Enperry
Inkling Fleet Admiral
- Joined
- Mar 8, 2018
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- 547
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- ssjplt
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- SW-0405-1788-8108
I've been seeing QR on almost everyone in X Rank and I was wondering if it was even good.
Quick Respawn was tweaked in Splatoon 2 to only affect deaths that meet certain conditions.
For Quick Respawn to activate, the player must not splat an enemy during the time between the most recent enemy-caused death and the current death.
Quick Respawn was tweaked in Splatoon 2 to only affect deaths that meet certain conditions.
For Quick Respawn to activate, the player must not splat an enemy during the time between the most recent enemy-caused death and the current death.
- The need for a previous death means that the first death in a match will never benefit from Quick Respawn. Every following death can benefit.
- Being pushed into an environmental hazard by an enemy does not count as an enemy-caused death. If no enemy scores a confirmed splat, then the cause of death is indisputably not the enemy.
- This is a complete list of death types that do not count as enemy-caused: drowning in water, falling out of bounds, touching the Rainmaker barrier repeatedly, having the Rainmaker barrier time out and explode while carrying it.
- There can be any number of deaths between the most recent enemy-caused death and the current death. For example, a player dies once to an enemy, then five times to water, and then to an enemy. As long as the player in the example did not score any splats during the time between the first and second death to the enemy, Quick Respawn will activate.
- Assists and suicides do not count as splats. A splat confirmation notification will show on the player's screen if they score a splat.
- In scenarios where lives are traded, the activation of Quick Respawn depends on who died first. If the player throws a bomb that splats an opponent after the player dies, that splat prevents Quick Respawn from activating in next death, but allows it to activate for the current death.

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