Quick Respawn

Quick Respawn is an ability in Splatoon and Splatoon 2. Skalop gear has a 5× chance of rolling this ability.

This ability shortens the player's respawn time after getting splatted.

Normally watching the splat cam takes six seconds after the half second splatting animation, followed by a two second respawn animation, for a combined eight and a half second respawn time. This ability only reduces the splat cam portion of the respawn process. If fully stacked with three Quick Respawn abilities, the splat cam portion is reduced to three seconds, for a five and a half second respawn time.

Quick Respawn tends to be most useful in Ranked Battles. This is due to the importance of getting back to the front lines quickly and the high likelihood of being splatted, since both teams are often gathered in a single area, such as around the Rainmaker or a Splat Zone. Teamwork is a crucial element of Ranked Battles, as well; being able to rejoin one's team just a moment sooner may turn the tide of battle.

Splatoon
After getting splatted, Quick Respawn decreases the time spent watching the splat cam or black screen by up to about 67%.

Respawn time after being splatted by falling out-of-bounds or drowning in water is shorter than after being splatted by another player. The respawn time for drowning in water is seven seconds, and the time for falling out-of-bounds is five and a half seconds. Just like with being splatted by another player, only the splat cam portion of this time is affected by Quick Respawn.

Gear
Quick Respawn is the main ability of:

Splatoon 2
Quick Respawn was tweaked in Splatoon 2 to only affect deaths that meet certain conditions. These conditions must be met:
 * There was a previous death. This simply means that the first death in a match will never benefit from Quick Respawn. Every following death can benefit.
 * The previous death and the current death were caused by an enemy attack.
 * Environmental deaths do not count as enemy-caused deaths, even if the enemy pushes the player into an environmental hazard. If no enemy has a confirmed splat, then the cause of death is indisputably an environmental hazard, like falling out of bounds or drowning in water.
 * Assists do not count as enemy-caused deaths. An enemy can deal non-fatal damage or tracking effects or  effects that score an assist when the player dies from an environmental hazard, but the player will not benefit from Quick Respawn because assists do not count.
 * The Rainmaker barrier can cause an environmental death if the player is squished between it and a wall, but an explosion caused by the barrier will be a valid enemy-caused death.
 * The player did not splat an enemy during their current life. More specifically, the player must not splat an opponent during the time between the previous death and the current death.
 * Assists and suicides do not count as splats. A splat confirmation notification will show on the player's screen if they score a splat.
 * In scenarios where lives are traded, this condition depends on who died first. If the player throws a bomb that splats an opponent after the player dies, that splat prevents this condition from being met for the next death, but allows it to be met for the current death.

In summary, the player must get splatted after not scoring any splats since the last time they were splatted.

Gear
Quick Respawn is the main ability of: