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The Comeback Mechanic is a Gameplay Mechanic in Siege that gives the team, which is behind according to score, an advantage while capturing the Capture Point.

The Mechanic[ | ]

Full Comeback Mechanic[ | ]

The Full Comeback Mechanic always occurs when a team is two points behind at the capture phase.
The losing team receives 3.9% per tick while capturing. The team in the lead receives regular 3% per tick.

Note: The game rounds down uneven percentage progress on the UI.

Half Comeback Mechanic[ | ]

The Half Comeback Mechanic always occurs when a team is one point behind at the capture phase.
This team receives 3.9% every other tick while capturing. The team in the lead receives regular 3% per tick.

Strategies[ | ]

After the first push[ | ]

If the opponents captured the first objective (0:1) and now seem to push the payload through in the first round, then it would make more sense not to use ultimates to stop the opponents. Using the Full Comeback Mechanic (0:2) and the saved Ultimates the own team should capture the next capture point and get a chance to turn the fight with the earned knowledge about the opponents.

During the game[ | ]

After your team has captured the point (2:3) and now seem to push through, then it would make more sense not to waste any ultimates. After the successful opponent's defense, the score is still 2:3 for the opponents. Using the comeback mechanic and the saved ultimates the own team should capture the next capture point (3:3) and can now try to win the game (4:3).

Outplay the enemy team with Credits advantages[ | ]

Succesfully taking the capture point gives each teammate 300 Currency Credits credits. That makes 1,500 Currency Credits credits for the team's credits pool. Using these credits, the team can better adapt to the opposing team by buying items.
To increase the probability of a successful capture, a team can take advantage of the comeback mechanic. After the team is 0:2 behind, the comeback mechanic starts. If the team captures the second objective, but doesn't make the conversion, the score is 1:3. The team still has full use of the Comeback mechanics and has a high chance to take the point again (2:3). Depending on the course of the game, the payload can be pushed through or the weakened comeback mechanics can be used for the next point fight.

Video[ | ]



Gameplay

General
Bots  •  Common terms  •  Death Recap  •  Eliminations  •  Controls  •  Voice Guided System  •  Warning Indicators  •  Zoning

Champions
Champions
Abilities → Ability  •  Movement Ability  •  Weapon Shots  •  Ultimate Ability
Damage Types → Area or Direct Damage  •  Burst Damage  •  Damage over Time  •  Executes  •  Poke Damage  •  Sustained Damage
Effects → Cleanses  •  Damage Reduction  •  Deployables  •  Healing  •  Immunity  •  Shields  •  Status Effects  •  Stealth

Playstyle
Cards  •  Talents  •  Items Credits

Game Modes
Game Modes  •  Capture Point  •  Payload

Maps
Maps  •  Map Features  •  Callouts

Game Mechanics
Advanced Mechanics  •  Anti-Healing Mechanic  •  Comeback Mechanic  •  Damage Falloff  •  Diminishing returns  •  Headshot  •  Lifesteal  •  Out of Combat  •  Overtime  •  Respawn

End of the Game
Accolades  •  Scoreboard  •  Post-Match Lobby Landing Screen

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