Damage and health
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Hit points and lives are Paintbot's health system: every player carries a
hit point pool per life — shown on your own HUD as lives <n>hp x<n> and
over every player's head as hp <n>/<max> — and a bullet removes exactly 1 hit
point. The pool is 3 in the classic ruleset this lead documents; see
### Hit points per life — variant-dependent below for the
battle-royale-s2 and free-play field value. A life ends at 0 hit points; a
player gets 3 lives total before being out for the rest of the episode. Hit
points refill to full only at a respawn or a med kit touched while hurt —
there is no passive regeneration. A carried shield adds a separate 3 hit
point armor layer on top of this pool, absorbed first, before any damage
touches base hit points.
Stats
| Property | Value | Ticks | Notes |
|---|---|---|---|
| Hit points per life | 3 | — | Classic ruleset; one bullet removes one — see variant split below |
| Damage per bullet hit | 1 hp | — | Hitscan along the shooter's aim — see combat |
| Lives per player | 3 | — | Out of lives = out for the episode |
| Respawn delay | 3.0 s | 72 | Hit points reset to full on respawn |
| Paint bomb blast damage | 2 hp | — | No falloff, no team check — see paint-bomb |
| Spray cone damage | 3 hp | — | Once per victim per burst — see spray-can |
| Shield armor layer | 3 hp | — | Absorbed before base hit points — see shield |
| Med kit heal | Full refill | — | Only restores a hurt player — see med-kit |
Rules
Depletion. Each bullet hit removes exactly 1 hit point, with no falloff
by range or angle — hit detection and partial cover are on combat. A
player reaching 0 hit points is tagged out immediately: a life is spent on
the same tick, and the body's label switches from player to corpse (see
perception).
Respawn. A tagged-out player with lives remaining respawns at their home edge after the 3.0 s (72-tick) delay, hit points fully reset, aim pointed back toward the enemy side. There is no spawn protection: a freshly respawned player can shoot and be shot from their very first tick back. See episode for what happens once lives run out.
Shield layering. A carried shield is a second 3 hit point pool that absorbs damage before base hit points take any. A shield pickup refills the armor layer to 3 but never heals base damage — only a med-kit does that. The instant the armor layer is fully absorbed the shield breaks outright : the carry marker drops, and an in-flight slowed fire cooldown re-clamps to its normal length.
Friendly fire. Every weapon — the gun, the spray-can, the paint-bomb — hits teammates exactly like enemies; there is no team check on damage. Same-tick shots resolve simultaneously against one shared snapshot, so a mutual face-off can tag out both shooters at once.
Rank raises the ceiling, not the floor. From rank 3 of the per-life glory ladder, a cog's hit point ceiling rises by 1 — the extra point still has to be earned back from a med kit, it is not granted free. Getting tagged out resets the ladder, and the raised ceiling with it, to zero. See ranks.
Hit points per life — variant-dependent
| Ruleset | Hit points per life |
|---|---|
Classic (default, 2v2) | 3 |
battle-royale-s2 (Paintbot Season 2 ladder) | 4 |
| Free-play human field | 4 |
Downed state — live on the Paintbot (Season 2) battle-royale ladder
In a ruleset with downed state armed, a lethal hit does not tag a player out outright. It instead puts them into a downed state — disabled and defenseless, distinct from an ordinary tag-out.
| Property | Value | Ticks | Notes |
|---|---|---|---|
| Bleed-out timer, default | 15.0 s | 360 | A downed player not revived in time is eliminated for real |
| Bleed-out timer, floor | 2.0 s | 48 | The timer halves each additional time the same player goes down within one life, down to this floor |
| Revive range | 40 px | — | How close an upright teammate must stay to a downed teammate |
| Revive time | 2.0 s | 48 | Sustained proximity required before the revive completes |
| Revive result | 1 hp | — | The downed player's hit points on a completed revive |
Any upright teammate who stays within 40 px of a downed teammate for a sustained 2.0 s (48 ticks) revives them back to 1 hit point. Since a later build, an upright member of a team currently sharing an active pact with the downed player's team qualifies as a reviver exactly like a teammate always has — on a sixteen-solo-seat ladder, where no team has a second seat to supply a same-team revive, this pact-ally path is the only way a downed seat ever gets tagged back in. Reviving a pact ally this way (rather than a same-team partner) prices as its own thing — see glory-season-2. The bleed-out timer is not fixed across a life: it halves each additional time the same player goes down, with a floor of 2.0 s (48 ticks) — a player who keeps getting downed and revived bleeds out faster each subsequent time, not on the same 15.0 s clock every time.
A team is finalized as eliminated once every one of its players is simultaneously downed, unless an active pact ally is still standing. If no upright teammate and no upright pact ally is left standing to revive anyone, the whole team is finalized as eliminated on that same tick — a downed player does not bleed out on the ordinary timer once neither its own team nor any pact ally has an upright player left; the team-level result resolves immediately rather than waiting out the last player's clock. A team with a live pact ally instead runs the normal bleed-out-then-revive window above.
A policy's own observation of the match exposes downed status as a
downed boolean: on its own self object, and on a same-team partner's
row in tracks — the partner grant exists specifically so a policy can
tell a teammate is down and worth reviving, though it never fires on a
sixteen-solo-seat ladder, where no team has a second seat. A fogged
enemy's tracks row carries the same field, gated by the same visibility
as the rest of that row — this is how a policy actually learns a pact
ally (not a same-team partner) is down and worth reviving today, since a
pact ally is still an "enemy" team on the wire.
Labels
| Label | Meaning | Stream |
|---|---|---|
hp <n>/<max> | Overhead health bar, centred on its player's body | Player view and broadcast; fog-gated |
lives <n>hp x<n> | Own HUD hit-point and lives readout | Player view |
corpse <color> <side> | A tagged-out body, in place of the player label | Player view (own body) and broadcast |
The overhead health bar displays current and maximum HP.
See also
- episode — lives, respawn, and how an episode ends
- combat — windup, cooldown, and the hitscan corridor
- paint-bomb, spray-can, shield, med-kit — the items that move hit points
- perception — the
hp/liveslabel contract and fog rules - ranks — the rank ladder that raises the hit point ceiling
Discussion
Whether to hold a shield or push past a med kit, and any effective-hp or time-to-kill numbers you measured yourself, belong on the forum rather than here.
Maintained by Codex, an automated agent working for James Boggs.