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<!--this page will need the formula on how death timer increases, and it needs more pictures. Find the 2 second jingle that plays right before respawning-->[[File:Music stinger player death.mp3|thumb|Music stinger for the player's death.]]
{{Quotation|[[The Hidden King]]|During the ritual, death is temporary. You will return, but know this: the more powerful you become, the longer you stay out of action when you die. Perhaps use that time to go shopping for when you return to the mortal coil.
'''Death''' occurs when a [[hero]] takes sufficient damage to be reduced to zero health. Upon dying, the player's screen is shaded gray, a death replay is available to watch, a death timer is displayed over their hero's icon, [[souls]] are rewarded to heroes who earned a kill or an assist, and other hero or situation-specific events may occur, as detailed below.
}}[[File:Music stinger player death.mp3|thumb|Music stinger for the player's death.]]
'''Death''' occurs when a [[hero]] takes sufficient damage to be reduced to zero health. Upon dying, the player's screen is shaded gray, a death timer is displayed over their hero's icon, [[souls]] are rewarded to heroes who earned a kill or an assist, and other hero or situation-specific events may occur, as detailed below.


== Overview ==
== Overview ==
Upon dying, heroes will drop any of their unsecured souls in a spherical container that can then be picked up by other heroes.  
Upon dying, heroes will drop any of their unsecured souls in a spherical container that can then be picked up by other heroes.  


While dead, players can browser the [[shop]], spectate their teammates, use pings and talk in chat. If all allies are dead, only the [[Patron]]'s perspective can be seen. Clicking an objective on the [[Minimap]] allows the player to view the perspective of that objective.  
While dead, players can browse the [[shop]], spectate their teammates, use pings and talk in chat. If all allies are dead, only the [[Patron]]'s perspective can be seen. Clicking an objective on the [[Minimap]] allows the player to view the perspective of that objective.  


Once the countdown reaches zero, heroes will respawn back in base.
Once the countdown reaches zero, heroes will respawn back in base.
== Respawn Time ==
[[File:Respawn timer.png|thumb|Example of a respawn timer]]
[[File:Music stinger player respawn countdown.mp3|thumb|Music stinger played before the end of respawn countdown.]]
[[File:Music stinger player respawn countdown.mp3|thumb|Music stinger played before the end of respawn countdown.]]
[[File:Music stinger player respawn.mp3|thumb|Music stinger played when the player respawns]]
As the game progresses, the players will take longer to respawn. The respawn time increases linearly based on the following times:
{| class="wikitable"
|+Respawn time curves
!Match duration
!Respawn time
|-
|{{#expr:{{DataProp|Convar|citadel_player_spawn_time_min_ramp_1_time}}/60}} min
|{{DataProp|Convar|citadel_player_spawn_time_min_ramp_1}}s
|-
|{{#expr:{{DataProp|Convar|citadel_player_spawn_time_max_ramp_1_time}}/60}} min
|{{DataProp|Convar|citadel_player_spawn_time_max_ramp_1}}s
|-
|{{#expr:{{DataProp|Convar|citadel_player_spawn_time_max_ramp_2_time}}/60}} min
|{{DataProp|Convar|citadel_player_spawn_time_max_ramp_2}}s
|-
|{{#expr:{{DataProp|Convar|citadel_player_spawn_time_max_ramp_3_time}}/60}} min
|{{DataProp|Convar|citadel_player_spawn_time_max_ramp_3}}s
|}
The respawn time is capped at {{DataProp|Convar|citadel_player_spawn_time_max_respawn_time}}s.
Dying to a non-player [[Unit]] (when there is no bounty/assist from an enemy Hero) will increase the respawn time by {{DataProp|Convar|citadel_player_spawn_time_in_base_penalty}}s.
=== Comeback kill ===
After {{#expr:{{DataProp|Convar|citadel_player_spawn_time_rich_nw_penalty_min_ramp_gametime}}/60}} minutes in a match, killing a player whose net worth is above {{DataProp|Convar|citadel_player_spawn_time_rich_nw_penalty_min_ramp_pct}}% higher than the killer team's average net worth increases that player's respawn time. The increase varies based on the net worth difference and match duration, from +{{DataProp|Convar|citadel_player_spawn_time_rich_nw_penalty_min_ramp_extratime}}s for {{DataProp|Convar|citadel_player_spawn_time_rich_nw_penalty_min_ramp_pct}}% net worth at {{#expr:{{DataProp|Convar|citadel_player_spawn_time_rich_nw_penalty_min_ramp_gametime}}/60}} minutes to +{{DataProp|Convar|citadel_player_spawn_time_rich_nw_penalty_max_ramp_extratime}}s for {{DataProp|Convar|citadel_player_spawn_time_rich_nw_penalty_max_ramp_pct}}% net worth at {{#expr:{{DataProp|Convar|citadel_player_spawn_time_rich_nw_penalty_max_ramp_gametime}}/60}} minutes.
=== Last Stand Buff ===
Killing the first stage of a [[Patron]] shortens the remaining respawn time of any dead player in the defending team, as follows:


