Death 死亡
Death occurs when a champion takes sufficient damage to be reduced to zero health. Dying removes the champion from active play and causes them to enter the death screen, where they will have to wait some time before they respawn at their allied fountain. If slain by an enemy champion,
experience and gold bounties are dispensed and granted to the killer and assistors.
当一个英雄受到足够的伤害使其生命值降至零时,就会发生死亡。死亡会将英雄从活动游戏中移除,并使其进入死亡界面,在此期间必须等待一定时间后才能在己方泉水处重生。如果被敌方英雄击杀,
。
Certain effects are able to defer death or prevent it from triggering its penalties altogether, allowing the player to continue some or all of their actions for a varying amount of time.
某些效果可以延迟死亡或完全阻止死亡触发其惩罚,从而使玩家能够在一定时间内继续执行部分或全部动作。
Death screen[edit | edit source]
死亡界面编辑 | 编辑源代码
While in the death screen, the player's view becomes grey, the Death Recap summarizes the player's combat, and other champion or situation-specific events may occur. A special "Ally Spectate" menu also appears—within the menu, players can select the portrait of allies who are alive to jump the camera to them and follow their view. The menu can also be moved by clicking and dragging.
在死亡界面时,玩家的视野变为灰色,死亡回顾摘要显示了玩家的战斗情况,同时可能发生其他特定于英雄或情境的事件。还会出现一个特殊的"盟友观战"菜单 - 在该菜单中,玩家可以选择存活盟友的头像,以跳转摄像机并跟随他们的视角。玩家还可以通过点击和拖拽移动该菜单。
While dead: 死亡期间:
- Players cannot perform the vast majority of map-impacting actions. They are prohibited from movement, attacking, and casting champion abilities, item active abilities and summoner spells.
玩家无法执行绝大多数影响地图的操作。他们被禁止移动、攻击以及使用英雄技能、物品主动技能和召唤师技能。 - Players can purchase items from the shop as if they were inside their shopping platform, look around the map, cast pings, and use the scoreboard and chat. There are 5 items that can be used while dead, these are: , , , , and (of these, 4 are consumable).
玩家可以像在购物平台内一样从商店购买物品,查看地图、发送信号、使用记分板和聊天。有 5 种可在死亡状态下使用的物品:
铁之血统药剂、
法术药剂、
暴怒药剂、
救赎、以及
你的收益(其中 4 种是消耗品)。
Some passive effects from champion abilities or items may be disabled while in the death screen. The death screen does not affect currently incurred
cooldowns and they will continue being incurred as normal.
一些来自英雄技能或物品的被动效果可能在死亡界面中被禁用。死亡界面不会影响当前正在计算的
冷却时间,它们将继续正常计算。
Death timer[edit | edit source]
死亡计时器编辑 | 编辑源代码
Upon death, every player must wait an amount of time before they respawn, called the death timer. A countdown above the "Ally Spectate" portraits indicates this timer. Decimals within the countdown are not displayed and always round up.
每个玩家在死亡后必须等待一定时间才能重生,这段时间称为死亡计时器。"队友观战"头像上方的倒计时显示这个计时器。倒计时中的小数点始终向上取整。
When the death timer reaches zero, the player's champion respawns at the center of their allied fountain.
当死亡计时器倒数到零时,玩家的英雄将在己方泉水中心重生。
Summoner's Rift[edit | edit source]
峡谷之巅编辑 | 编辑源代码
In
Summoner's Rift, death timers increase both by champion level and by game time. The sum of these two increases is the total death timer.
在
召唤师峡谷,死亡计时器会根据英雄等级和游戏时间而增加。这两个增加值的总和就是总死亡计时器。
By level, death timers consider a set time duration, called Base Respawn Wait time (BRW) here, in their calculations:
按等级计算,死亡计时器会考虑一个称为基础重生等待时间(BRW)的固定时间段:
BRW = 10 / 10 / 12 / 12 / 14 / 16 / 20 / 25 / 28 / 32.5 / 35 / 37.5 / 40 / 42.5 / 45 / 47.5 / 50 / 52.5 seconds
BRW = 10 / 10 / 12 / 12 / 14 / 16 / 20 / 25 / 28 / 32.5 / 35 / 37.5 / 40 / 42.5 / 45 / 47.5 / 50 / 52.5 秒
By game time, death timer calculations involve a multiplier that modifies the BRW, called the Time Increase Factor (TIFx) here.
