Stealth Jump

The  ability hides the landing point marker normally visible to all players when performing a Super Jump. Super Jump speed is slightly reduced as a result. This ability is restricted to shoes as a main ability, and cannot be rolled as a sub ability.

In-Depth Ability


When Super Jumping, removes the marker indicating the player's Super Jump target, making it significantly harder for enemies to lie in wait.

However, this ability extends the Super Jump's time from 4 seconds to 4.83 seconds, which can be alleviated to varying degrees when used with Quick Super Jump. 90% of this additional time is added to the "charge up" phase of the Super Jump, and 10% to the "in air" phase.

Use
's only use is for its stealthy, hard-to-track Super Jump. Without it, Super Jumping to a teammate is rather risky, as the player can be splatted instantly by an enemy lying in wait at the marker. With, however, Super Jumping into the fray is significantly safer, all but preventing enemies from anticipating it - the only way to see a Stealth Jumper is by tracking them with the Echolocator.

However, adds significantly to the amount of time the player is vulnerable when initiating a Super Jump. This largely invalidates the strategy of Super Jumping out of trouble when threatened by an enemy inkling, even with maximum Quick Super Jump.

This ability is always active throughout the entire match.

Gear
is the main ability of:

Mutual Exclusivity
Since this ability is found as the main ability only on shoes, other abilities found only on shoes are mutually exclusive with it; in other words you cannot have them together. These abilities are Bomb Sniffer and Ink Resistance Up.