This ability shortens the player's respawn time after getting splatted.
Normally watching the splat cam takes six seconds after the half second splatting animation, followed by a two second respawn animation, for a combined eight and a half second respawn time. This ability only reduces the splat cam portion of the respawn process. If fully stacked with three Quick Respawn abilities, the splat cam portion is reduced to three seconds, for a five and a half second respawn time.
Quick Respawn tends to be most useful in Ranked Battles. This is due to the importance of getting back to the front lines quickly and the high likelihood of being splatted, since both teams are often gathered in a single area, such as around the Rainmaker or a Splat Zone. Teamwork is a crucial element of Ranked Battles, as well; being able to rejoin one's team just a moment sooner may turn the tide of battle.
After getting splatted, Quick Respawn decreases the time spent watching the splat cam or black screen by up to about 67%.
Respawn time after being splatted by falling out-of-bounds or drowning in water is shorter than after being splatted by another player. The respawn time for drowning in water is seven seconds, and the time for falling out-of-bounds is five and a half seconds. Just like with being splatted by another player, only the splat cam portion of this time is affected by Quick Respawn.
Quick Respawn is the main ability of:
How Quick Respawn and Quick Super Jump interact.
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.
The below diagram also outlines eligibility for Quick Respawn to activate. After activation, the player returns to an eligible or ineligible state depending on the circumstances of the death.
Quick Respawn is the main ability of:
- ▼ Players must not splat an opponent during the time between the most recent enemy-caused death and the current death for Quick Respawn to affect the current death.
Names in other languages
Hukkatsu Jikan Tansyuku
|Resurrection Time Shortening|
|French (NOA)||Sans temps mort||Without dead time|
|French (NOE)||Sans temps morts||Without downtime|
|German||Schnelle Rückkehr||Quick Return|
|Italian||Il tempo è colore||Time is color|
|Spanish (NOA)||Regeneración rápida||Quick regeneration|
|Spanish (NOE)||Retorno exprés||Quick return|