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m (→‎Death Timer: replaced: {{pp| → {{passive progression/deprecated version| (3))
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== Death Timer ==
 
== Death Timer ==
Upon death, every player must wait a given amount of time noted over the champions image. On [[Summoner's Rift]], the death timer base is {{pp|18|6|8|10|12|14|16|21|27.5|30|32.5|35|37.5|40|42.5|45|47.5|50|52.5}} seconds and will be rounded when shown when dead.
+
Upon death, every player must wait a given amount of time noted over the champions image. On [[Summoner's Rift]], the death timer base is {{passive progression/deprecated version|18|6|8|10|12|14|16|21|27.5|30|32.5|35|37.5|40|42.5|45|47.5|50|52.5}} seconds and will be rounded when shown when dead.
   
 
The time can increase after 15 minutes in a match by (up to a cap of 150% of '''BRW''').
 
The time can increase after 15 minutes in a match by (up to a cap of 150% of '''BRW''').
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To calculate the respawn wait time do the following:<ref>[https://web.archive.org/web/0/https://na.leagueoflegends.com/en/news/game-updates/patch/patch-813-notes 8.13 patch notes]</ref>
 
To calculate the respawn wait time do the following:<ref>[https://web.archive.org/web/0/https://na.leagueoflegends.com/en/news/game-updates/patch/patch-813-notes 8.13 patch notes]</ref>
 
* From level 1 to 6:
 
* From level 1 to 6:
** Death Timer = Level{{Times}}2 + 4. For a total of {{pp|6|6|8|10|12|14|16}} seconds.
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** Death Timer = Level{{Times}}2 + 4. For a total of {{passive progression/deprecated version|6|6|8|10|12|14|16}} seconds.
 
* At level 7 the timer is increased to 21 seconds.
 
* At level 7 the timer is increased to 21 seconds.
 
* From level 8 to 18:
 
* From level 8 to 18:
** Death Timer = Level{{Times}}{{fd|2.5}} + {{fd|7.5}}. For a total of {{pp|11|27.5|30|32.5|35|37.5|40|42.5|45|47.5|50|52.5|8|9|10|11|12|13|14|15|16|17|18}} seconds.
+
** Death Timer = Level{{Times}}{{fd|2.5}} + {{fd|7.5}}. For a total of {{passive progression/deprecated version|11|27.5|30|32.5|35|37.5|40|42.5|45|47.5|50|52.5|8|9|10|11|12|13|14|15|16|17|18}} seconds.
   
 
After minute 15, the wait time is increase by multiplying '''BRW '''as follows:
 
After minute 15, the wait time is increase by multiplying '''BRW '''as follows:
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You start on this map at level 3, resulting in an initial 10 second respawn timer.
 
You start on this map at level 3, resulting in an initial 10 second respawn timer.
   
== Removal of stacks, buffs or effects ==
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== Loss of buffs or effects ==
  +
'''Death''' interrupts cast times and {{tip|channel|channels}}.
Upon death, if the champion killed possessed a [[buff]] or had built up stacks on one of a handful of items, those effects are either lost or transferred to the killer. If the champion killed possessed an innate ability, the bonus will be lost for the duration of that champion's death.
 
  +
* Effects and buffs that are lost
 
  +
Upon '''death''', if the champion killed possessed a [[buff|status effect]] that doesn't ''persist through death'', it is removed. Specifically the {{bi|Crest of Cinders}} and {{bi|Crest of Insight}} are transferred to the killer.
  +
  +
Status effects may be reapplied again, depending on their particular conditions.
  +
 
* Common buffs that are lost
 
** {{ii|Health Potion}}
 
** {{ii|Health Potion}}
 
** {{ii|Refillable Potion}}
 
** {{ii|Refillable Potion}}
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** {{bi|Crest of Insight}}
 
** {{bi|Crest of Insight}}
 
** {{bi|Crest of Cinders}}
 
** {{bi|Crest of Cinders}}
* Stacks lost upon death
+
* Item stacks lost upon death
 
** {{ii|The Dark Seal}} (loses 4 stacks)
 
** {{ii|The Dark Seal}} (loses 4 stacks)
 
** {{ii|Mejai's Soulstealer}} (loses 10 stacks)
 
** {{ii|Mejai's Soulstealer}} (loses 10 stacks)
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* {{tip|Invulnerability}} and all types of {{tip|stasis}}
 
