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Paige

SupportControllerMage Spirit Damage Mid Game Low Difficulty

Patch 10-30-2026, 276,824 matches. Updated daily.

How to counter and play Paige

Items to buy

  • vs zoning and area denial Enduring Speed Enduring Speed 1,600 souls Tier 2ArmorPassive +25% Slow Resist +2 Out of Combat Regen Builds from Sprint Boots Fleetfoot Fleetfoot 1,600 souls Tier 2WeaponInstantCast +16s Cooldown +5s Duration +100 move speed penalty while shooting reduction +35% Slide Distance +6% Bullet Resist +40% Slow Resist +6% Weapon Damage Restorative Locket Restorative Locket 1,600 souls Tier 2ArmorInstantCast +20s Cooldown +0.1s Cast Delay +8% Spirit Resist +25 Max Stacks +3 Max Stamina Restore
  • vs healing and lifesteal Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing Decay Decay 3,200 souls Tier 3TechPress +30s Cooldown +12s Duration +0.1s Cast Delay +8 Spirit Power -55% Incoming Healing +65 Bonus Health Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -40% Incoming Healing
  • vs stuns and hard cc Extra Stamina Extra Stamina 800 souls Tier 1ArmorPassive +1 Stamina +12% Stamina Recovery Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health Reactive Barrier Reactive Barrier 1,600 souls Tier 2ArmorPassive +55s Cooldown +10s Duration +1 Out of Combat Regen Builds 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 Read Captivating Read 30m Range30s Cooldown 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. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage. 30s cooldown. Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased 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 Armor Plot Armor 35m Range5s Duration28s Cooldown Paige grants a chosen ally a barrier, and for as long as that barrier is still standing the ally's weapon damage is increased. Damage No damage. 125 barrier and +25% weapon damage at base. T2 adds +100 barrier… 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. 1 while barriered, +14% fire rate. 2 +100 barrier, +2s duration. 5 affects 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. Bookwyrm Bookwyrm 5s Duration33s Cooldown 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. Damage 60 initial damage plus 30 damage per second from the trail. Defensive The 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 Charge Rallying Charge 600m Range13s Duration210s Cooldown Paige sends a line of spectral knights and mounts charging across the entire city. Crowd Control None at base. T3 adds a 0.5s stun. Damage 125 damage and 125 heal at base, amplifying with distance travelled up to… Defensive The 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.

Plan a game against Paige and the rest of their team →

Good at

  • Peel — Plot Armor is a save and a damage buff on one button.
  • Layered zone control: Bookwyrm's trail funnels, Captivating Read catches, and the two together deny whole chokepoints.
  • Rallying Charge is a genuine global tool that can heal or finish a fight she is nowhere near.
  • Each shot does about 32 damage, so she contributes damage in a fight as well as support.

Weak to

  • Zero mobility and zero escape abilities.
  • Captivating Read has a visible telegraph and a delay, so an attentive opponent simply walks out of it.
  • Her control is all pre-placed; she is poor at reacting to something already happening.
  • Low burst — she cannot punish a mistake herself and depends on allies to convert her setups.
  • Rallying Charge is a directional line, so a spread or laterally-moving enemy team dodges most of it.

In lane, good at

  • 32 damage per shot on a projectile rifle lets her contest a lane rather than only assist.
  • Bookwyrm clears the wave and denies the approach lane at the same time.
  • Plot Armor on a lane partner turns a losing trade into a winning one and lets an aggressive duo take fights they should not.

In lane, weak to

  • urgametips.com is explicit: Paige has no personal movement skill in her kit. Any dive that gets to her connects.
  • 680-730 HP with no self-shield means she dies to a single focused burst.
  • Her projectile weapon must be led, so a fast-moving laner is hard for her to punish.
  • Plot Armor + Captivating Read early (laning 0-10min) — Plot Armor protects her lane partner while Captivating Read controls the choke from the first levels.
  • Mystic Expansion Mystic Expansion 800 souls Tier 1TechPassive +20% Ability Range +20% Radius into Greater Expansion Greater Expansion 3,200 souls Tier 3TechPassive +30% Ability Range +30% Radius +10% Spirit Resist Builds 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

64 DPS

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.

  • 32 Bullet Damage
  • 1 Pellets per Shot
  • 2 Bullets per sec
  • 14 Ammo
  • 2.50s Reload Time
  • 43m/s Bullet Velocity
  • 42Light Melee
  • 120Heavy Melee
Vitality and movement
  • 680 Health
  • 2 Health Regen
  • 6.90m/s Move Speed
  • 3.50m/s Sprint Speed
  • 3 Stamina
  • 4.50s Stamina 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.

  • Graves Graves ControllerSummonerClose rangeHybrid damage Map pressure while away from the fight via Borrowed Decree Ghouls marching at objectives Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing low (1/3) 63.9% together +7.0% above expected
  • Baba Baba ControllerMageMid rangeSpirit damage Three kinds of control in one kit: silence, a hex and several slows Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing low (1/3) 62.9% together +6.9% above expected
  • Dynamo Dynamo SupportControllerMid rangeSpirit damage Singularity is a multi-target hard CC long enough to decide a teamfight outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing very high (3/3) 60.5% together +6.2% above expected
  • Victor Victor BruiserInitiatorClose rangeSpirit damage Effectively two health bars via Shocking Reanimation, which invalidates the normal 'focus the bruiser' plan Durability very high (3/3) Burst high (2/3) Mobility high (2/3) Healing very high (3/3) 61.4% together +6.0% above expected
  • Abrams Abrams BruiserTankClose rangeHybrid damage Heals himself through Siphon Life and Infernal Resilience's regeneration Durability very high (3/3) Burst low (1/3) Mobility low (1/3) Healing very high (3/3) 60.5% together +5.7% above expected
  • Seven Seven MageControllerMid rangeSpirit damage Wave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints sooner Durability low (1/3) Burst high (2/3) Mobility none (0/3) Healing none (0/3) 61.4% together +5.4% above expected

Every Paige duo →

Every Paige matchup

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 struggles Paige 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%).

Only matches whose average rank was Oracle and above, where Paige wins 53.8% overall.

Abilities

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.

Interactions

  • Pairs with Captivating Read in her opening skill order.
  • 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)

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.

45% 50% 55% 60% 65% 0.6% of all games end at 10–15 minutes 1.2% of all games end at 15–20 minutes 3.4% of all games end at 20–25 minutes 11.0% of all games end at 25–30 minutes 23.2% of all games end at 30–35 minutes 26.4% of all games end at 35–40 minutes 17.9% of all games end at 40–45 minutes 9.4% of all games end at 45–50 minutes 4.3% of all games end at 50–55 minutes 1.7% of all games end at 55–60 minutes 0.8% of all games end at 60+ minutes 10–15 min: 49.8% over 1,451 games 49.8% 15–20 min: 56.8% over 2,921 games 56.8% 20–25 min: 60.7% over 8,906 games 60.7% 25–30 min: 60.2% over 29,782 games 60.2% 30–35 min: 58.0% over 64,050 games 58.0% 35–40 min: 56.4% over 73,029 games 56.4% 40–45 min: 55.0% over 50,649 games 55.0% 45–50 min: 54.5% over 26,807 games 54.5% 50–55 min: 54.1% over 12,771 games 54.1% 55–60 min: 53.1% over 5,095 games 53.1% 60+ min: 53.0% over 2,632 games 53.0% 10–1515–2020–2525–3030–3535–4040–4545–5050–5555–6060+
above 50% below 50% under 1,000 games how many games end then
See the numbers
MinutesWinsvs usualGames
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.