This text is taken from the Official Paragon Community Kit located here. The main idea of this article is to remove some mapping to the raw data and make a focused gameplay guide highlighting lots of gotchas revealed within this guide.
This guide provides a basic overview of the game including the environment, systems, and mechanics players will encounter.
Paragon is a MOBA, or Multiplayer Online Battle Arena, in which two teams of five players are pitted against each other in a contest of strategy and action. The players on each team start at opposite ends of the world and must fight their way to the other side to destroy their opponents’ Core.
As a player in Paragon, you take on the persona of a Hero. Heroes come in all shapes and sizes, have their own strengths and weaknesses, and benefit from different styles of gameplay. You choose your hero before the match and play as that hero until the match ends.
Heroes grow stronger as the match progresses, through increasing both Hero Level and Card Power.
Hero level is used to track the player’s increase in power and skill as they gain Hero experience (XP). Hero experience is gained when killing enemy Minions, Structures, Heroes, and Harvesters. As a Hero levels up, their base stats are increased and they are given the choice to level an Ability. This allows the Hero to unlock new abilities, or even level their existing abilities.
Leveling an ability increases its effectiveness; making the move stronger, usable more often, but at the cost of more resources. At level five, a Hero can unlock their Ultimate ability. Ultimate abilities are a hero’s most powerful skill, and can be used to change the course of a team fight, or even an entire game.
Cards are another way that a Hero can increase their efficiency. Your Card Power gives you the ability to purchase cards as it increases, which is done by collecting Card Power (CP) in the form of Amber, the small glowing orbs that are dropped when killing enemy Minions, Structures, and Heroes. These Amber orbs persist for a certain time before fading away. You can also earn Amber by visiting an allied Harvester and collecting from it directly.
Dropped Amber that is collected is shared by all nearby allied Heroes at full value, so there is no grief attributed to “stealing” of dropped Amber.
Players can earn even more Card Power from killing minions by getting a “last hit” multiplier. This effect is triggered when a Hero gets the killing blow on an enemy minion.
The Hero is rewarded with FIVE times the Amber passively dropped by killed minions and this Amber is instantly drawn into the given Hero.
Collecting enough Amber will level your Card Power and unlock more Card Points with which to purchase Cards. With Card Points, not only can you purchase new Cards, but you can also purchase upgrades for most existing Cards. Once purchased, a Card’s abilities are instantly added to your Hero for use.
Agora is the playing field for the game where the battle takes place. It consists of three main areas: a base for each team, three lanes connecting these bases, and the jungle between those lanes.
The Base for each team is located at either end of the world.
The Fountain is where you spawn in at the beginning of the game, and where you will return to when you die or recall. The Fountain is a “safe zone” of sorts where you will regenerate Health and Mana very quickly and are also granted the ability to open the Card Shop for purchases or upgrades. You start the game with three card points, so this is a great opportunity to spend them on some starting cards.
Once leaving your base you will have the option of proceeding down one of the three “lanes” – Right, Middle, and Left – connecting the two bases to each other.
Each lane is protected by two structures known as towers and an inhibitor. To advance in a lane, Heroes must destroy their enemies’ towers and the inhibitor.
Towers are powerful structures that must be destroyed in succession to progress to the enemy’s Core.
The first tower in a given lane (the Outer Tower) must be destroyed before the second tower (the Inner Tower) will sustain any damage, and so on. Towers have powerful defenses that make them formidable obstacles.
Towers can withstand a good deal of damage from enemy Heroes and will target them if there are no minions in range, dealing a considerable amount of damage to even the most powerful Heroes.
Dealing damage to an enemy hero while within their tower range will cause the tower to target the aggressive hero, so be wary of dealing damage to enemy heroes while near their tower.
Towers have a targeting beam that selects its current target. If the targeting beam is active, the tower is active, firing shots every few seconds. The targeting beam will instantly switch from target to target to show players and give them ample time to react, should it land on them. Towers also cause enemy Heroes within a certain distance to become visible on the mini-map, alerting allies to the location of members of the other team.
Destroying a Tower pays out Experience to all nearby Heroes, drops Amber coins, and gives a Card Power bonus to the entire team. When minion waves reach an enemy’s tower, you will have time to deal damage to it because the Tower will target your minions as long as they are in range.
Towers, Inhibitors, and the Core have very handy built in indicators below their health bars that display how many enemy minions are within their attack radius. Timing and pushing lanes with your minions is the key to taking down towers and winning the game!
Inhibitors are the last line of defense before reaching the enemy’s Core.
They are much like towers in the way they function, only they also have an added ability to “protect” the Core, dictate when to spawn Super Minions, and they re-spawn over time if destroyed. While all three inhibitors are active, the Core is invulnerable. This means that to even damage the Core, at least one of the enemy inhibitors must be destroyed.
Like Towers, Inhibitors can withstand quite a bit of damage and target Heroes when there are no minions in range or when the Hero does damage to an enemy Hero, dealing considerable damage every few seconds to the targeted Hero within its range of attack. The targeting beam will instantly switch from target to target to show players and give them ample time to react, should it land on them. Inhibitors also cause enemy Heroes within a certain distance to become visible on the mini-map, alerting allies to the location of members of the other team.
Destroying an Inhibitor pays out Experience to all ally Heroes in the area. As an added “bonus”, when an inhibitor is destroyed, the team that destroys the inhibitor begins to spawn Super Minions down that particular lane for added pressure on that lane. Super Minions are much more powerful minions with more health and damage, but only have melee attacks.
Inhibitors will re-spawn over time after being destroyed. This time lengthens each consecutive time an individual inhibitor is destroyed.
The Core is the main structure, in Paragon, that must be destroyed in order to win the match.
The Core can withstand a large amount of damage and does regular pulsing waves of damage to all enemies in range around it.
The damage done by this pulse is divided up equally over all targets within a radius, meaning the more targets within range, the less damage an individual will take.
With each of a Core’s Inhibitors that is destroyed, the frequency at which it pulses its damaging wave decreases.
Destroying the Core
You cannot damage the Core until both of the towers and inhibitor in at least one lane has been destroyed, and it takes more damage to destroy than any other structure. The enemy will protect it at all costs so battles at the Core can be quite intense. Super Minions are a good resource when attacking the Core, either as damage dealers or a distraction.
Minions are AI controlled units that spawn on a regular timer and advance up the three lanes engaging any enemy that gets in their way. Each team has its own minions which serve as the primary source of experience (XP) and Amber.
Types of Minions
There are several different types of Minions you may encounter during the game:
- Melee Minions – Melee Minions are one of the two basic minions. These minions are indicated by the axe-like weapons they carry and must be within melee range to deal any damage.
- Ranged Minions – Ranged minions are the second basic minion. The minions are identifiable by the rifle-like weapon they carry and attack their targets from a distance.
- Siege Minions – Siege Minions are an assault minion added to every 3rd wave of minions spawned. This minion’s intent is to aid their lesser minions by drawing the fire of enemy towers, taking advantage of their higher Health pool, and allowing for the smaller minions to deal greater damage.
- Super Minions – Super Minions are larger, much more powerful minions spawned by a team down a lane where they have destroyed an enemy’s Inhibitor. They are physically larger and deal significantly more damage, but are limited to dealing damage within melee range.
Being in the vicinity of enemy minions that die will grant your Hero experience (XP), and as they die they will drop Amber that awards Card Power (CP). As a bonus, when a Hero lands the killing blow on a minion, they are rewarded with bonus Amber right away that does not need to be picked up. This is a crucial bonus for skilled players looking to get an advantage, so look to time your attacks carefully.