Paragon’s Monolith Map changes everything about the game. Epic has now moved the game more towards a MOBA after months of testing. This guide has been put together to offes tips for current players and new players coming to Paragon for the first time.
In Monolith, each hero’s role is more defined. No longer can you pick whoever you want and simply romp around the map. If you try to play the game the same way as the Legacy map you will die a lot, which is never good for your team.
Casters will find it harder to survive in the jungle and are more susceptible to ganks at every opportunity. Junglers now play a more important role by stalking the jungle and racking up kills, while at the same time helping the team gain Amber by killing jungle camps to fill the Amber Link.
Heroes are quite vulnerable up to about level six or seven and there is now more emphasis on using lower cards at the start of the game to give a slight edge. Slotting in a couple of one point cards along with mana or health is not a bad idea. These can be ditched once the card points start increasing.
Due to the size of the map, game lengths have decreased, and more often than not it’s unlikely a game will play out with heroes reaching level 15. You need to keep this in mind when building a new deck.
Card points come in increments of one and not three as was the case in the old Legacy map. This change means it’s harder to build up card points early on and it means you may need to be on the battlefield for longer before jumping back to base to place more cards or upgrades. Think carefully about what cards you select based on this new one point system. Take two point and one point upgrade cards in case you want to max out one of the main cards quickly depending on what’s happening in the match.
At the start of the match utilise one point cards such as Strike Tokens and a health or mana card. This gives you a small damage boost while you are acquiring more card points from minions. Swap these out at around level four or five for better cards.
Play matches against the AI when testing a deck. While the AI is a bit rubbish, it will help you determine what order to place cards and what upgrades you want based on the card points gained in the early game. It’s the early game that’s the hardest to tweak for cards.
The game now has an auto-equip card function which can be toggled on or off on the card selection screen. Players familiar with the game will want to toggle this off but new players should leave it on for a while as will help you understand how the decks work.
Epic has also redefined the characters to better explain their roles which are as follows:.
|Aurora||Elusive / Controller / Burst / Attacker / Zoner||Melee||Fury – Intellect|
|Countess||Assassin / Burst / Sieger / Ganker / Durable||Melee||Growth – Corruption|
|Crunch||Initiator / Burst / Wild / Controller / Attacker||Melee||Futy – Order|
|Dekker||Guardian / Controller / Zoner / Elusive||Ranged||Growth – Order|
|Feng Mao||Attacker / Durable / Assassin / Elusive / Wild / Ganker||Melee||Fury – Order|
|Fey||Controller / Guardian / Sieger / Burst||Ranged||Growth – Intellect|
|Gadget||Sieger / Zoner / Burst / Guardian / Elusive||Ranged||Intellect – Order|
|Gideon||Burst / Assassin / Elusive / Sieger||Ranged||Intellect – Corruption|
|Greystone||Durable / Initiator / Attacker / Elusive / Wild||Melee||Fury – Order|
|GRIM.exe||Marauder / Attacker / Burst||Ranged||Intellect – Corruption|
|Grux||Attacker / Ganker / Initiator / Wild / Sieger / Controller||Melee||Fury – Corruption|
|Howitzer||Sieger / Elusive / Burst / Zoner||Ranged||Fury – Intellect|
|Iggy & Scorch||Zoner / Sieger / Elusive||Ranged||Fury – Corruption|
|Kallari||Assassin / Elusive / Ganker / Attacker / Initiator||Melee||Corruption|
|Kwang||Initiator / Wild / Durable / Attacker / Ganker||Melee||Order – Corruption|
|Khaimera||Assassin / Ganker / Attacker / Wild||Melee||Fury – Growth|
|Lt. Belica||Controller / Zoner / Burst / Sieger /Guardian||Ranged||Intellect – Corruption|
|Murdock||Marauder / Attacker / Burst / Zoner||Ranged||Fury – Intellect|
|Muriel||Guardian / Durable / Zoner||Ranged||Growth – Order|
|Narbash||Guardian / Controller / Durable||Melee||Growth – Oder|
|Rampage||Durable / Wild / Attacker / Initiator / Elusive / Ganker||Melee||Growth – Fury|
|Riktor||Controller / Guardian / Ganker / Assassin||Melee||Intellect – Corruption|
|Serath||Marauder / Attacker / Elusive / Assassin / Durable||Melee||Order – Corruption|
|Sevarog||Attacker / Initiator / Durable / Controller / Sieger||Melee||Growth – Corruption|
|Shunbi||Assassin / Burst / Elusive /Ganker / Sieger||Melee||Growth – Intellect|
|Sparrow||Marauder / Attacker / Sieger||Ranged||Growth – Order|
|Steel||Initiator / Guardian / Durable / Attacker / Zoner||Melee||Intellect – Order|
|TwinBlast||Marauder / Attacker / Elusive / Burst||Ranged||Fury – Growth|
|Yin||Marauder / Attacker / Elusive / Assassin||Ranged||Growth – Fury|
Primary Roles Explained
Assassins are heroes with high burst damage focused on eliminating priority enemy targets such as casters or rangers. They specialize in isolating key targets and dealing huge bursts of damage to take them out of the fight.