按游戏时间计算的死亡计时器涉及一个修改基础重生等待时间(BRW)的乘数,这里称为时间增加因子(TIF x )。
After 15 minutes, the TIFx increases「 2 times per minute 」, and it is also multiplied by:
15 分钟之后,TIF x 「每分钟增加 2 倍」,并且还会乘以:
- 0.425% between 15 and 30 minutes
15 至 30 分钟之间为 0.425% - 0.3% between 30 and 45 minutes
30 至 45 分钟之间为 0.3% - 1.45% after 45 minutes, until 55 minutes
45 分钟后 1.45%,直到 55 分钟
- In the following table, current minutes is in decimal form, and ceil is the Least Integer/Ceiling function.
在下表中,当前分钟数以小数形式表示,取整为最小整数/上限函数。
| Game Time 游戏时间 | Formula 公式 | Result 结果 |
|---|---|---|
| 0 – 14:59 | TIF0 – 15 = N/A ⇒ Only BRW is considered, see above.
TIF 0 – 15 = 不适用 ⇒ 仅考虑 BRW,参见上文。 | |
| 15 – 29:59 | 0 + ceil (2 × (current minutes - 15)) × 0.425 / 100 0 + 向上取整(2 × (当前分钟数 - 15)) × 0.425 / 100 |
TIF15 – 29.5 = 0.425% – 12.75% (based on minutes) TIF 15 – 29.5 = 0.425% – 12.75%(基于分钟数) |
| 30 – 44:59 | 12.75 + ceil (2 × (current minutes - 30)) × 0.30 / 100 12.75 + 向上取整(2 × (当前分钟数 - 30)) × 0.30 / 100 |
TIF30 – 44.5 = 13.05% – 21.75% (based on minutes) TIF 30 – 44.5 = 13.05% – 21.75%(基于分钟数) |
| 45 – 54:59 | 21.75 + ceil (2 × (current minutes - 45)) × 1.45 / 100 21.75 + 向上取整(2 × (当前分钟数 - 45)) × 1.45 / 100 |
TIF45 – 54.5 = 23.2% – 50.75% (based on minutes) TIF 45 – 54.5 = 23.2% - 50.75%(取决于游戏时间) |
Total death time is calculated as follows:
总死亡时间的计算方式如下:
Total death time = BRW + BRW × TIFx | where x = current minute-half.
总死亡时间 = 基础复活等待时间 + 基础复活等待时间 × TIF x | 其中 x = 当前半分钟。
- The TIFx has a hard cap of 50%, so the maximum possible death timer is at 55 minutes at champion level 18:
TIF x 的硬性上限为 50%,因此在 18 级时,最长的死亡计时器为 55 分钟:
- 52.5 + 52.5 × 50% = 78.75 seconds
52.5 + 52.5 × 50% = 78.75 秒
- 52.5 + 52.5 × 50% = 78.75 seconds
Howling Abyss[edit | edit source]
嚎哭深渊编辑 | 编辑源代码
In the
Howling Abyss, the death timer is only based on level:
在
嚎哭深渊中,死亡计时器仅基于角色等级:
Death Timer = 11 / 13 / 15 / 17 / 19 / 21 / 22 / 24 / 26 / 28 / 30 / 32 / 34 / 36 / 38 / 40 seconds.
死亡计时器 = 11 / 13 / 15 / 17 / 19 / 21 / 22 / 24 / 26 / 28 / 30 / 32 / 34 / 36 / 38 / 40 秒。
Loss of buffs or effects[edit | edit source]
死亡时的增益效果或影响编辑 | 编辑源
Death does not mean that every ongoing effect is interrupted or removed when the source dies. For example, damage over time and already launched projectiles are not affected by death.
死亡并不意味着当来源死亡时,每个进行中的效果都会被中断或移除。例如,持续伤害和已经发出的投射物不会受到死亡的影响。
By default, death interrupts basic attack windups, cast times,
channels, and all forms of movement (e.g.
dashes,
displacements). Entering
resurrection will not interrupt an ability's cast time, unless it is special-cased to be interrupted by the resurrection source. Any other effect that is removed or interrupted by death is specifically implemented to do so.
