Greetings, Warriors!
It's Paragon: The Overprime.
Here are the details regarding the update patch that will be applied to ensure the best possible gameplay experience.
Please see below for details.
5/30 Update Note
New Hero Greystone Added
[Greystone]

Reward Distribution
[Exploration Pass / Exploration Supply Retroactive Reward Distribution]
- 560 Kima has been sent to existing accounts that could not participate in Exploration Pass and Exploration Supply
* Existing accounts are defined as all Warriors who joined before the April 26th update
[Reward]
- 560 Kima
[Recipients]
- All Warriors who joined before 04-26-2023 12:00 KST (UTC+9)
[Reward Claim Period]
- 2023-05-30 12:00 ~ 2024-01-01 09:59 (KST, UTC+9)
[How to Claim]
- Log into the game during the distribution period.
3 New Skins Added
- Greystone: [Heroic] The Legend of Seymour

- Wraith: [Heroic] Lord of the Meadow

- Grux: [Rare] Limu

Hero Balance Changes

[Belica]
1. Ground Collapse (Q-Skill) Magical Power Coefficient Adjusted
- Before: 0.5
- Now: 0.65
2. Ground Collapse (Q-Skill) Cooldown Adjusted
- Before: 13 sec/12.5 sec/12 sec/11.5 sec/11 sec
- Now: 12 sec/11.5 sec/11 sec/10.5 sec/10 sec
3. Commander's Eye (E-Skill)'s Base Damage Adjusted
- Before: 50/90/130/170/210
- Now: 40/60/80/100/120
4. Commander's Eye (E-Skill)'s Cooldown Adjusted
- Before: 35 sec
- Now: 33 sec
5. Commander's Eye (E-Skill)'s Magical Power Coefficient Adjusted
- Before: 0.55
- Now: 0.45
6. Suppress (RMB-Skill) Cooldown Adjusted
- Before: 6 sec
- Now: 7 sec
7. Paralyzing Shot (R-Skill) Base Damage
- Before: 50/100/150
- Now: 100/150/200
8. Paralyzing Shot (R-Skill) Damage per the Target's Consumed Mana
- Before: 0.6 / 0.8 / 1.0
- Now: 0.4/0.5/0.6
9. Paralyzing Shot (R-Skill) Maximum Damage Proportional to the Target's Consumed Mana
- Before: N/A
- Now: 300/350/400
10. Paralyzing Shot (R-Skill) Magical Power Coefficient Added
- Before: N/A
- Now: 0.8
Dev Comments
Commander's Eye (E-Skill)'s damage has been adjusted as it was too effective in combat. Commander's Eye (E-Skill)'s cooldown has also been adjusted to make it easier to combine with Suppress (RMB-Skill) and Ground Collapse (Q-Skill).
Paralyzing Shot (R-Skill) caused some players confusion because it wasn't identified as a Magical skill, especially when it came to selecting items. The Ultimate's mechanism has been adjusted to make it clearer that it is a Magical skill.
Item Balance Changes

[Energy Overflow]
#. Price
- Before: 2,000 Gold
- Now: 1,500 Gold
Dev Comments
This item was not purchased very often due to its high cost and potential drawbacks. The price has been brought down in the hopes that the item will be purchased more.

[Fruit of Greed]
#. Effect
- Before: Decreases Magical Defense of nearby enemy Heroes by 15%.
- Now: Decreases Magical Defense of nearby enemy Heroes by 20%.
Dev Comments
It was hard for Heroes to use Magical Defense Reduction effects in the early-to-mid game because the Magical Defense of most Heroes is low. We have adjusted the item's values to be more effective in the early stages of the game.

[Holy Relic of Osyne]
#. Price
- Before: 3,100 Gold
- Now: 2,900 Gold
Dev Comments
This item had a low purchase rate due to its high cost and less desirable Magical Defense increase effect. The price has been adjusted to make this item a solid choice when facing off against enemy teams with many debuffs.

[Emergency Rescue Unit]
#. Effect
- Before: Grants a Shield equal to 15% of Max Health for 3 sec if the Hero's Health is below 30%.
- Now: Grants a Shield equal to 20% of Max Health for 3 sec if the Hero's Health is below 30%.
Dev Comments
This item was proving difficult for Jungle Heroes to utilize properly because their itemization options don't normally include items with large Max HP increases. We've adjusted the item's Max HP scaling to make it a more appealing purchase.

[Margot's Stone]
#. Price
- Before: 3,500 Gold
- Now: 3,100 Gold
Dev Comments
This item is powerful, but it has a low purchase rate due to its high cost. The cost has been decreased so that the item can be used more often.

