Game Modes

There are several different Game Modes in Paladins. Each mode has its own unique set of maps with their own play style, rules and objectives.

## Quick Play Modes

**PLAY ➞ QUICK PLAY**

These are the main game modes of Paladins. Following game modes are currently available:

### Siege

Siege is a round based game mode where each team works to earn Objective Points to win the match. Players can change their Cards loadout at the start of the match. 4 Objective Point are needed to win a match. These points are earned by taking control of a Capture Point, escorting the Payload into the enemy team's base and Stalling the enemy team's Payload until the time runs out.

For more detailed information about this Game Mode, please visit its main article: Siege

### Onslaught - King of the Hill

Onslaught is a queue, that features a classic King of the Hill gameplay and a variant thereof. To win, players must earn tickets by either killing players or controlling a Capture Point. The first team to reach 400 tickets, or the team with the most tickets until time runs out, wins.

For more detailed information about this Game Modes, please visit its main article: Onslaught and King of the Hill

### Choose Any

Choose Any is a classic deathmatch game mode with a little twist: duplicate champion selection is allowed. In Team Deathmatch, the first team to achieve 40 kills wins.

For more detailed information about this Game Mode, please visit its main article: Choose Any

### Limited Time Modes

Limited Time Modes add unique rule sets, modifiers or twists to the traditional Paladins Gameplay. Each week one Limited Time Mode will be available from Friday to Sunday.

For more detailed information about this, please visit its main article: Limited Time Modes

### Payload

Payload is an Attack / Defend style game mode with two rounds. The attacking team must escort the stolen treasure to the drop point near the defending team's base while the defenders push it back and hold long enough for the timer to run out.

For more detailed information about this, please visit its main article: Payload

### Ranked

Ranked is a system in Paladins designed to provide higher quality matches for competitive players.

For more detailed information about this, please visit its main article: Ranked

### Training vs AI

Training allows players to practice in a safe environment with matches against AI controlled opponents. Players below account level 5 will be automatically queued for these practice matches when attempting to join a casual match.

For more detailed information about this, please visit its main article: Training vs AI

### Shooting Range

The Shooting Range, a special map designed to test out champions.

For more detailed information about this Game Mode, please visit its main article: Shooting Range

### Basic Tutorial

The Basic Tutorial explains the controls of Paladins to the player.

For more detailed information about this Game Mode, please visit its main article: Tutorial

### Custom

Custom allows players to open up own matches - with own game settings. But no game progress can be achieved in these matches.

For more detailed information about this, please visit its main article: Custom

## Retired Game Modes

### End Times

End Times is a limited event game mode. It is a special version of Onslaught. Mantain control of a tear in reality as it hops across the map.

For more detailed information about this Game Mode, please visit its main article: End Times

### Dragon's Call

Dragon's Call is a limited event game mode. The rules are simple: Carry the Warder’s Key Sphere into the opposing team’s Vault four times to win.

For more detailed information about this Game Mode, please visit its main article: Dragon's Call

### Rise of Furia

Rise of Furia is a limited event exclusive variation of the Team Deathmatch game mode. The Abyss hungers. Race to the top of the demonic spire, avoiding rockets fired by an abyssal lord. Then prepare for a winner-take-all Team Deathmatch to escape eternal torment.

For more detailed information about this Game Mode, please visit its main article: Rise of Furia

### Siege of Ascension Peak

Siege of Ascension Peak is a limited event exclusive variation of the Onslaught game mode. Khan leads the Magistrate's forces into battle on Paladins' newest map: Ascension Peak. A team must achieve 400 tickets to win, or the team with the most tickets after 10 minutes, wins. This version of Onslaught has special gameplay modifiers such as environmental hazards and reduced skill cooldowns.

For more detailed information about this Game Mode, please visit its main article: Siege of Ascension Peak

### Survival

Survival is a round based death match game mode. To win a round, players must defeat all members of the opposing team before they themselves are defeated. Once slain, players won't respawn until the next round starts. The first team to win 5 rounds wins the match. A short delay after each round begins, deathly fog will set in from the edges of the map as it closes in on the Epicenter.

For more detailed information about this, please visit its main article: Survival

### Battlegrounds

Battlegrounds is the first-ever hero shooter battle royale mode. Each team will spawn onto a truly massive map — more than 300 times the size of the largest Siege map today. As the fog contracts, the stakes are raised. The last team standing wins, and that's not easy with 100 players!

For more detailed information about this, please visit its main article: Battlegrounds

### Player vs Environment

Player vs. Environment special co-op scenarios where players work together to defeat AI controlled opponents and complete challenges. These scenarios change on a weekly basis.

For more detailed information about this, please visit its main article: Player vs Environment

### Match of the Day

Match of the Day is a special mode that will offer a new set of special rules in different Maps each week which players will be able to participate in.

For more detailed information about this, please visit its main article: Match of the Day

### Capture and Siege

Capture and Siege was played on big maps with 3 capture points. Both teams had two gates and a vault in their base. Capturing the objective would spawn a destroyable siege engine that allowed the attackers to destroy the gates and the vault. First team to destroy the enemy vault would win.

### Siege Only

Siege Only played in a similar way to the original Siege game mode, however there was no capture phase. Instead, Siege Engines would continually spawn and alternate between each team until one team destroyed the opposite team's vault.

### Capture Only

Capture Only played in a similar way to the original Siege game mode, however there were no Siege Engines or push phase. Instead, Capture Points would continually spawn and the game was over once a team successfully captured five points.

### Siege: Beyond

Siege: Beyond was largely the same as regular Siege, but every other update, new additions would be made to the mode that would either be made permanent or removed depending on how much players enjoy the changes. However, no permanent changes were ever made.

For more detailed information about this Game Mode, please visit its main article: Siege: Beyond

## Trivia

* At one point, a type of "horde" game mode where players would battle against various Abyssal monsters was being prototyped, but was ultimately cut in order to focus on polishing the core game.
	+ The various unused Abyssal monster designs can be viewed here, here, and here.
* Paladins artist ThunderBrush has apparently pitched a story mode for the game internally several times to no avail.
* While Siege: Beyond was in the game, the original Siege mode was meant to be referred to as "Siege: Core", but outside of a brief mention in the Schism update notes, this name was never mentioned again.

**Champions**Champions**Abilities →** Ability  •  Movement Ability  •  Weapon Shots  •  Ultimate Ability
**Damage Types →** Area or Direct Damage  •  Burst Damage  •  Damage over Time  •  Executes  •  Poke Damage  •  Sustained Damage  •  True Damage
**Effects →** Cleanses  •  Damage Reduction  •  Deployables  •  Healing  •  Immunity  •  Shields  •  Status Effects  •  Stealth
**Playstyle** **Cards**  •  **Talents**  •  **Items →** Credits
**Game Modes****Game Modes**  •  Capture Point  •  Payload
**Maps**Maps  •  Map Features  •  Callouts
**Game Mechanics**Advanced Mechanics  •  Anti-Healing Mechanic  •  Comeback Mechanic  •  Damage Falloff  •  Diminishing returns  •  Headshot  •  Lifesteal  •  Out of Combat  •  Overtime  •  Respawn
**End of the Game**Accolades  •  Scoreboard  •  Post-Match Lobby Landing Screen

1. ↑ https://twitter.com/ThunderBrush/status/1320443342136762369
2. ↑ ThunderBrush on Twitter