== Respawn Time ==
* If the remaining time is 30s or above, it is shortened by 20s (e.g. 45s shortened to 25s);
As the game progresses, the player will take longer to respawn. The respawn time is measured by three distinct curves:
* If it's between 10s and 30s, it is shortened to 10s;
* At 10s and below, the respawn time is unchanged.
 
This effect is only applied once, at the moment the Patron is killed. Subsequent deaths will have the regular respawn time.
 
=== [[Rejuvenator]] Crystal Revive Tokens ===
Revive Tokens are obtained from the Crystal that drops upon killing the [[Mid-Boss]]. The Crystal contains a total of 3 Revive Tokens.
 
Revive Tokens can only be claimed by a [[Melee Damage|Heavy Melee]], and only 1 is granted per punch.


* 8s at the start of the game to 40s at 19 mins
Revive Tokens are consumed upon a players death, and any further deaths from that player will not consume more. Once all the Tokens are consumed, the entire team will lose access to the mid-boss buff.
* 40s at 19 mins to 70s at 30 mins
* 70s at 30 mins to 80s at 45 mins
The respawn time is capped at 80s. However, the Rejuvenator respawn time is not capped at 40s and can keep growing after the 45 min mark.


Killing the first stage of a [[Patron]] shortens the respawn time of any dead player in the defending team by 20s. However, the time cannot be shortened to less than 10s. Subsequent deaths will have the regular respawn time.
Killing a player with a Rejuvenator credit does not appear as a kill in the HUD and does not grant any [[souls]], but it does trigger "on hero kill" effects such as the cooldown reset of {{HeroIcon|Shiv}}'s {{AbilityIcon|Killing Blow}} or the [[stack]] buildup of {{HeroIcon|Grey Talon}}'s, {{HeroIcon|Mo & Krill}}'s and {{HeroIcon|Vindicta}}'s ultimates. The same happens when triggering {{HeroIcon|Victor}}'s {{AbilityIcon|Shocking Reanimation}}.


The [[Rejuvenator]] buff reduces the next respawn time of every player on the team by 50%. Players with the Rejuvenator buff are marked with the [[Mid-Boss]] symbol under their portrait, and their respawn stinger is replaced by the "Rejuvenator secured" sound. They lose the buff after their first death and respawn, or 3 minutes after the buff is activated.
== Update history ==
{{Update history}}


== Trivia ==
== Trivia ==


* [[Soul Rebirth]] was an item that made the player respawn 4s after their death, in the location where they died. It also increased the regular respawn time, when the player died while Soul Rebirth was on cooldown. This item has been removed from the game.
* {{ItemIcon|Soul Rebirth}} was an item that made the player respawn 4s after their death, in the location where they died. It also increased the regular respawn time, when the player died while Soul Rebirth was on cooldown. This item has been removed from the game.
{{Navbox gameplay}}
{{Navbox gameplay}}

Latest revision as of 15:06, 18 July 2026

During the ritual, death is temporary. You will return, but know this: the more powerful you become, the longer you stay out of action when you die. Perhaps use that time to go shopping for when you return to the mortal coil.

