vs zoning and area denialEnduring SpeedEnduring Speed1,600 soulsTier 2ArmorPassive+25%Slow Resist+2Out of Combat RegenBuilds from Sprint BootsFleetfootFleetfoot1,600 soulsTier 2WeaponInstantCast+16sCooldown+5sDuration+100move speed penalty while shooting reduction+35%Slide Distance+6%Bullet Resist+40%Slow Resist+6%Weapon DamageRestorative LocketRestorative Locket1,600 soulsTier 2ArmorInstantCast+20sCooldown+0.1sCast Delay+8%Spirit Resist+25Max Stacks+3Max Stamina Restore
vs healing and lifestealHealbaneHealbane1,600 soulsTier 2ArmorPassive+8sDuration+7Spirit Power-35%Incoming HealingDecayDecay3,200 soulsTier 3TechPress+30sCooldown+12sDuration+0.1sCast Delay+8Spirit Power-55%Incoming Healing+65Bonus HealthToxic BulletsToxic Bullets3,200 soulsTier 3WeaponPassive-40%Incoming Healing
vs stuns and hard ccExtra StaminaExtra Stamina800 soulsTier 1ArmorPassive+1Stamina+12%Stamina RecoveryDebuff ReducerDebuff Reducer1,600 soulsTier 2ArmorPassive+25%Debuff Resist+90Bonus HealthReactive BarrierReactive Barrier1,600 soulsTier 2ArmorPassive+55sCooldown+10sDuration+1Out of Combat RegenBuilds from Grit
Dive her. urgametips.com confirms she has no personal movement skill; any hero who reaches her kills her.
Watch the ground for Captivating ReadCaptivating Read30m Range30s CooldownPaige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place.Crowd ControlA slow on entry, then an immobilize (root) when the zone detonates.Damage90 spirit damage. 30s cooldown.DefensiveImmobilizing a diver is her only real self-peel, since she has no movement…1increased cooldown reduction.2+2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range.'s marked zone and leave before the delayed detonation. It is fully avoidable with attention.
Focus the barriered target and burn Plot ArmorPlot Armor35m Range5s Duration28s CooldownPaige grants a chosen ally a barrier, and for as long as that barrier is still standing the ally's weapon damage is increased.DamageNo damage. 125 barrier and +25% weapon damage at base. T2 adds +100 barrier…MobilityNone, though it is her main way of keeping a diving ally alive.DefensiveDirect barrier on an ally at 35m range (urgametips.com), 28s cooldown.1while barriered, +14% fire rate.2+100 barrier, +2s duration.5affects up to 2 additional allies with increased barrier scaling. down rather than switching off — the weapon damage buff only lasts while the barrier holds.
Bait Captivating Read with a durable hero walking through a choke first, then move your carry through during the 30s cooldown.
Do not fight in chokepoints. BookwyrmBookwyrm5s Duration33s CooldownPaige conjures a dragon that materialises at a chosen spot and then flies forward, damaging enemies along the way and leaving a strip of fire burning behind it.Damage60 initial damage plus 30 damage per second from the trail.DefensiveThe trail is a soft wall;1-12s cooldown.2+1 charge, +2s trail duration, +1m radius.5+12m travel range, +100 damage, +30 DPS.'s trail plus Captivating Read together make a narrow corridor lethal; open ground neutralises both.
Step laterally out of the Rallying ChargeRallying Charge600m Range13s Duration210s CooldownPaige sends a line of spectral knights and mounts charging across the entire city.Crowd ControlNone at base. T3 adds a 0.5s stun.Damage125 damage and 125 heal at base, amplifying with distance travelled up to…DefensiveThe heal component is a genuine global save for a team losing a fight she is…1+4 steeds (wider), -45s cooldown.2+160 damage, +0.5s stun duration, +70% max amplification. line or stand behind hard cover — it is a directional wave, not a targeted AoE.
Captivating Read detonates in a choke and immobilizes you in place, and at T3 it also strips 18% of your Spirit Resist for 6s so everything her team follows up with hits harder.