[Witch's Vial]
#. Effect
- Before: A Critical Hit increases Physical Defense Nullification by 20% and Attack Speed by 25% for 3 sec.
- Now: A Critical Hit increases Physical Defense Nullification by 20% and Attack Speed by 15% for 3 sec.
Dev Comments
The Attack Speed value has been adjusted to make this item more desirable in situations where a player needs Defense Nullification.

[Bells of Purification]
#. Effect
- Before: A successful Basic Attack or Skill Attack on an enemy Hero increases Magical Power by 8, and decreases the enemy's Magical Defense by 5% for 5 sec. Stacks up to 5 times.
- Now: A successful Basic Attack or Skill Attack on an enemy Hero increases Magical Power by 10, and decreases the enemy's Magical Defense by 5% for 5 sec. Stacks up to 5 times.
Dev Comments
This item has been unpopular due to its stacking mechanics and difficult effects. The duration and the Magical Power value have been adjusted to encourage players to utilize the item to its full potential.

[Spirit's Armor]
#. Stats
- Before: Physical Power 40, Attack Speed 30%, Movement Speed 4%
- Now: Physical Power 40, Attack Speed 30%, Tenacity 20%, Movement Speed 4%
Dev Comments
This item was unpopular because it was lackluster compared to other items at a similar price point, so Tenacity has been added to the item to make it a better option when the enemy team has multiple Crowd Control effects.

[Dekima Cannon]
#. Price
- Before: 3,100 Gold
- Now: 2,800 Gold
Dev Comments
The price of this item has been lowered in the hopes that it will see more play.

[Broken Watch]
#. Effect
- Before: Recovers 205-460 Health of nearby ally Heroes and T-ons after 2.5 sec.
- Now: Recovers 225-480 Health of nearby ally Heroes and T-ons after 1.5 sec.
Dev Comments
Due to this item's long activation time, the caster or their allies would often die within the 2.5 seconds it takes to take effect. The activation time has been reduced to make the item more responsive and easier to use in combat.

[Carbon Alloy Vest]
#. Price
- Before: 1,550 Gold
- Now: 1,250 Gold
Dev Comments
The price of this item has been lowered in the hopes that it will see more play.

[Blue Heart]
#. Combination
- Before: Inquisitor's Prayer Beads + Valley Crystal + Orb of Harmony + 375 Gold
- Now: Apprentice's Hat + Valley Crystal + Orb of Harmony + 575 Gold
Dev Comments
This item tended to be lackluster as an early purchase due to its high cost and long completion time. We've adjusted the item's build path to give players more power from the components until the item can be completed.
Item Reworks

[Marauder's Watch]
#. Effect
- Before: Decreases Cooldown by 0.3 sec for all skills upon successful Basic Attack on an enemy.
- Now: Decreases Cooldown by 0.3 sec for all skills upon successful Skill or Basic Attack on an enemy.
Dev Comments
A component item for Marauder's Watch. When purchased by Jungle Heroes, they can use their Ultimates more often.
New Items Added

[Secret Assassination Technique]
#. Stats: Physical Power 50, Physical Penetration 15, Movement Speed 5%
#. Passive: Upon defeating an enemy Hero, increases Movement Speed by 30% and enters Stealth mode for 5 sec. Stealth is removed upon hit or use of a Skill or Basic Attack. Decreases Skill Cooldowns by 10%.
#. Price: 2,400 Gold
#. Combination: Drill Rifle + Plasma Cutter + Vishanti Handgun + 400 Gold
Dev Comments
A item intended for Physical Damage-oriented Assassin Heroes to employ more diverse strategies and solidify their class identity.

[Star's Grace]
#. Stats: Magical Defense 50, Health 300, Tenacity 20%
#. Passive: Grants Crowd Control Immunity for 1.5 sec to the caster and nearby allies upon casting an Ultimate. (40 sec)
#. Price: 2,850 Gold
#. Combination: Feather of Protection + Carbon Alloy Vest + Black Sea Stone Bracelet + 100 Gold
Dev Comments
A item intended for Heroes whose Ultimates are frequently interrupted. This item will also be a good option when facing enemies with Crowd Control effects.

[Clock Piece]
#. Stats: Physical Power 15
#. Passive: Decreases Cooldown by 0.2 sec for all skills upon successful Basic Attack on an enemy.
#. Price: 700 Gold
#. Combination: Vishanti Handgun + Vishanti Handgun + 300 Gold
Dev Comments
When purchased by Jungle Heroes, they can use their Ultimates more often.