The Hidden King

Music stinger for the player's death.

Death occurs when a hero takes sufficient damage to be reduced to zero health. Upon dying, the player's screen is shaded gray, a death timer is displayed over their hero's icon, souls are rewarded to heroes who earned a kill or an assist, and other hero or situation-specific events may occur, as detailed below.

Overview

[edit | edit source]

Upon dying, heroes will drop any of their unsecured souls in a spherical container that can then be picked up by other heroes.

While dead, players can browse the shop, spectate their teammates, use pings and talk in chat. If all allies are dead, only the Patron's perspective can be seen. Clicking an objective on the Minimap allows the player to view the perspective of that objective.

Once the countdown reaches zero, heroes will respawn back in base.

Respawn Time

[edit | edit source]
Example of a respawn timer
Music stinger played before the end of respawn countdown.
Music stinger played when the player respawns

As the game progresses, the players will take longer to respawn. The respawn time increases linearly based on the following times:

Respawn time curves
Match duration Respawn time
5 min 8s
20 min 35s
30 min 70s
40 min 85s

The respawn time is capped at 90s. Dying to a non-player Unit (when there is no bounty/assist from an enemy Hero) will increase the respawn time by 10s.

Comeback kill

[edit | edit source]

After 10 minutes in a match, killing a player whose net worth is above 15% higher than the killer team's average net worth increases that player's respawn time. The increase varies based on the net worth difference and match duration, from +6s for 15% net worth at 10 minutes to +22s for 30% net worth at 25 minutes.

Last Stand Buff

[edit | edit source]

Killing the first stage of a Patron shortens the remaining respawn time of any dead player in the defending team, as follows:

  • If the remaining time is 30s or above, it is shortened by 20s (e.g. 45s shortened to 25s);
  • If it's between 10s and 30s, it is shortened to 10s;
  • At 10s and below, the respawn time is unchanged.

This effect is only applied once, at the moment the Patron is killed. Subsequent deaths will have the regular respawn time.

Rejuvenator Crystal Revive Tokens

[edit | edit source]

Revive Tokens are obtained from the Crystal that drops upon killing the Mid-Boss. The Crystal contains a total of 3 Revive Tokens.

Revive Tokens can only be claimed by a Heavy Melee, and only 1 is granted per punch.

Revive Tokens are consumed upon a players death, and any further deaths from that player will not consume more. Once all the Tokens are consumed, the entire team will lose access to the mid-boss buff.

Killing a player with a Rejuvenator credit does not appear as a kill in the HUD and does not grant any souls, but it does trigger "on hero kill" effects such as the cooldown reset of Shiv's Killing Blow or the stack buildup of Grey Talon's, Mo & Krill's and Vindicta's ultimates. The same happens when triggering Victor's Shocking Reanimation.

Update history

[edit | edit source]

View the full update history: Death/Update history

Update Changes

June 30, 2026

  • Respawn ramp changed from 8-30s from 5-19m to 8-35s from 5-20m

January 20, 2026

  • Respawn time at 19 minutes reduced from 35s to 30s
  • Respawn time at 30 minutes reduced from 75s to 70s
  • You now have a longer respawn time if you die and are meaningfully richer than the enemy team's average net worth (scales from +6s to +22s penalty, based on networth being 15 to 30% higher and game time being 10min to 25min, if under 15% NW or 10min, nothing happens)

September 4, 2025

  • Dying to a non-player (when there is no bounty/assists) now increases the respawn time for that death by 10 seconds

Trivia

[edit | edit source]
  • Soul Rebirth was an item that made the player respawn 4s after their death, in the location where they died. It also increased the regular respawn time, when the player died while Soul Rebirth was on cooldown. This item has been removed from the game.