* {{tip|Invulnerability}} and all types of {{tip|stasis}}
   
== Post-death events ==
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== Zombie states ==
  +
  +
{{tip info|Zombie state}}
  +
  +
Removed abilities that allowed a champion to enter a zombie state:
  +
* {{cis|Yorick}} [[File:Omen of Death.png|20px]] [[Yorick/History|Omen of Death]] allowed ANY champion it was cast on to remain in full control of their {{sti|healing|reanimated}} champion for up to 10 seconds, if they died while the ''Revenant'' clone was alive.
  +
* {{cis|Zyra}} [[File:Rise of the Thorns.png|20px]] [[Zyra/History|Rise of the Thorns]] allowed '''Zyra''' to shoot a singular deadly projectile between 2 and 8 seconds after dying.
  +
  +
== Order of events upon death ==
 
Some champions have abilities that trigger after their death or the death of another targeted champion, allowing for limited control by one of the involved parties. These will only occur after the previously mentioned sequence and when more than one of them apply they will occur in the following order.
 
Some champions have abilities that trigger after their death or the death of another targeted champion, allowing for limited control by one of the involved parties. These will only occur after the previously mentioned sequence and when more than one of them apply they will occur in the following order.
 
# {{cai|Realm of Death|Mordekaiser}} (duration for stolen stats increases)
 
# {{cai|Realm of Death|Mordekaiser}} (duration for stolen stats increases)

Revision as of 22:26, 31 July 2020

Death occurs when a champion takes sufficient damage to be reduced to zero health. Upon dying, the summoner's screen is shaded gray, a death recap and death timer are displayed, gold is rewarded to champions who earned a kill or an assist, and other champion or situation-specific events may occur, as detailed below. The death of all five members of a team simultaneously is referred to as an ace; it is possible for both teams to be aced at the same time, and no champions to be present on the Field of Justice.

Death Timer

Upon death, every player must wait a given amount of time noted over the champions image. On Summoner's Rift, the death timer base is Template:Passive progression/deprecated version seconds and will be rounded when shown when dead.

The time can increase after 15 minutes in a match by (up to a cap of 150% of BRW).

  • 0.425% of the death timer base for every 30 seconds between 15.5 and 30 minutes.
  • 0.30% of the death timer base for every 30 seconds between 30.5 and 45 minutes.
  • 1.45% of the death timer base for every 30 seconds after 45.5 minutes.

While the death timer is counting down, the summoner is still able to shop for items, look around the map, and chat with other teammates.

When the death timer reaches zero the dead champion is revived on the summoner platform.

To calculate the respawn wait time do the following:[1]

  • From level 1 to 6:
    • Death Timer = Level × 2 + 4. For a total of Template:Passive progression/deprecated version seconds.
  • At level 7 the timer is increased to 21 seconds.
  • From level 8 to 18:
    • Death Timer = Level × 2.5 + 7.5. For a total of Template:Passive progression/deprecated version seconds.

After minute 15, the wait time is increase by multiplying BRW as follows:

Total respawn time = BRW + ( (BRW / 100) × (current minutes - 15) × 2 × 0.425)

After minute 30, the wait time is as follows: Total respawn time = BRW + ( (BRW / 100) × (current minutes - 15) × 2 × 0.425) + ( (BRW / 100) × (current minutes - 30) × 2 × 0.30)

After minute 45, the wait time is as follows: Total respawn time = BRW + ( (BRW / 100) × (current minutes - 15) × 2 × 0.425) + ( (BRW / 100) × (current minutes - 30) × 2 × 0.30) + ( (BRW / 100) × (current minutes - 45) × 2 × 1.45)

After minute 53.5 minutes, the respawn time is maxed out at 150% BRW.

On Howling Abyss the death timer is based solely on level ranging from 10 to 40 seconds.