默认情况下,死亡会中断普通攻击的蓄力、施法时间、
引导和所有形式的移动(例如
冲刺、
位移)。进入
复活不会中断技能的施法时间,除非特殊情况下复活来源会中断它。任何其他因死亡而被移除或中断的效果都是专门设计如此的。
If the slain champion possessed a status effect that doesn't persist through death, it is removed. For example, the and buffs are removed upon dying. This may also apply to debuffs: does not persist through death, meaning spells that are able to continue dealing damage after the enemy's death may inadvertently deal more damage to the team than desired, due to the debuff's removal.
如果被杀死的英雄拥有一个不会通过死亡持续的状态效果,则该效果会被移除。例如,
烈焰之冠和
洞察之冠增益在死亡时会被移除。这也可能适用于负面效果:
虚弱在死亡时不会持续,这意味着能够在敌人死亡后继续造成伤害的法术可能会因负面效果的移除而不经意间对队伍造成比预期更多的伤害。
Many other status effects may be reapplied again upon respawning, depending on their particular conditions; this is common among item effects. Yet others may simply be permanent and unaffected by the death state (e.g. the neutral buff).
许多其他状态效果可能会根据其特定条件在重生时重新应用;这在物品效果中很常见。另一些状态效果可能是永久的,不受死亡状态影响(例如
血腥花瓣中立增益)。
- Common buffs that are lost upon death:
死亡时会失去的常见增益: - Buffs that are transferred to the killer:
转移给击杀者的增益效果:- (conditionally)
洞察印记(条件性) - (conditionally)
余烬印记(条件性)
- (conditionally)
- Champion ability stacks lost upon death:
死亡时失去的英雄技能叠加效果: - Item stacks lost upon death:
死亡时丢失的物品叠加层数:- (loses 5 stacks)
(失去 5 层) - (loses all stacks)
(失去所有层数) - (loses 10 stacks)
梅贾的灵魂窃取者(失去 10 层)
- (loses 5 stacks)
Ways to prevent death when reaching zero health[edit | edit source]
防止死亡的方法(当生命值达到零时)
- A unit that is protected by Resurrection will enter a revival state and dispel most debuffs upon taking
fatal damage. After the state completes, the unit is revived. Resurrection effects do not count for kills or assists.
受到复活效果保护的单位在承受
致命伤害时会进入复活状态并驱散大多数负面效果。复活状态结束后,单位将复活。复活效果不计入击杀或助攻。Resurrection sources have a hierarchy, and will trigger in the following order:
复活来源有一定的层级,并将按以下顺序触发:
- and
安妮维亚的
和
的
Resurrection will always take precedence over
zombie state effects. Entering resurrection does not cancel cast times. always takes priority over resurrection.
复活效果将始终优先于
状态效果。进入复活状态不会取消施法时间。
的
效果总是优先于复活。
- prevents the target from dying upon reaching zero health.
可以防止目标在生命值归零时死亡。
Ways to prevent dying by not losing health[edit | edit source]
防止死亡的方法(不失去生命值)编辑 | 编辑源代码
A unit that has gained a
minimum health threshold cannot have their health reduced below it from damage dealt by enemies.
获得了
最低生命值阈值的单位,无法被敌方造成的伤害将其生命值降至该阈值以下。
The following effects grant a minimum health threshold:
以下效果授予最小生命值阈值:
Executes against units within this state will set the target's health to 1. All other sources of
raw damage ignore the threshold.
对于处于此状态的单位,执行将会使目标的生命值设为 1。所有其他来源的
原始伤害将无视此阈值。
Other effects that trigger from damage dealt will still take place (e.g.
life steal) even if the unit under the effect of a minimum damage threshold ignores the damage itself.