[Worn Gloves]
#. Stats: Magical Power 30
#. Passive: Dealing Damage with a Basic Attack within 6 sec of using a skill deals Bonus Magical Damage equal to 20% of Magical Power to the enemy. (2.5 sec)
#. Price: 900 Gold
#. Combination: Branch of the World Tree + Branch of the World Tree + 350 Gold
Dev Comments
A component item for Gloves of Jealousy. We've added an new item to make building Gloves of Jealousy easier in the hopes that it will see more play.
Game System Adjustments
[Ally Base]
1. Ally Base Recovery Rate Adjusted
- Before: 20% per sec
- Now: 10% per sec
Dev Comments
The base's Health Recovery values have been adjusted to change the time it takes to return to a lane after recalling.
2. Automatically Activates Sprint Mode upon Entering Ally Base
Dev Comments
As a quality of life change, Heroes now automatically activate Sprint Mode upon entering the Ally Base.
[Jump Pad]
1. Adjusted Jump Pad Active Duration
- Deactivates 1:30 after the game starts
*However, the Jump Pad will be activated in the surrounding area when a Prime Spirit, Disciplined Underling, or a Prime Guardian appears.
Dev Comments
The Jump Pad activation conditions have been adjusted to change the time it takes for Heroes to return to a lane and to serve as a visual indicator when Prime monsters have spawned.
[Portals]
1. Adjusted Portal Teleport Locations
- Before: Solo Lane ↔ Duo Lane / Prime Spirit ↔ Prime Guardian
- Now: Solo Lane ↔ Prime Spirit / Duo Lane ↔ Disciplined Underling + All allies and enemies can see the user for 2 sec after using a Portal
* Portal descriptions in the Tutorial will also be changed accordingly.
Dev Comments
Portals were facilitating ganks and making large monsters too easy to dispatch, so the portal paths have been adjusted so they make less of an impact on the outcome of a match.
[Shadow Bush]
1. Adjusted Shadow Bushes so Heroes Attacking from Inside a Shadow Bush Are Visible
Dev Comments
In order to lessen the advantage for the Hero that first enters a Shadow Bush, the Shadow Bush mechanics have been adjusted to reveal Heroes that attacking from inside the Shadow Bush.
[Disciplined Underling Summon]
1. Added Summon Animation
Dev Comments
The Underling's summon animation has been modified to make it more noticeable, even in the thick of battle.
[Towers and Inhibitors]
1. Added a Defense Ignore Effect to Tower Attacks
- Per Stack: 5%/10%/15%/20%
2. Adjusted Damage Amplification when Attacking Tower
- Before: 100%/140%/180%/220%
- Now: 100%/150%/200%/250%
3. Adjusted Inhibitor Health
Before: Inhibitor (Initial) 7,000, Defense 60 / Inhibitor (Respawn) 3,000, Defense 60
Now: Inhibitor (Initial) 6,000, Defense 50 / Inhibitor (Respawn) 4,300, Defense 50
Dev Comments
It had become very easy for the leading team to destroy a Tower because the structures were relatively weak. The Towers have been strengthened to make destroying them more risky.
[Prime Guardian and Disciplined Underling]
1. Added a Decreased Damage Taken Effect to the Prime Guardian Based on the Number of Attackers
- 1 Attacker: Damage taken decreased by 50%
- 2 Attackers: Damage taken decreased by 25%
- 3 or More Attackers: No damage taken decrease
2. Added a 50% Healing Reduction Debuff upon Hit by Prime Guardian
3. Adjusted the Health of the Prime Guardian's Initial Spawn
- Before: 16,000
- Now: 15,500
4. Adjusted the Health of the Disciplined Underling
- Before: 5,000
- Now: 6,000
Dev Comments
Certain Heroes have been able to take down the Prime Guardian on their own. An effect has been added to make it more advantageous to attack the Prime Guardian as a team.
5. The Disciplined Underling's Increased Damage Taken from T-ons Effect Removed
6. Added a 50% Damage Boost Effect upon Taking Damage from Heroes
Dev Comments
Teams have been using T-ons to quickly take down the Disciplined Underling. Adjustments have been made so that Heroes, not T-ons, make more of an impact in taking it down.
7. Adjusted the Spawn Time of the Disciplined Underling
- Before: Initial spawn at 8 min, respawns every 8 min
- Now: Initial spawn at 6 min, respawns every 7 min
8. Adjusted the Spawn Time of the Prime Guardian