Level × 2 + 4 = Respawn time

You start on this map at level 3, resulting in an initial 10 second respawn timer.

Loss of buffs or effects

Death interrupts cast times and Channeling icon channels.

Upon death, if the champion killed possessed a status effect that doesn't persist through death, it is removed. Specifically the Crest of Cinders Crest of Cinders and Crest of Insight Crest of Insight are transferred to the killer.

Status effects may be reapplied again, depending on their particular conditions.

Ways to prevent death when reaching zero health

Revival icon Resurrection will always occurs in a set order:

  1. Zilean's Zilean's Chronoshift Chronoshift
  2. Guardian Angel Guardian Angel
  3. Anivia's Anivia's Rebirth Rebirth / Zac's Zac's Cell Division Cell Division

Ways to prevent dying by not losing health

Zombie states

EditA buff that allows a player to keep controlling their Champion icon champion after Death Death always flags the champion to be in a zombie state. It prevents enemies from gaining full kill credit or triggering most on-kill effects from the champion a second time, and some abilities (e.g. You and Me! You and Me!) interact differently with champions in this state. Revival icon Resurrection will always take precedence over zombie state effects. Renata Glasc's Renata Glasc's Bailout Bailout always takes priority over zombie state effects.

The following effects trigger a champion to enter a zombie state:

Removed abilities that allowed a champion to enter a zombie state:

  • Yorick's Yorick's Omen of Death Omen of Death allowed ANY champion it was cast on to remain in full control of their Heal power icon reanimated champion for up to 10 seconds, if they died while the Revenant clone was alive.
  • Zyra's Zyra's Rise of the Thorns Rise of the Thorns allowed Zyra to shoot a singular deadly projectile between 2 and 8 seconds after dying.

Order of events upon death

Some champions have abilities that trigger after their death or the death of another targeted champion, allowing for limited control by one of the involved parties. These will only occur after the previously mentioned sequence and when more than one of them apply they will occur in the following order.

  1. Mordekaiser's Mordekaiser's Realm of Death Realm of Death (duration for stolen stats increases)
  2. Zombie icon Zombie state effects - Karthus' Karthus' Death Defied Death Defied / Sion's Sion's Glory in Death Glory in Death / Kog'Maw's Kog'Maw's Icathian Surprise Icathian Surprise
  3. Lissandra's Lissandra's Iceborn Subjugation Iceborn Subjugation

Lore

Oops Emote
"You belong in a museum!"
This article or section may contain obsolete information, but exists here for historical purposes.

When a champion is summoned to the Fields of Justice, their real, physical form is summoned there, meaning that the champions on the Fields of Justice, do, in fact die upon player death. When killed, it seems as though they are transported back to their respective summoning chambers, brought back to life, and subsequently returned to the Field of Justice to continue fighting. The following is an excerpt from Renekton's League Judgement:

"Renekton bowls through them, his blade deflecting bullets fired at point blank by a buxom redhead. A bulky minotaur slams the ground and a curiously large armadillo drops down on all fours to defend against the attack, but they are no match for the crocodile in bloodlust. The defenders are knocked aside in Renekton's mad dash for Nasus.

The creature charges up the steps, flying onto the platform with enormous momentum. Nasus reaches out to hold up his palm, as if to stop his brother, when suddenly a bright ray of light shoots out, engulfing him in an agonizing fire.

Renekton immediately succumbs to the darkness.


The creature awakens in a dark room, sprawled on a frigid stone floor. A group of cloaked magicians stand with their hands outstretched in a circle around him. They murmur strange words under their breath, ensnaring him in a glowing net of magic.

When Renekton's vision clears, he sees his brother staring dispassionately at him from across the room. Renekton snarls, throwing himself bodily towards Nasus, but the magical chains that bind him hold firm. Nasus gazes back for a long moment, his expression unreadable. Then he turns and steps into a lighted platform. "

It is also confirmed in the Journal of Justice (Volume 1, Issue 20) in the "Mailbag of Justice" section that champions are revived many times, and questions their mental state after being exposed to their own mortality day after day.

See also


References