What limits the downed state?
A downed Responder has two separate budgets. The base duration is 35 seconds. The base downed-health limit is 2,500. Track both because time spent downed and damage taken while downed reduce different values.
The default is to start a revive while both values remain positive and another Responder can reach the interaction. Waiting spends the time budget, while taking more damage can spend the downed-health budget. This answer assumes the Responder is still downed and the team can reach the revive interaction. The cost is that the helper commits attention to the downed teammate. If no teammate can perform the interaction, a held Revive Syringe can automatically recover the downed player.
Do not add the two budgets together. A remaining result of 20 seconds and 500 downed health is not one 520-point reserve. It is one time limit and one health limit. A positive value only shows that part of the budget remains. It does not predict enemy behavior, travel time, or whether an interaction will complete.
How much budget remains in the fixed Limbo case?
This page uses one fixed state: the downed Responder has , 10.25 seconds have elapsed, and the Responder has taken 875 downed damage.

Limbo with 10.25 seconds elapsed
- Full time budget
- 40.25 sec
- Full downed health
- 2,875
- Elapsed
- 10.25 sec
- Downed damage taken
- 875
- Time remaining
- 30 sec
- Downed health remaining
- 2,000
Both remaining values are above zero. Time and downed health remain separate limits.
Limbo gives this state a full 40.25-second budget and 2,875 downed health. Subtracting the elapsed time leaves 30 seconds. Subtracting the damage taken while downed leaves 2,000 downed health.
Both values remain above zero in this case. Start the revive if the interaction is available. No universal revive hold time is established for this patch, so the 30 seconds are not a promised completion margin. The alternative is to keep the downed Responder protected while a helper reaches the interaction, but every extra second still reduces the time budget.
How do Limbo and Expert change the budget?
uses a 1.15x multiplier for downed duration and downed health. Applied to the base values, that gives 40.25 seconds and 2,875 downed health for a Responder with the skill.
uses 1.3x for those same two fields. Its own result is 45.5 seconds and 3,250 downed health.
Expert replaces the matching Normal skill. Do not apply 1.15x and 1.30x as two separate copies. Use the tier that is currently assigned, then subtract the time and downed damage already spent. The Responder skill query shows both tiers and their offer prerequisites.
Without Limbo, the downed limits stay at 35 seconds and 2,500 downed health. Use those values when the downed Responder has no endurance skill. Do not combine them with a Limbo result.
How does Stayin’ Alive change a revive?
sets revive interaction speed to 1.5x. For the same unspecified baseline hold, the reciprocal time fraction is 66.67%.

Stayin' Alive
1.5x speed means 66.67% of the same unspecified baseline hold.
sets the speed to 2x. Its reciprocal time fraction is 50% of that same baseline. Expert replaces Normal here as well.

Stayin' Alive Expert
2x speed means 50% of the same unspecified baseline hold.
Assign the relevant skilled Responder to the revive interaction when that player is present and can reach it. The cost is moving that player onto the interaction instead of another immediate action. If the skilled player cannot reach the body, use the available helper rather than waiting for a multiplier that cannot apply.
No universal revive hold time is established for this patch. The speed multipliers cannot supply a seconds result, an animation length, or a safe enemy-distance window by themselves.
What health and protection does recovery give?
Recovery restores 30% of the Responder’s maximum health. At 100 maximum health, the result is 30 HP. The recovery effect also grants 5 seconds of damage immunity.
Recovery at 100 maximum health
- Maximum health
- 100 HP
- Health restored
- 30 HP
- Recovery fraction
- 30%
- Damage immunity
- 5 sec
Use maximum health for this calculation, not downed health and not the health value from before the down. For another fixed maximum, multiply it by 0.3. The result is recovery health, not full health.
The default next action is to use the 5-second protected window to leave the body location or restore team spacing. This assumes an exit route exists. The cost is delaying any follow-up item use. If moving would split the team or enter another threat, hold the safer position during the window and use the healing mechanism after the immediate recovery state ends.
What does the Revive Syringe do?
says, “Frontline medicine developed for the US Army. Can be consumed while downed to automatically recover.” The item provides a downed self-recovery path and is consumed on use.
Use the Syringe when the Responder is downed, holds the item, and no teammate can complete the ordinary revive in time. The benefit is automatic recovery without requiring another Responder to perform that interaction. The cost is consuming the item. If a teammate can complete the revive while both budgets remain, preserve the Syringe for a state where no helper is available.
No separate recovery percentage or protection duration is given for the Syringe. Do not assign different values to it, and do not treat the word “automatically” as proof of an instant animation or an interaction that cannot be interrupted.
What does the interruption value prove?
The downed state has an interruption value of 0.1. No unit or cancellation formula is established for it.
What the interruption value means
The downed state has an interruption value of 0.1.
No unit or cancellation formula is established for it. Do not treat 0.1 as a health amount, percentage, chance, animation window, or rescue threshold.
The value does not establish 10% health, 0.1 damage, a 0.1-second grace period, or a chance. Do not plan a rescue around any of those interpretations.
Treat incoming damage as a risk to the separate downed-health budget without assuming which hit interrupts an active revive. If the interaction stops, start from the live state the game shows. The game does not state whether progress is retained or the restart is protected.
What should the team do next?
First, confirm that the Responder is downed rather than dead. If the Responder is downed, track remaining time and downed health separately. Start the revive while both remain positive and a helper can reach it. A Responder with Stayin’ Alive changes the speed field. Limbo changes the downed player’s two budgets. Those are different roles and should not be merged into one value.
If no helper can reach the interaction, use a held Revive Syringe for automatic recovery. If the Responder has already died, stop using the downed values and open the death and respawn mechanism for the difficulty trigger and Rescue Beacon boundary.
After recovery, expect 30% of maximum health and 5 seconds of damage immunity. Move to a safer position when the route allows it, then use the healing mechanism for missing health. If the live state, team position, or run stage is unclear, use the survive, revive, or respawn guide to choose the next action. These rules are current for Hotfix 1.0.4.0 and were checked on September 3, 2026.
