Rampage]

1. Savage Heave (Q-Skill) Cooldown Adjusted
- Before: 16 / 15 / 14 / 13 / 12
- Now: 14 / 13 / 12 / 11 / 10
2. The Liberated (R-Skill) Max Health Increase Adjusted
- Before: 350 / 650 / 950
- Now: 400 / 700 / 1000
3. The Liberated (R-Skill) Recovery Per Second Adjusted
- Before: 35 / 65 / 95
- Now: 40 / 70 / 100
4. The Liberated (R-Skill) Cooldown Adjusted
- Before: 110 / 95 / 80
- Now: 100/90/80
[Dev Comments]
> When Rampage's Savage Heave (Q-Skill) misses, it diminishes his combat role's significance and complicates skill combos, resulting in reduced pick as a Tank. To promote more frequent utilization of Savage Heave (Q-Skill), we've adjusted the cooldown. And we adjusted Health increase amount and cooldown of The Liberated (R-Skill) to emphasize the Tank's fundamental defensive role.
[Grux]

1. Rage (RMB-Skill) Physical Power Coefficient Adjusted
- Before: 0.8
- Now: 0.85
2. Primal Grip (Q-Skill) Cooldown Adjusted
- Before: 11
- Now: 9
3. Primal Grip (Q-Skill) Physical Power Coefficient Adjusted
- Before: 0.4
- Now: 0.45
[Dev Comments]
> We've adjusted the overall damage and cooldown of Grux to make it more appealing to use Grux.
[Muriel]

1. Glory of Osyne (RMB-Skill) Magical Power Coefficient Adjusted
- Before: 0.7
- Now: 0.85
2. Final Judgment (Q-Skill) Slow Adjusted
- Before: 20/25/30/35/40%
- Now: 25/30/35/40/50%
3. Final Judgment (Q-Skill) Stun Duration Adjusted
- Before: 0.5
- Now: 0.8
4. Faithful Vow (R-Skill) Shield Magical Power Coefficient Adjusted
- Before: 0.65
- Now: 0.8
[Dev Comments]
> Given her role in offering support from rear line, we've adjusted the overall Magical Power Coefficient to amplify the amount of Shield provided to allies, rather than concentrating solely on defense.