Attackers deal a large amount of damage using basic attacks.
Burst Heroes can deal a large amount of damage quickly – usually ability damage, but not always!
Controllers can disable or otherwise affect other Heroes’ mobility and positioning.
Durable Heroes are naturally tough through armor, health, regeneration, or any other mechanism.
Elusive Heroes have abilities which allow them to escape from bad situations or otherwise make them hard to hit.
Gankers excel at setting up quick, safe kills.
Guardians have abilities which help them keep their allies safe or assist in setting up allies for plays. They are especially good early game.
Initiators excel at being able to start a fight from range.
Marauders have the potential for the greatest end game power via itemization, though they are weaker earlier in the game.
Siegers have abilities which allow them to deal with waves of minions easily, whether on offense or defense.
Wild heroes have tools which enable them to be effective clearing Jungle camps early in the game.
Zoners have tools which enable them to zone out or otherwise corral enemies by contr
This the resouece collected by players to increase card points. These points are then used to place cards in your card slots. Each card or upgrade card requires a certain amount of points to equipped.
CXP is gained from killing lane minions, jungle minions, Raptors, enemy heroes, towers, the Amber Link orb and through a global drip of around 100 CXP every 15 seconds from the start of the game. To gain CXP faster, make last hits on your target.
CXP is also shared with other players in the lane so do not stack the majority of your team in one lane.
Probably the most important stat in the game now is last hits. Not kills, but last hits. Last hits will grant a significant boost to card experience gained. You now need to time each mouse click carefully to make the hit. This is less of a problem mid to late game but very important in the early game to help you gain card points faster. A team that is making fewer last hits than the opposition will have a higher chance of losing the match as they will likely be under-powered compared to the opposition.
If possible, let the minions come to you and pick them off one by one with some expertly timed clicks. Practice this against the AI.
XP is not the same as CXP, XP is gained from fighting in a lane and allows players to level up their abilities. A single hero in the Off-lane (left lane) can gain XP quite quickly and will gain more XP than the two players you are fighting in that lane which is their Safe Lane. However, holding off two heroes can be tricky and don’t be too concerned if the Off-lane Tower 1 tower goes down first.
WTF is Power, Basic Penetration and Ability Penetration?
This is a little confusing because the way damaged worked before changed when Monolith launched. As this is all different now we’ll forget what went before.
Casters (Gideon, Gadget, Iggy etc.) should now be using Ability Pen, melee fighters (Grux, Crunch, Kwang etc) should be using Basic Pen. This a simple view of the system because some heroes like Grux and Crunch may want to build both penetration types depending on their attacks. This is something you need to experiment with depending on who you play.
All damage scales with the new Power card stat which affects how much damage is dealt by both your basic attack and abilities.
To clarify for Paragon Legacy players (ignore this if you are new), Physical Damage and Energy Damage is now called Power.
What armor cards you equip will depend on what you want to be protected from, Basic armor against Basic attacks or Ability armor against abilities. What you slot into your deck will depend on the opposition so it’s a good idea to create a couple of decks so you can choose when you join the match.
Think of the armor system like the Penetration system above, except now you are trying to counter it.
There is no hard and fast rule to creating a deck. Everyone plays differently. However, think about what you need in the early game and equip cards that you can trade-in for better cards after about 15-20 minutes.
Don’t worry if you don’t upgrade all cards that are active. Sometimes it’s more beneficial to use the points you would spend on an upgrade slot on a new card. Of course, all these decisions depend on how the match is going and what characters you are playing against.
The Amber Link (Also known as The Magic Jungle Ball)
Harvesters on the original Legacy map were removed from the game and replaced with the Amber Link. This black orb stores Amber, which is gained from killing jungle minions. Once full, the Link distributes the card points to the whole team. You can attack the enemy Amber Link by hitting it and it will drain the opposition’s Amber Link pool. Make sure you protect your own Amber Link from the enemy.