Plot Armor gives her carry a 125+ barrier AND +25% weapon damage with +14% fire rate simultaneously, so the duel you thought you were winning flips on one button press.
Bookwyrm's burning trail (30+ DPS) denies the corridor you wanted to retreat through, so you take the long route into her team's guns.
Rallying Charge reaches you anywhere on the map, and it hits hardest when she casts from furthest away — she does not need to be in the fight to swing it.
Her Chapter's End rifle hits for about 32 per shot, which is real chip damage on top of everything else she is doing.
Captivating Read first. It is her only Hard CC and her only self-peel; with it on cooldown she cannot stop a dive at all.
Plot Armor second — force her to spend it on a poked teammate before the engage, so her carry fights the real teamfight without the barrier or the damage buff.
Bookwyrm charges third: make her burn them on wave clear so she has no trail to fence the fight with.
Do not bait Rallying Charge by grouping; bait it by making her think a fight is lost early, since it is on a 210s base cooldown and she is helpless without it for the next several minutes.
Any moment she is caught out of position — with no dash, no blink and no movement ability at all, being reached is fatal for her.
Captivating Read's 30s cooldown after it detonates; she has nothing else that stops a gap-closer.
Her 2.5s rifle reload on a 2 shots/sec projectile weapon, which is a long dead window at close range.
The delay between Captivating Read being placed and detonating — that is the window to move your whole team through the choke, not after.
Plot Armor's 28s cooldown: engage on the teammate she most wants to protect right after she has spent it elsewhere.
Mystic ExpansionMystic Expansion800 soulsTier 1TechPassive+20%Ability Range+20%Radius into Greater ExpansionGreater Expansion3,200 soulsTier 3TechPassive+30%Ability Range+30%Radius+10%Spirit ResistBuilds from Mystic Expansion (mid game) — The extra radius makes Captivating Read and Bookwyrm harder to walk out of.
Plot Armor T3 — Barriering 3 allies at once converts her from a single-target support into a team-wide damage amplifier.
Rallying Charge T2/T3 (late) — -45s cooldown plus +160 damage and a 0.5s Stun makes the ultimate a repeatable global swing rather than a one-off.
Projectile Rifle (Chapter's End)
Rapid FireLong Range
64DPS
Falloff Range 20m → 58m
A slow, heavy projectile weapon — 32 damage per shot at 2 shots/sec for about 64 DPS (about 47 sustained), 14-round clip, 2.5s reload, 20m-58m falloff. The rounds travel slowly (43 m/s), so she has to lead moving targets. Each boon adds 0.61 bullet damage.
32Bullet Damage
1Pellets per Shot
2Bullets per sec
14Ammo
2.50sReload Time
43m/sBullet Velocity
42Light Melee
120Heavy Melee
Vitality and movement
680Health
2Health Regen
6.90m/sMove Speed
3.50m/sSprint Speed
3Stamina
4.50sStamina Cooldown
Base values on patch data. Items and boons change all of these.
The heroes Paige wins most with, against what their two win rates would predict.
GravesGravesControllerSummonerClose rangeHybrid damageMap pressure while away from the fight via Borrowed Decree Ghouls marching at objectivesDurabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinglow (1/3)63.9% together+7.0% above expected
BabaBabaControllerMageMid rangeSpirit damageThree kinds of control in one kit: silence, a hex and several slowsDurabilitylow (1/3)Bursthigh (2/3)Mobilityhigh (2/3)Healinglow (1/3)62.9% together+6.9% above expected
DynamoDynamoSupportControllerMid rangeSpirit damageSingularity is a multi-target hard CC long enough to decide a teamfight outrightDurabilityhigh (2/3)Burstlow (1/3)Mobilityhigh (2/3)Healingvery high (3/3)60.5% together+6.2% above expected
VictorVictorBruiserInitiatorClose rangeSpirit damageEffectively two health bars via Shocking Reanimation, which invalidates the normal 'focus the bruiser' planDurabilityvery high (3/3)Bursthigh (2/3)Mobilityhigh (2/3)Healingvery high (3/3)61.4% together+6.0% above expected
AbramsAbramsBruiserTankClose rangeHybrid damageHeals himself through Siphon Life and Infernal Resilience's regenerationDurabilityvery high (3/3)Burstlow (1/3)Mobilitylow (1/3)Healingvery high (3/3)60.5% together+5.7% above expected
SevenSevenMageControllerMid rangeSpirit damageWave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints soonerDurabilitylow (1/3)Bursthigh (2/3)Mobilitynone (0/3)Healingnone (0/3)61.4% together+5.4% above expected
Paige wins 56.6% of games overall.
