In order to be successful in Paragon, a team must have a hero or two that excel at dealing damage. Every unit has the ability to inflict damage to a certain extent. Minions, Structures, Neutral Monsters, Towers and Heroes can all inflict damage, and can potentially kill their targets.

Damage in Paragon can be increased with Power.

Damage Sources

There are two types of damage:

  • Basic Damage
  • Ability Damage

All basic attacks and some abilities deal Basic Damage, while most abilities deal Ability Damage. When receiving damage from an enemy, an indicator will pop up on the HUD that's either red for Basic Damage, or Purple for Ability Damage.

Having a variety of Damage sources on a team can greatly improve its damage output. Since Armor is always either Basic or Ability, it will always only mitigate one type of damage. In order for a unit to be highly resistant to both types of damage, one must build armor for both types, which can be a time-consuming and expensive process.

Damage Types

There are two ways to inflict damage with abilities.

  • Single Target
  • AoE - Area of Effect

Single Target damage is incurred on a single target, while AoE damage is incurred on any units that are within a specific area.

Most abilities are either only Single Target or AoE, but there are abilities that have a mix of both. For example, a Fighter's basic attack deals it's full damage amount to a single target, while it deals a smaller portion of that damage in a cone in front of the hero in an AoE. Rangers basic attacks are single target.

Increasing Damage

Damage can be increased by Power. Power affects both Basic and Ability types of damage.

Damage gained from Power on an ability depends on it's Scaling. All heroes, basic attacks and abilities have varying amounts of Power Scaling.

Calculating Damage

All damage is calculated by a formula.

Damage = ( BP ​ + ( ARC​ * AR ) ) * AoERating * ( DBS ) * ( DBT ) * ( 1 ‐ DR ) * ( 1 - PDR ) * ( 1 - EDR )


  • BP = Base Power
  • ARC = Attack Rating Coefficient
  • AR = Attack Rating
  • AoERating = how much an attack is reduced by AoE
  • DBS = Damage Bonus Source
  • DBT = Damage Bonus Target
  • DR = Damage Resistance
  • PDR = Physical Damage Reduction. Defaults to 1 if attack is Energy-based.
  • EDR = Energy Damage Reduction. Defaults to 1 if attack is Physical.

The first portion of the formula ( BP ​ + ( ARC​ * AR ) ) pretty much determines the raw amount of damage that an attack would do. Everything to the right of that is a number that will modify that damage amount. These numbers are usually between 0 and 1, and will reduce the overall damage to varying degrees.

Hero AbilitiesAffinities (Corruption/Fury/Growth/Intellect/Order) ● AuraBasic and Ability ArmorCard ExperienceCard PowerCooldownCooldown ReductionExperienceJumpHealthManaMovement Speed
Cards Cards (Equipment Cards/Prime Helix Cards/Upgrade Cards/Scythes/Siphons/Shadow Wards) ● Card PacksCard StoreWeekly Card Pack Rotation
Attack Attack SpeedBasic AttackBasic Attack TimeBasic Attack Modifiers (Critical Strike (Critical Strike Bonus)/Lifesteal (Spell Lifesteal)/Basic and Ability Armor Penetration) ● Damage over timeBasic and Ability Damage
Disables, debuffs and status effects Buffs (River Buffs/Green Buff/Gold Buff/Orb Prime Buff) ● BleedBlightBurnCleanseFreezeKnock BackKnock UpLife GrantPoisonRecallRootShadow PlaneShieldShredSilenceSlowStasisStunTeleportWeaken
World AgoraMinimapAmberAmber LinkBackdoor ProtectionCoreFog WallsFountainInhibitorJump PadMinionsNeutral MonstersRaptorsTowerWardsWhite Camp
Gameplay GankingHarassmentInitiatingJunglingLanePushingTraits
Legacy Red CampBlue CampBlack CampAltarHarvester (Harvester Keys) ● Shadow PadsTravel Mode

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