This black orb stores Amber, which is gained from killing jungle minions. Once full, the Link distributes the card points to the whole team. You can attack the enemy Amber Link by hitting it and it will drain the opposition’s Amber Link pool. Make sure you protect your own Amber Link from the enemy.
The Amber Link is charged up when you see a glowing shield covering the orb. Hit the enemy orb and you will see the shield deplete as you steal the card points.
Once trick you can do is run past it and cast a skill on it that applies damage over time. As soon as it’s cast run off and it will keep acquiring the card points from the enemy’s Amber Link orb .
There are significantly more buffs and camps on the new Monolith map. Laners should utilise the camps just to the side of each lane.
The River Buffs near the middle of the mid lane have random spawns and change between Red, Black, Blue and Purple buffs (see image below). It only takes a couple of hits to take them out so they are easy and great for mid-laners.
Carries should make use of the Gold Buff to boost experience gained from the last hits to increase leveling and card points. In general Carries should start in the right lane along with a supporting character to protect them.
Junglers can use the green jungle buff to help them take out minion camps and enemies in the jungle. By utilising this buff it can help take out camps quicker and will boost the team’s overall Amber Link pool.
The Gold Buff
The Gold Buff in the Safe Lane (right lane), When the gold minion is killed it will grant 20% more CXP for 45 seconds. A great way for your carry to progress faster with last hits.
When jungling the main jungle camps, kite the minions by moving around the circle. The minions will not be able to hit you as quickly which means you will lose less health.
This is hard to pick up at the start of the game, but about 10 to 15 minutes in, junglers should be picking this up as often as possible as it applies AOE damage to the main jungle camp minions making them easy to take out. When characters are levelled up, everyone should make use of the jungle buff and camps to help boost CXP for the whole team.
The mid-laner should try and control the River Buffs as much as possible. Not only do these apply bonuses (see image above) , but they offer a massive mana regen boost for five seconds. Casters who rely on mana should be picking these up as much as possible thorughouot the match to stop the opposition picking them up.
With all players now moving at the same speed, if you overextend without any kind of support you will likely be ganked by one or a group of players. Escape skills only go so far on Monolith. Stay safe at all times and be map aware. Use Wards to keep yourself protected. Wards are very, very important in Monolith and increase your chance of survival.
The Fog walls hamper vision into the jungle and lanes and replace the old Shadow Plain pools. These are great for ganking unsuspecting players in the lanes. While Wards help a little they are by no means perfect and you should always be map aware and communicate with the rest of the team.
In the mid lane, beware of the fog walls behind and in front of the tier 1 tower. You are highly vulnerable in front and behind the tier 2 tower. It’s incredibly easy to be ganked here when trying to push the middle lane.
The jump pads are useful but it’s important to note that if one tier 2 tower is destroyed, the jump pad from the base will no longer function which means it takes longer to get to the lanes.
There is a jump pad on either side of the map inside the jungle. Use this to move from one side to the other quickly and to avoid the middle lane.
Compared to the Paragon Legacy map, towers appear to be a lot weaker against heroes and offer less protection. Heroes such as Countess and Khaimera can practically fight you under a tower while taking damage and still get out alive. Do not rely on towers for complete protection.
Towers otherwise function the same way as before. Step inside the tower zone without minion support and the tower will target you. Hit an enemy inside their tower zone the tower will target you. Always try and have minions in support.
Tier 1 towers have bonus armor for the first seven minutes of the match. Keep this in mind when you are trying to take them down. If attacking solo, it can be slow process getting these down in these first seven minutes.
Once the Tier 1 tower goes down in your lane, look to move and rotate between the other lanes and help your teammates.
Be Cautious Early Game
For the first five to ten minutes play cautiously. Concentrate on getting in last hits to gain card points. At around the five to ten minute mark, you should hit level five and gain your ultimate. After around six minutes card points should start coming in faster. Don’t be afraid to jump back and slot cards in and out in this period. For example, removing 1 point cards for higher cards.
if you have a way of using voice comms such as Discord, do it. Communication is now more important than ever to warn teammates of incoming enemies. The map is now more complicated, as well as being tighter, so you need to be aware of what’s going on at all times.
Do not spam the comms or hurl abuse at other players in the chat. It only causes frustration and you will probably end up losing.
If you keep all of the above in mind you will have a higher chance of success. Paragon Legacy players will find the game very different, so play a little cautiously to start. It will all eventually fall into place and new players will probably need at least 10 competitive games to get teh hang of it. Stick with it though, it can be highly rewarding.
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If you have any tips you want to share? Feel free to add them in the comments and they will be considered the guide.