Who counters Paige and who Paige counters: all 43 opponents, from Paige's hardest to easiest, with how far each sits from that average. Paige strugglesPaige does well
Graves is strong against almost every hero this patch, so it sits near the top here too.
Beyond that, the matchups that are hardest for Paige in particular: Lash (Paige wins 54.8%), Dynamo (Paige wins 54.2%) and Drifter (Paige wins 54.9%).
Pick an ability to see what it does and how to play around it.
Bookwyrm
Ability 1 · Summoned Projectile with a Persistent Burning Trail
Paige conjures a dragon that materialises at a chosen spot and then flies forward, damaging enemies along the way and leaving a strip of fire burning behind it.
Purpose: Wave clear and space denial. The lingering trail is the real ability — it makes a corridor or a lane approach cost health to walk through, which is how she shapes where a fight happens.
Damage
60 initial damage + 30 damage per second from the trail. T3 adds +100 damage and +30 DPS. 33s cooldown.
Defensive
The trail is a soft wall; enemies routing around it are taking the path she wants them on.
How to play against it
The trail is a fixed strip on the ground — walk around it rather than through it, since the DPS is only dangerous if you commit to crossing.
The dragon flies a straight line from its spawn point; once you see where it materialises you know the whole path.
It has no CC, so pushing through it at full health is often correct if the alternative is giving her time to set up Captivating Read.
Interactions
urgametips.com recommends placing dragons along enemy routes before the fight starts rather than reactively.
T2's extra charge lets her lay two trails and genuinely fence off an area.
Combines with Captivating Read: the trail pushes enemies into the delayed detonation zone.
Upgrade tiers
T1: -12s cooldown.
T2: +1 charge, +2s trail duration, +1m radius.
T3: +12m travel range, +100 damage, +30 DPS.
Plot Armor
Ability 2 · Targeted Ally Barrier with a Weapon Damage Buff
Paige grants a chosen ally a barrier, and for as long as that barrier is still standing the ally's weapon damage is increased.
Purpose: Her core support action. It is a save and a damage amp simultaneously, so shielding the right teammate at the right moment both prevents a death and wins the trade.
Damage
No damage. 125 barrier and +25% weapon damage at base. T2 adds +100 barrier and +2s duration.
Mobility
None, though it is her main way of keeping a diving ally alive.
Defensive
Direct barrier on an ally at 35m range (urgametips.com), 28s cooldown.
How to play against it
Burn through it rather than waiting it out — the damage buff lasts only while the barrier holds, so breaking it fast removes both effects at once.
Barrier-piercing and spirit-damage sources bypass or chew through it faster than sustained bullet fire.
Force her to spend it defensively on a poked teammate before the fight; the 28s cooldown means she rarely has it twice in one engagement.
T3 extends it to 2 additional allies, turning a single-target save into a team-wide damage buff.
urgametips.com notes a common mistake is shielding too early — the buff expires with the barrier.
Upgrade tiers
T1: while barriered, +14% fire rate.
T2: +100 barrier, +2s duration.
T3: affects up to 2 additional allies with increased barrier scaling.
Captivating Read
Ability 3 · Delayed-Detonation Ground Zone with Slow Then Immobilize
Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing Spirit Damage and locking enemies caught in it in place.
Purpose: Her catch and her area denial. The slow-then-immobilize structure means it is not a reaction tool — it is placed where she expects people to be, most often a choke or a retreat path.