即使单位处于最小伤害阈值效果中并无视伤害本身,其他因伤害触发的效果仍然会生效(例如
生命偷取)。
Ways to revive a champion in the death state[edit | edit source]
在死亡状态下复活英雄的方法编辑 | 编辑源代码
The following will revive allied champions while they are in the death state:
以下方法可以复活处于死亡状态的友军英雄:
Zombie states[edit | edit source]
丧尸状态编辑 | 编辑源代码
A buff that allows a player to keep controlling their
champion after
Death always flags the champion to be in a zombie state. It prevents enemies from gaining full kill credit or triggering most on-kill effects from the champion a second time, and some abilities (e.g. ) interact differently with champions in this state. and
Resurrection will always take precedence over zombie state effects.
一个可以让玩家在
死亡后继续控制英雄的增益效果总是会将英雄标记为丧尸状态。这可以阻止敌人获得完整的击杀积分或再次触发大多数击杀相关效果,并且某些技能(如
你和我!)会以不同的方式与处于这种状态的英雄交互。
蕾娜塔·格拉斯克的
保命和
复活效果始终优先于丧尸状态效果。
The following effects trigger a champion to enter a zombie state:
以下效果会触发英雄进入丧尸状态:
Notes[edit | edit source] 注释编辑 | 编辑源
- Zombie states trigger upon taking
lethal damage.
丧尸状态会在承受
致命伤害时触发。
Raw damage effects will not prevent zombie states from triggering.
原始伤害效果不会阻止僵尸状态的触发。
- All
resurrection effects will take precedence over effects that reanimate as a zombie.
所有
复活效果都将优先于重新激活为僵尸的效果。 - A champion that enters a zombie state will start their death timer upon triggering the effect.
进入僵尸状态的英雄将在触发效果时开始死亡倒计时。 - Most buffs and debuffs will be lost upon transitioning into a zombie state.
大多数增益和减益效果将在转换为僵尸状态时丢失。- Those that persist through death, such as , will remain.
那些穿越死亡的效果,如
布兰德的
烈焰,将会继续存在。 - Undisplayed marker buffs, such as those imposed by and to prevent being affected multiple times by the same effect, will be lost.(bug)
未显示的标记增益,如
维伊格的
事件地平线和
维克托的
重力场造成的,用于防止多次受到相同效果的影响,将会丢失。 (bug) - This does not apply when transitioning from one zombie state to another zombie state.(bug)
当从一个丧尸状态转换到另一个丧尸状态时,这一规则不适用。 (bug)
- Those that persist through death, such as , will remain.
- Units within a zombie state cannot:
处于丧尸状态的单位无法:- Use or .
使用
回城或
补充药水。 - Activate
resurrection effects.
激活
复活效果。 - Take , Catapult, or
gates.
通过
暗影通道、弹射器或
传送门前往。 - Initate the
Rift Herald Rodeo.
发起
峡谷先锋冲锋。 - Pick up the .
拾取
先知之眼。 - Be targeted by the following:
被以下目标:- .
暗影越界。
- Be affected by the following:
受到以下效果影响:- chain missile
超越死亡的恐惧连锁导弹 - initial missile
灵魂试炼的初始导弹 - Fountain health restore 泉水恢复生命值
- Use or .
Trivia[edit | edit source] 琐事编辑|编辑源代码
-
Omen of Death allowed any champion it was cast on to remain in full control of their
reanimated champion for up to 10 seconds, if they died while the Revenant clone was alive.
的
允许任何被施放该技能的英雄,在亡魂克隆存活期间,最多可以在 10 秒内完全控制其
。 -
Rise of the Thorns allowed her to shoot a singular deadly projectile between 2 and 8 seconds after dying.
的
允许她在死亡后 2 至 8 秒内射出一发致命的投射物。
Order of events upon death[edit | edit source]
死亡事件顺序编辑 | 编辑源代码
Some champions have abilities that trigger after their death or the death of another targeted champion, allowing for limited control by one of the involved parties. These will only occur after the previously mentioned sequence and when more than one of them apply they will occur in the following order.
一些英雄拥有在自身死亡或目标英雄死亡后触发的技能,允许相关方进行有限的控制。这些技能只会在之前提到的序列之后发生,当多个这样的技能同时适用时,它们将按以下顺序触发。
- (keeping the stolen stats)
死亡领域(保留被偷取的属性) - (Mist Wraith appear)
主宰统治(迷雾怨灵出现)
Zombie state effects - / /
/
/
See also[edit | edit source]
另请参阅编辑 | 编辑源
References 参考资料