- Before: Initial spawn at 20 min, respawns every 8 min
- Now: Initial spawn at 18 min, respawns every 6 min
Dev Comments
The spawn time for large monsters has been adjusted to speed up the pace of combat.
9. Adjusted Shockwave Damage for Defeating the Prime Guardian
- Before: 30%/60%/90% damage
- Now: 30% True Damage (applies to Towers and Inhibitors, not the Core)
Dev Comments
We've gotten a lot of feedback on just how impactful the shockwave from a Prime Guardian's defeat can be. The shockwave's damage has been adjusted and it no longer damages the Core.
10. Added Deactivation Effect for Tower and Inhibitors upon Defeating the Prime Guardian
- Deactivates enemy Tower and Inhibitor attacks for a set duration after defeating the Prime Guardian
- Increases allied Heroes' damage dealt to Towers and Inhibitors by 20%
Dev Comments
The shockwave unleashed upon defeating the Prime Guardian now carries an effect that deactivates enemy Towers and Inhibitors. This gives Heroes more direct control over how they want to use this to their advantage.
[Adjusted Health and Buffs Granted by Prime Spirits]
1. Adjusted Fire Spirit Health
- Before: 5,800
- Now: 5,500
2. Adjusted Buff Granted upon Defeating Fire Spirit (Physical/Magical Power)
- Before: 4%/8%/12%/16%/20%
- Now: 5%/10%/15%/20%/25%
3. Adjusted Water Spirit Health
- Before: 6,100
- Now: 5,800
4. Adjusted Buff Granted upon Defeating Water Spirit (Health/Mana Recovery)
- Before: 2%/4%/6%/8%/10%
- Now: 3%/6%/9%/12%/15%
5. Adjusted Wind Spirit Health
- Before: 6,100
- Now: 5,820
6. Adjusted Buff Granted upon Defeating Wind Spirit (Movement Speed and Attack Speed Increase, Cooldown Reduction)
[Movement Speed Increase and Cooldown Reduction]
- Before: 3%/6%/9%/12%/15%
- Now: 4%/8%/12%/16%/20%
[Attack Speed Increase]
- Before: 5%/10%/15%/20%/25%
- Now: 4%/8%/12%/16%/20%
7. Adjusted Earth Spirit Health
- Before: 5,800
- Now: 5,600
8. Adjusted Buff Granted upon Defeating Earth Spirit (Physical/Magical Defense Increase)
- Before: 5%/10%/15%/20%/25%
- Now: 6%/12%/18%/24%/30%
Dev Comments
The buffs gained from defeating Prime Spirits have not been very impactful. The values of all Prime Spirit buffs have been slightly increased to make them more important to the game.
9. Adjusted Ruler of Spirits Silla Health
- Before: 7,100
- Now: 6,800
10. Adjusted the Spawn Conditions of Ruler of Spirits Silla
- Before: After one team defeats 5 Prime Spirits
- Now: After one team defeats 3 Prime Spirits
Dev Comments
Ruler of Spirits Silla's spawn conditions aren't met very often, leading to gridlocked late game scenarios. Silla's spawn conditions have been adjusted to make the pace of the game more dynamic.
11. Adjusted the Spawn Time of Prime Spirits
- Before: 6 min
- Now: 5 min
[T-ons]
1. Adjusted the Spawn Time of T-ons
- Before: 30 sec
- Now: 28 sec
2. Adjusted T-on Movement Speed
- Before: 615
- Now: 610 for Solo & Duo Lanes, 605 for Mid Lane
3. Adjusted Super T-on Stats
- Before: 240 Power, 0 Magical Defense
- After: 200 Power, -10 Magical Defense
4. Added Super T-on Passive Skill
- Increases Movement Speed for all T-ons within range (1,500) by 6%
- Decreases damage taken for all T-ons within range (1,500) by 10%
5. Adjusted Gold Obtained for Defeating T-ons
- Before:
Melee T-on: 20 Gold
Ranged T-on: 15 Gold
Siege T-on: 50 Gold
- Now:
Melee T-on: 25 Gold in the Solo and Duo Lanes, 24 Gold in the Mid Lane
Ranged T-on: 21 Gold in the Solo and Duo Lanes, 20 Gold in the Mid Lane
Siege T-on: 65 Gold
Super T-on: 30 Gold
Dev Comments
T-on stats have been adjusted to place emphasis on laning.
[Jungle Monsters]
1. Adjusted Initial Spawn and Respawn Timers for All Jungle Monsters
2. Decreased the Health of All Regular Jungle Monsters (Except for Flavi and Triarkan)
3. Adjusted EXP Obtained for Defeating Regular Jungle Monsters (Except for Flavi and Triarkan)
4. Adjusted Spawn Location of Certain Jungle Monsters
Dev Comments
The Health values of Jungle monsters have been reduced to make them faster to clear. The obtainable EXP values for defeating them have also been adjusted.
[Gold Acquisition]
1. Adjusted Gold Earned for Killing an Enemy Hero
- Before: 300 Gold
- Now: 250 Gold
