Health and Armor

Health Pickups

PickupValueRespawn
Small health525s
Medium health2525s
Large health5025s
Mega Health10030s after carrier takes 100 damage

Health above 100 decays at 1 HP/second. Maximum health: 200 (overheal via pickups).

Mega Health respawn timer starts only after the player who picked it up has received 100 cumulative damage. Then 30 seconds from that point.

Armor

TierAbsorptionAdded on PickupMax (no shards)
Green50%50100
Yellow66%100150
Red75%150200

All armor respawns 25 seconds after grab. No degeneration between pickups.

Absorption: incoming damage is split between armor and health. At 75% absorption (Red), a 100-damage rocket costs 75 armor and 25 health.

Shards add 5 armor each. Max 200 with shards. Shards do not change the current absorption tier. If no armor is held, shards default to Green tier.

Armor Pickup Restrictions

Lower-tier armor cannot be picked up unless current armor is below threshold:

ArmorCan pick up if…
GreenBelow 100 Green, or below 75 Yellow, or below 66 Red
YellowBelow 150 Yellow, or below 133 Red
RedBelow 200 Red

At 131+ Red armor, Yellow armor cannot be picked up.

Rocket Survivability

LoadoutRockets to die
No armor1
Green armor~2
Yellow armor~3
Red armor~4
Any tier + Mega Health+1

Each tier adds approximately one rocket’s worth of survivability.

1v1 Item Layout

Standard 1v1 maps use a 1 Red Armor / 2 Yellow Armor / 1 Mega Health item layout. Controlling player holds Red Armor; disadvantaged player takes Yellow Armor + Mega Health. Stack difference is one rocket or less.

Powerups

PowerupEffectDurationRespawn
Carnage4x damage multiplier30s90s after grab

Carnage drops on death. The drop timer pauses but the respawn timer continues. Carnage spawns in CTF every 90 seconds, typically near map center.

Arena Mode Spawn Loadout

Players spawn in Arena modes (AFFA, ATDM, A1v1) with 200 armor / 100 health and all weapons. No item pickups during rounds.