The Agnis of Light is a symmetrical map designed for 5v5 matches. It consists of three main lanes: the Left Lane (Duo Lane), the Mid Lane, and the Right Lane (Solo Lane). These lanes are interconnected by the jungle area, which features various camps and paths for players to navigate. The primary objective of the map is to destroy the enemy team’s Core while protecting your own.
Structures
Core
- The Core is the central objective of the game and is located in each team’s Base. The aim is to destroy the enemy Core in order to secure victory.
- The Core is impervious to damage as long as all three Inhibitors of the corresponding team are intact.
- The Core is the most formidable structure in the game, possessing greater durability and dealing higher damage compared to other structures.
- Unlike other structures, the Core’s health is represented as a percentage rather than a specific value, starting at 10000 HP.
- When the destroyed Inhibitors have respawned, the Core regenerates 0.25% of its health every 5 seconds.
Inhibitors
- Inhibitors are secondary structures located on each lane, safeguarding the team’s Core. They possess more power and resilience than Towers. Inhibitors are restored after a certain duration once they have been destroyed.
- Inhibitors can be targeted once the tower in the respective lane has been eliminated. They have a Defense rating of 50 and 6000 Health, which reduces to 4300 Health upon respawn.
Towers
- Towers act as the initial line of defense on each lane, demarcating the allied territory from the enemy’s. Each lane has two Towers (one for each team), resulting in a total of six Towers.
- Early on, it is crucial to protect the Towers from enemy assaults to provide a safe haven for Heroes on the corresponding lane.
- Each consecutive attack on a Tower applies a Defense Ignore stack to the target, stacking up to a maximum of four times. The value increases by 5% per stack, reaching a total of 20% at four stacks.
Lanes
Left Lane (Duo Lane)
The Left Lane is the longest lane on the map, featuring a single tower, an inhibitor, and the Core at the end. Typically, this lane is assigned to Heroes specializing in sustained damage or possessing effective wave-clearing abilities. The Carry/Ranger role usually plays on this lane.
Mid Lane
The Mid Lane is the shortest lane and holds strategic importance in controlling the central area of the map. It contains a single tower, an inhibitor, and the Core at the end. Heroes in the Mid Lane often possess high ability damage and can swiftly rotate to other lanes. The Mid Lane is typically occupied by a Caster.
Right Lane (Solo Lane)
The Right Lane shares a similar structure to the Left Lane, featuring a tower, an inhibitor, and the Core at the end. Heroes in the Right Lane often excel in one-on-one combat and specialize in split-pushing. The solo lane is typically occupied by a Tank/Warrior.
Lane Buffs
Purple Buff:
- Provides +10 mana per second for 15 seconds.
- Grants 60 gold.
Mid Buff:
- Provides an instant +100 mana.
- Grants +200 mana over 5 seconds.
- Grants 10 gold.
Green Buff:
- Provides +12 health per second for 15 seconds.
- Grants 60 gold.
Jungle
The jungle refers to the area between the lanes and consists of various camps and pathways. It offers different benefits and challenges for players. The jungle is symmetrical, with mirrored camps on both sides of the map.
Jungle Camps
Jungle camps are neutral monster spawns scattered throughout the jungle. They consist of groups of monsters that need to be defeated to obtain rewards. The types of jungle camps include:
White camps
- There are four white camps located throughout the jungle, each housing specialized Jungle Monsters.
- These camps serve as the primary resource for junglers to level up and accumulate gold.
Camps near the red buff:
Camps near the blue buff:
Red camp/buff
Eliminating the monster in the Red camp grants the following effects:
- Gain 100 gold.
- Physical power increased by 10%.
- Each hit deals 50 bonus damage over 5 seconds, slowing the target by 15% for 1 second.
- Effects last for 120 seconds.
Blue camp/buff
Eliminating the monster in the Blue camp grants the following effects:
- Gain 100 gold.
- Magical power increased by 10%.
- Cooldown reduction increased by 10%.
- Restores 12 mana per second.
- Gain a shield that absorbs 300 damage.
- Effects last for 120 seconds.
Major Buffs
Prime Spirit
When the Prime Spirit spawns for the first time, it randomly embodies one of the four elements: Earth, Wind, Water, or Fire. Each element provides a unique buff effect upon defeat.
Health values:
- Fire: 5,500
- Water: 5,800
- Earth: 5,600
- Wind: 5,820
- Spirit: 6,800
Upon slaying a Prime Spirit the following effects are gained for the allied team:
- Temporary Buffs
- Allied T-Ons: +25% physical/magical power and defense
- Enemy structures: -50% defense (for 120sec)
- Permanent Element Buffs
- The permanent buff effect depends on the element of the defeated Spirit:
Fire: +5% Physical/Magical Power.
Water: +3% missing MP/HP every 5sec.
Earth: +6% Physical/Magical Defense.
Wind: +4% Attack Speed, Cooldown Reduction, Movement Speed (out of combat)
Spirit Silla – All Element Buffs
Combines all four elemental buffs, unlocked when a team defeats three Prime Spirits.
Prime Guardian’s Underling/Prime Guardian
The Prime Guardian’s Underling spawns at 6:00 minutes.
- The Prime Guardian’s Underling spawns at 6:00 minutes with an initial health of 8,000, increasing by 160 health per minute.
- The player who defeats the Underling receives it as a spawnable Item, typically triggered using the H key.
- The Underling must be spawned within 180 seconds; otherwise, it expires.
- The remaining time is displayed on the left side of the screen alongside other buff effects.
- The Underling Item remains even if the player dies.
- Upon spawning, the Underling knocks away nearby enemies and deals 10% of maximum HP damage to entities within a certain radius around the spawn point.
- The Underling exclusively targets enemy structures, ignoring Heroes and T-Ons.
- Spawning the Underling emits a distinct sound and reveals its location on the minimap.
- Heroes deal 50% more damage to the summoned Underling.
- The Prime Guardian spawns at 18:00 minutes with an initial health of 15,500, increasing by 320 health per minute (max 20,940 health).
The Prime Guardian Spawns at 18:00 minutes.
The damage inflicted on the Prime Guardian depends on the number of players engaging in the battle:
- 1 Attacker: Damage reduced by 50%.
- 2 Attackers: Damage reduced by 25%.
- 3 or more Attackers: Full damage.
Being struck by the Prime Guardian reduces a player’s healing by 50%.
Killing the Prime Guardian
Upon slaying the Prime Guardian, the following buffs and advantages are granted:
- 350 Gold.
- Prime Buff applied to the entire team for 3 minutes:
- +45 Physical and Magical Power.
- +30% Attack speed.
- +3 Health Regeneration.
- +3 Mana Regeneration.
- +15% Cooldown Reduction.
- +20% Damage to Towers & Inhibitors.
- Deals true damage to the next enemy structure on each lane, inflicting 30% true damage based on the maximum health of the Tower or Inhibitor.
- This effect does not affect the Core.
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