Monolith is the current map in Paragon. It replaced Agora on the 6th of December.
Part 1: Paragon's New Map (October 14, 2016)
Part 2: Safe Lane (October 19, 2016)
Part 3: Art and Visual Design (October 28, 2016)
Part 4: Mid Lane (November 4, 2016)
Part 5: Offlane (November 11, 2016)
Part 6: The Jungle (November 18, 2016)
Part 7: Monolith Systems and Hero Rework (November 23, 2016)
The objective is simple – destroy the enemy Core. In order to do this, heroes must traverse down one of three different lanes in order to attack their enemy at their weakest points they can exploit. Both teams have their lanes defended by numerous towers; each tower grows in strength the closer it gets to its respective core and each tower must be eliminated in order to gain access to the next tower in that lane. Cooperating with teammates is an absolute requirement for success, as it is easy for a champion to find themselves ambushed by enemies in the lanes of Monolith.
- Three lanes to fight your way to the enemy Core.
- In between lanes is the Jungle populated by various Neutral Monsters. Toughest monsters drop buffs that heroes can pick up.
- Powerful towers defend key areas on the map. You must confront these in addition to your enemies if you are to make headway toward victory.
- Two bases at opposite corners of the map, populated by a shop, the Core and inhibitors that suppress the other team's minions.
- Amber Links that grant CXP to the entire team based on how many neutral monsters have been killed.
- Verticality, which allows heroes to attack enemies from above or below.
The map is segmented into three different lanes, the left (the "Offlane"), the right (the "Safe Lane") and the middle lane. Each one of these lanes leads to the other team's base, guarded by towers along the way. During the early laning phase of the game, most gameplay is centered around the lanes.
The primary function of a “safe lane” is to act as a safe place for high-economy scaling Heroes to set up shop in the early phase of a match. Carries can use the safe lane to ensure their success in the later phases of the game by safely building up their economic advantage.
The safe lane is "safer" than the other positions on the map. Players should be able to identify the safe lane as a low risk farming area that is more defensible than other lanes. The natural, defensible position of this lane makes it easier to avoid aggressive rotations from the enemy team and allows for a greater focus on last-hitting.
The Mid Lane introduces a river that runs through the center of it. It serves as a quick connection between the lanes, both jungles and the Orb Prime pit. The Mid player will need to use the river to make quick and undetected rotations around the map.
Monolith introduces new objectives called River Buffs, which are short duration, high impact power-ups designed primarily for the Mid laner, though anyone can pick them up.
The Offlane has been designed to be experience-rich. Experience is very important as it has a big impact in increasing the power of your abilities and base stats. Playing in the Offlane is about managing your resources until your experience advantage can take hold. That could mean something different for each hero. It might be a spike in your ability damage or hitting level five and grabbing your ultimate ability before your opponent.
Near the Offlane (or enemy's Safe Lane) is the Gold Buff, which grants a CXP bonus to the wielder. Enemies in the lane will want to go and claim their Gold Buff as soon as possible. During this time, the Offlaner gets some much needed breathing room. While the support duo is fighting the Gold Buff, the tables are turned. They are vulnerable to ganks, harassment or even an Offlaner stealing the Gold Buff right in front of them!
There are also unfavorable beats for the Offlane. Eventually, the minion wave will likely end up way too close to the enemy tower. Staying in experience range will be really risky for the Offlaner. During this time they’ll look to spend time elsewhere. This is a good time to look for a gank or help clear some of the weak-side jungle camps. To play the Offlane successfully is to stay within this rhythm and optimize your actions, regardless of the current state.
The Jungle sits in between the three lanes and consists of 16 neutral camps varying from basic camps, to the Prime Helix Guardian's sanctuary. The jungle also contains 2 Amber Links, which serve as amber extractors that passively give you Amber. It is important for a team and its Jungler to maximize CXP and XP gains by clearing the jungle camps and filling the Amber Link.
The Monolith Jungle is divided into two sides adjacent to the mid lane. For now, they are referred to as the strong and weak side. The strong side (next to Safe Lane) is called strong because it has more minion camps and access to the Jungle Buff. The weak side (next to Offlane) is called weak simply because it has access to fewer minion camps. There is a jump pad near the strong side Jungle which players can use to get to the weak side faster.
Basic Camps consist of up to 5 White Guardians that provide your Hero with Experience Points and Amber when killed. They respawn or reinforce 60 seconds after they are defeated.
The Green Camp consists of two small minions and a third larger green colored minion that drops a buff orb when defeated. This minion has increased health and damage output. The Green Buff grants a 225 shield at level 1 (goes up by 25 each level) for 60 seconds that deals 15 damage when attacked + 115 damage at explosion at level 1 (goes up by 15 each level).
The Gold Buff Monster is located by each team's Safe Lane. The Gold Buff grants 20% bonus CXP for 45 seconds.
The River Buffs
The River Buff Monster is located by each team's river. The monster drops a random powerful buff when slain, ranging from a simple movement speed bonus to being invisible for a short period of time.
The Raptors reside by the center of the map. They grant a huge CXP bonus when slain.
Prime Helix Guardian's Sanctuary
This camp contains the powerful Prime Helix Guardian that typically requires your team to defeat. Defeating the Guardian drops a Prime Orb which activates the Prime Helix Card on your deck.