Spawning: Difference between revisions
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==Overview==
When a player spawns, they will be untargetable for up to 2 seconds. If the 2 seconds elapses, or the player presses the jump key, they will be launched in their movement direction and granted immunity for 1.5 seconds. If no movement direction is chosen, they will be launched upwards.
After spawning, players are given a 100% {{Status|Haste}} buff which rapidly decays. This buff stacks with {{Status|Haste}} provided by passive abilities (Such as [[Shuriken|Shuriken's]] {{Abilitylink|ShurikenPassive}}).
[[Medkit|Medkit's]] [[Phinisher]], {{Abilitylink|MedkitPhinisher}} grants all revived players the same spawning mechanic.
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Revision as of 09:50, 14 February 2024
This article is about the game mechanic. For the location in the PHIGHTING! universe, see The Spawn.
Spawning is a game mechanic where players start from a spawn area at the start of a match or after dying. If a player dies, they will respawn at a spawn area 8 seconds after dying, reduced to 5 seconds during One Minute Left.
Overview
When a player spawns, they will be untargetable for up to 2 seconds. If the 2 seconds elapses, or the player presses the jump key, they will be launched in their movement direction and granted immunity for 1.5 seconds. If no movement direction is chosen, they will be launched upwards.
After spawning, players are given a 100% Haste buff which rapidly decays. This buff stacks with
Haste provided by passive abilities (Such as Shuriken's As Fast as the Wind).
Medkit's Phinisher, Divine Resurrection grants all revived players the same spawning mechanic.
Version history
Trivia
- At the start of a match,
Stun is applied to players during the preparation phase. This debuff disappears once the player model is visible and the match begins.