Damage
90 Spirit Damage. 30s cooldown.
Crowd control
A slow on entry, then an immobilize (Root) when the zone detonates.
Defensive
Immobilizing a diver is her only real self-peel, since she has no movement ability at all.
How to play against it
The detonation is delayed and the zone is visible. Leave the marked area before the timer expires — this is fully avoidable with attention.
Blink, teleport and dash effects used before the detonation get you out; used after the immobilize they do not.
Bait it by walking a durable hero through a choke first, then move your carry through once the 30s cooldown is running.
Debuff Remover clears the immobilize if you are caught.
Interactions
Bookwyrm's burning trail funnels enemies into the zone, which is the intended combination.
urgametips.com flags forcing it on open ground as a common error — it needs a choke to be reliable because of the delay.
Upgrade tiers
T1: increased cooldown reduction.
T3: +2m radius, on hit reduce Spirit Resist by 18% for 6s, and doubled range.
Rallying Charge
Ultimate · Map-Wide Directional Wave That Heals Allies and Damages Enemies
Paige sends a line of spectral knights and mounts charging across the entire city. Allies they pass through are healed and enemies are damaged, and both effects grow stronger the further the charge has travelled.
Purpose: A global swing button. It can heal a team fighting on the far side of the map, finish a retreating group, or turn a lost objective fight at range — the distance-amplification means the biggest payoff comes from casting it from as far away as possible.
Damage
125 damage and 125 heal at base, amplifying with distance travelled up to about 250m. T3 adds +160 damage, +0.5s Stun and +70% max amplification. 210s base cooldown, reduced by 45s at T2.
Crowd control
None at base. T3 adds a 0.5s Stun.
Defensive
The heal component is a genuine global save for a team losing a fight she is not in.
How to play against it
It is a directional wave, not a targeted AoE. Step laterally out of the line once the knights are visible and it passes you entirely.
Stand behind hard cover — the wave travels along the ground and geometry breaks it.
Anti-heal on her allies blunts half the ability's value even if the damage lands.
Interactions
Because it is directional across the whole map, she should cast from the far side rather than from inside the fight — the opposite instinct to most ultimates.
T2's +4 steeds widens the wave, which helps it connect with a spread team.
urgametips.com lists holding it until a fight is already lost as a common mistake.
Upgrade tiers
T2: +4 steeds (wider), -45s cooldown.
T3: +160 damage, +0.5s Stun duration, +70% max amplification.
Patch history for these abilities (4)
Captivating Read The 09-16-2026 patch increased the T1 cooldown reduction and doubled its T3 range.
Rallying Charge The 09-16-2026 patch reduced its cooldown further as part of a buff package.
Values were last changed in patch 10-30-2026.
Paige's win rate by game length
Game length changes little for Paige compared with other heroes: #4 of 44 in games under 25 minutes, #2 of 44 from 25 to 40, #2 of 44 past 40.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
10–15
49.8%
−6.8%
1,451
15–20
56.8%
+0.2%
2,921
20–25
60.7%
+4.1%
8,906
25–30
60.2%
+3.6%
29,782
30–35
58.0%
+1.4%
64,050
35–40
56.4%
−0.2%
73,029
40–45
55.0%
−1.6%
50,649
45–50
54.5%
−2.1%
26,807
50–55
54.1%
−2.5%
12,771
55–60
53.1%
−3.5%
5,095
60+
53.0%
−3.6%
2,632
"vs usual" is against Paige's 56.6% over all these games. Faded rows have under 1,000 games, where a few percent either way is noise; under 300, no win rate is shown.
Each point is how often Paige won games that ended at that length, not the chance of winning at that minute.
Short games are usually one-sided, so the left side is about closing out a lead and the right side about long, close games.
Games under 10 minutes are left out. Every hero by game length →
Sources and confidence for this record
Record confidence: Strong evidence. Compiled for patch 10-30-2026, researched 2026-10-30.
Difficulty rating: deadlock.io classifies Paige as 'Easy Projectile' support; urgametips.com likewise frames her as a positioning-driven backline hero rather than a mechanically demanding one.