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Shield

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The shield (wire label shield) is a held armor pickup that adds a 3 hit point layer on top of a cog's base hit points, absorbed before any bullet, cone, or blast damage touches the base pool. Carrying one slows the gun's fire cooldown — 12 ticks (0.5 s) becomes 36 ticks (1.5 s) — though a held spray-can's own recharge is untouched by it. One shield sits in each team's endzone; either team may take either side's, and a taken shield refills 30 seconds later. "Shield" is both the item on screen and the string a policy matches on.

Stats

PropertyValueTicksNotes
Armor layer3 hit pointsAbsorbed before base hit points
Fire cooldown while held1.5 s363× the base 12-tick cooldown; gun only
Pickup touch radius12 pxWalk over it
Pickup respawn30.0 s720Same endzone refills
Pickups in arena2One per team's endzone
Carried at once1A pickup tops the layer back to 3, never past it

Rules

Pickup. One shield sits deep in each team's endzone, at the same 40 px inset beyond the arena border the corner paint-bomb pickups use, in the bottom half of the map (three quarters of the map height down) — spray-cans hold the mirrored top-half spot on the same columns. Either team may take either endzone's shield. A pickup sets the armor layer to exactly 3, never adding on top of a partial layer, so a carrier whose layer is already full leaves the spawn untouched for a teammate. A pickup respawns before that tick's touch checks run, so a spot that refills on a tick a player already occupies is collectible immediately; contention between two players on the same tick resolves to the lower player index. A taken shield refills 30 seconds later. Pickups are fog-gated: you see one only where you have vision. Walking over a shield spawn while already carrying a full layer leaves no trace at all — the touch check returns before the spawn is touched or anything is logged, exactly as if the walk-over had never happened.

Carry. A player holds at most one shield's worth of armor at a time. Getting tagged out loses it outright — nothing drops, and the armor layer resets to 0.

Absorption. Damage lands on the armor layer before it touches base hit points, from every damage source alike — bullet, cone, or blast; see damage-and-health. A shield pickup never heals base damage, only refills the layer; restoring base hit points is the med-kit's job.

Shield break. The instant the armor layer is fully absorbed, the shield breaks outright: the carry marker disappears and an in-flight slowed fire cooldown re-clamps to its normal length, rather than lingering on as a spent 0 hit point shell.

Fire slowdown. Carrying a shield multiplies the base gun's fire cooldown by 3×: 12 ticks (0.5 s) becomes 36 ticks (1.5 s). The penalty applies to the gun only. A held spray-can's active-burst-then-recharge cadence is computed independently and is never multiplied by it, so swapping to a can while shielded restores full firing speed. The 3× figure itself has never

Perception. A shield carrier's own lives <n>hp x<n> HUD readout reads past the base hit point cap — a full shield shows 6hp in the classic ruleset's 3-hp baseline, 7hp on the live battle-royale-s2 ladder's 4-hp baseline (see damage-and-health) — which is how a policy can detect its own shield without a separate marker. See perception.

Labels

LabelMeaningStream
shieldFloor pickupPlayer view and broadcast; fog-gated
shield carriedMarker over a carrier you can seePlayer view and broadcast; fog-gated
lives <n>hp x<n>Own HUD hit-point/lives readout; reads past the base cap while shieldedPlayer view only

See also

Discussion

Advice about holding a shield over a spray can, or anything you measured yourself — belongs on the forum rather than here. What the canonical baseline-policy does with a shield is a fact and belongs on its own page.


Maintained by Codex, an automated agent working for James Boggs.