Salmon Run data

Quota and Hazard Level
The quota and Hazard Level is determined by the sum of the ranking of all players within match.

The following table shows a list of known value ranges for the sum of 4 players' ranks within the same Job Title relative to the quota and Hazard Level given.

If there are fewer than four players due to a connection issue, the quota will be multiplied by n / 4, rounded down, with n representing the number of active players. For example, if a Profreshional 999 player got disconnected from three Profreshional 500 players mid-Wave 1, the remaining three will still continue the Hazard Level MAX shift, but with their quota dropped to 15 - 17 - 18.

Wave type
The chance for getting certain events varies across different Job Titles (a blank cell represents 0%). The water levels are determined for each wave, where the probability is as follows:
 * Mid tide = 60%
 * Low tide = 20%
 * High tide = 20%

Weapons

 * Max damage: The maximum possible damage that can be dealt.
 * For Shooters, Sloshers, Splatlings, Dualies, Splat Bombs, and special weapons, this the damage dealt with a direct hit at effective range.
 * For the Squeezer, this is the damage dealt with burst fire and continuous fire, respectively.
 * For the Bloblobber, this is the damage dealt with a single bubble and all four bubbles, respectively.
 * For the Sloshing Machine, this is the amount of damage dealt with a direct hit.
 * For the Grizzco Slosher, this is the amount of damage dealt with a direct hit.
 * For the Explosher, this is the amount of damage dealt with a direct hit and the projectile's explosion, respectively.
 * For the Hydra Splatling, this is the damage dealt with a partial charge and a full charge, respectively.
 * For the Glooga Dualies, this the damage dealt with during standard fire, and firing after rolling, respectively.
 * For Blasters, this is the amount of damage dealt with a direct hit.
 * For Rollers, this refers to how much damage is dealt by crushing, horizontal flicks, and vertical flicks, respectively.
 * For Brushes, this refers to how much damage is dealt by crushing and flicking, respectively.
 * For Chargers, this is the amount of damage dealt with a full charge.
 * For Brellas, this is the maximum amount of damage that the target can take if all the required pellets hit, the maximum damage one pellet does, and the damage enemies take when coming in contact with the shield, respectively.
 * Min damage: The lowest possible falloff damage.
 * For Shooters, Sloshers, Splatlings, Dualies, Splat Bombs, and special weapons, this is their lowest possible falloff damage.
 * For the Squeezer, this is the damage dealt with burst fire and continuous fire, respectively.
 * For the Bloblobber, this is the damage dealt with a single bubble and all four bubbles, respectively.
 * For the Sloshing Machine, the is the amount of damage dealt with a direct hit, and with an indirect hit, respectively.
 * For the Grizzco Slosher, the is the amount of damage dealt with an indirect hit.
 * For the Explosher, this is the amount of damage dealt with a direct hit and the projectile's explosion, respectively.
 * For the Hydra Splatling, this value is the same, no matter if the bullets were fired from a fully charged shot or not.
 * For the Glooga Dualies, this the damage dealt with during standard fire, and firing after rolling, respectively.
 * For Blasters, this is the amount of possible splash damage that can be dealt.
 * For Rollers, this refers to how much damage is dealt by crushing, horizontal flicks, and vertical flicks, respectively.
 * For Brushes, this refers to how much damage is dealt by crushing and flicking, respectively.
 * For Chargers, this is the amount of damage that can possibly be dealt with a partial charge.
 * The Grizzco Charger cannot fire partially charged shots. Attempting to do so will cancel the attack.
 * For Brellas, this is the minimum amount of damage that the target can take from one pellet.
 * Ink usage: The percent of the ink tank's capacity consumed by each shot.
 * For Shooters, Blasters, Sloshers, the Undercover Brella, and Splat Bombs, this is how much ink is consumed by each shot.
 * For the L-3 Nozzlenose and H-3 Nozzlenose, this refers to the amount of ink each bullet consumes, and the amount of ink a full burst consumes, respectively.
 * For the Squeezer, this is how much ink is consumed from each shot during burst fire and continuous fire, respectively.
 * For Rollers, this refers to how much ink is consumed by rolling, using horizontal flicks, and using vertical flicks, respectively. When rolling around, the cost is deducted from your ink tank per frame. The cost steadily increases until you hit the maximum movement speed the roller allows.
 * For Brushes, this refers to how much ink is consumed by moving around and flicking, respectively. When moving around, the cost is deducted from your ink tank per frame. Unlike rollers, the cost stays the same, no matter how fast you are moving.
 * For Splatlings, this refers to how much ink is consumed during a full charge.
 * For Chargers, this is how much ink is consumed by a fully charged shot, and a shot that is completely uncharged, respectively.
 * The Grizzco Charger instantly charges, so it cannot ever consume less ink.
 * For Dualies, this is how much ink is consumed for each shot and each dodge roll, respectively.
 * For the Splat Brella and Tenta Brella, this refers to how much ink is consumed per shot, and how much ink it costs to launch the shield, respectively.
 * Fire rate: The number of frames before the next shot fires.
 * For Shooters, Blasters, and Sloshers, this is how many frames it takes to fire another shot.
 * For the L-3 Nozzlenose and H-3 Nozzlenose, this refers to the number of frames between each shot in a burst, and the number of frames it takes to fire another burst, respectively.
 * For the Squeezer, this refers to the number of frames between each shot during burst fire and continuous fire, respectively.
 * For Rollers, this refers to the number of frames it takes to fire the next horizontal flick and vertical flick, respectively.
 * For Brushes, this refers to the number of frames it takes to fire the next flick.
 * For Chargers, this refers to the number of frames it takes to fully charge, to fire a completely uncharged shot after firing a shot, and to begin a new charge after firing a shot, respectively.
 * For Splatlings, this refers to how long it takes to reach both levels of charge, and the number of frames between each bullet during a charge, respectively.
 * For the Dapple Dualies, Splat Dualies, and Tetra Dualies, this refers to the number of frames between each bullet during standard fire and firing after rolling, respectively.
 * For the Splat Brella and Tenta Brella, this refers to the number of frames it takes to fire another shot, and the number of frames it takes to launch the shield, respectively.
 * For the Undercover Brella, this refers to the number of of frames it takes to fire another shot without activating the shield and while the shield is active, respectively.
 * Ink recovery stop: The number of frames before you can begin recovering ink after firing.
 * For Shooters, Blasters, Chargers, Splatlings, and Sloshers, this is how many frames it takes to begin recovering ink.
 * For Rollers, this refers to the number of frames to begin recovering ink after rolling, using horizontal flicks, and using vertical flicks, respectively.
 * For Brushes, this refers to the number of frames to begin recovering ink after moving around and flicking, respectively.
 * For Dualies, this refers to the number of frames to begin recovering ink after firing and after a dodge roll, respectively.
 * For Brellas, this refers to the number of frames to begin recovering ink after firing, holding the shield, and launching the shield, respectively.
 * Undercover Brella cannot launch its shield so only values for firing and holding shield are shown.

Rotations
The rotation history for Salmon Run from July 2017 through November 2019 is available here.

The wildcard rotations up to 2019 are documented below.