2. Adjusted Gold Earned per Second
- Before: 3 Gold
- After: 2 Gold
3. Adjusted Gold Distribution for Defeating Ruler of Spirits Silla
- Before: Gold given to killing Hero and nearby allies
- Now: Gold given to all allies
4. Adjusted Gold Distribution for Defeating the Disciplined Underling
- Before: Gold given to all allies
- Now: Gold given to the killing Hero
5. Adjusted Gold for Killing the Disciplined Underling
- Before: 0 Gold
- Now: 80 Gold
6. Adjusted Gold for Killing the Prime Guardian
- Before: 300 Gold
- Now: 350 Gold
7. Adjusted Gold Distribution for Destroying Inhibitors
- Before: The destroying Hero gets 550 Gold + Participating Heroes split 550 Gold
- Now: Participating Heroes split 550 Gold
[EXP Acquisition]
1. Adjusted EXP for Killing an Enemy Hero
- Before: 20%
- Now: 12%
2. Adjusted EXP Distribution for Defeating Ruler of Spirits Silla
- Before: EXP given to killing Hero and nearby allies
- Now: EXP given to all allies
3. Adjusted EXP Distribution for Defeating the Disciplined Underling
- Before: EXP given to all allies
- Now: EXP given to the killing Hero
Dev Comments
In order to make monster, Tower, and Inhibitor kills more impactful relative to Hero kills, we've adjusted rewards from monster, Tower, and Inhibitor kills.
Improvements
[Recommended Items Changed]
- Recommended Items have been changed for all Heroes
[Matchmaking Improvements]
- Platinum-ranked Competitive Matchmaking now includes Gold 3 players
[Disciplined Underling Summon Animation Improvements]
- Upon summoning the Disciplined Underling, the animation and effect will be present at the spawn location to improve visibility
[Health Bar Upper UI Name Display Improvements]
- In the Settings menu, players can now change the name that appears above a Hero's Health bar UI to [Warrior Name, Hero Name, or No Name].
[Battle Pass Mission Improvements]
- Improved Battle Pass mission progress tracking
[Range Indication Improvements]
1. Improved Health Bar Animations
2. Improved Debuff (Healing Reduction) Visibility
3. Indicator UI for Stacking Effects for Certain Hero Skills Added
[Affected Stacking Effects]
Shinbi - Wolf Qi
Crunch - Overheat
4. Improved Certain Skill Range Indicators
-
- Kallari's Brand (RMB-Skill)
- Shinbi's Summon Phantom (Q-Skill)
- Howitzer's Super Powerful Missile (Q-Skill)
- Narbash's Pew! (RMB-Skill)
- Drongo's Rusty Boomerang (RMB-Skill)
- Maco's Maco Sparkle! (RMB-Skill)
5. Improved Directional Hit Indicators
6. Animations Related to Basic Attack Target Indicators for Ranged Heroes Added
[Effect Improvements]
- Added an effect to the background of the Base in Agnis of Light
[Tutorial Improvements]
- Improved message display
[Skill Useability Improvements]
- Improved Ultimate Skills so that they no longer have to cooldown when canceled
- Added an indicator for when Ultimate Skills are ready
- Improved the Silence effect
[Draft]
- Adjusted player nicknames to be anonymized during the Draft phase
[Bounty System Improvements]
1. Hero Kill Bounties Improve to Not Fall Below a Certain Gold Amount
- Enabled kill bounties to accumulate over 1,000 Gold
- Set the maximum Gold for killing a hero with a bounty to 1,000
- If the Hero has a kill bounty that exceeds 1,000 Gold, 1,000 Gold will be subtracted from the bounty upon death
*If Hero A has a bounty of 2,300 Gold, dying once will change their bounty to 1,300 Gold, and dying twice will change their bounty to 300 Gold. (The killer of Hero A will not earn more than 1,000 Gold per kill)
2. Gold Hero Bounties Earned from T-on Kills Added
3. New System to Reduce the Bounties on the Trailing Team Added
[Minimap]
- Improved Minimap icons
[The Fey Recall Animation Renewed]
- Changed The Fey Recall animation
[Party Chat Added]
- Added a new function that can be used to chat with party members while in a game
[Competitive Rank Border Functionality Added]
- A border will be applied according to your final rank in the previous season.
* A border corresponding to your final rank in the current Competitive Season will be applied in a later update.
[Improvements to the Training Grounds]
- Improvements have been made to the Training Grounds background and modeling.
