Salmon Run Next Wave data

Rewards
Completion of a round of Salmon Run Next Wave grants players Grizzco Points, which they can redeem at the exchange desk inside Grizzco Industries for bonuses. The points earned after any run are calculated with the formula, where G is the pay grade number after any raises or penalties, E is the number of Golden Eggs collected, P is the number of Power Eggs collected, and C is 1 upon completing all 3 rounds successfully, 2 upon successfully defeating the King Salmonid, otherwise 0. (However, due to a bug as of Version, C is equal to 2 even if losing to the King Salmonid.) All counts are rounded down to the nearest integer. Players also earn Catalog Points which increase their catalog level (300 points per wave cleared, including if the Xtrawave is cleared). If the player participates in an Xtrawave and damages the King Salmonid, they receive fish scales.

Every 100 Grizzco Points (200/400 after reaching 1200/4000 points in a rotation, or 2400/5200 for a Big Run rotation) earns the player one bonus "capsule", which come in different colors representing the type of the contents, or a piece of gear. The main ability of this item is randomly determined when the bonus is redeemed. It usually has up to three randomly filled secondary gear ability slots. If the player receives gear they already have, they can either replace the old gear with the new version or receive ability chunks (equal to the filled slots) instead.

Normal, non-superbonus capsules have a 50% chance of providing a poor reward, a 40% chance of providing a good reward, and a 10% chance of providing an excellent reward. At 600 and 1200 points, the player earns a superbonus, which always contains the 10% chance reward. The type of superbonus capsule is fixed for the length of a rotation. After 1200 points, the player only earns the current gear or pink capsules until the rotation ends. During a Big Run, all types of rewards can appear up to 2400 points, with additional superbonuses at 1800 and 2400. The capsules of the rewards until the second superbonus are different for every player.

The exchange desk stores only a maximum of 99 capsules. Each additional capsule that the player receives without collecting the previous rewards will be lost.

Xtrawave Fish scales
Damaging the King Salmonid during an Xtrawave rewards the player with fish scales, a precious resource that has three types: bronze, silver, gold; the less common varieties of which are associated with higher hazard levels. Fish scales can be exchanged for Splashtag banners, locker room items, Grizzco-approved alternate work outfits, and showcased gear from Splatoon 2.

The Xtrawave grants the player scales ranging from 2 to 13; two for entering the Xtrawave, one for every 12.5% damage the team dealt to the King Salmonid (a maximum of eight for a victory), and one for every ten seconds remaining on the clock when the King Salmonid is defeated (a maximum of three for 30 seconds or more left).

Getting silver and gold scales is random, with the chance percentage correlates to the hazard level using the formula  for silver and   for gold, where H stands for hazard level percentage. At max hazard level (333%), there is a 20% chance per scale to be silver, and a 3% chance per scale to be gold. The list below shows some calculated examples.

Weapon Statistics
Weapons Statistics will be put into 3 categories:

Salmon Run Statistics: Max Damage, Minimum Damage, Ink Consumption.

Standard Statistics: Max Damage, Minimum Damage, Ink Consumption.

Common Statistics: Fire Rate, Ink Recovery.

Shooters

 * Max damage: The maximum possible damage that can be dealt.
 * For the L-3 Nozzlenose and H-3 Nozzlenose, this refers to the maximum amount of damage dealt with a single pellet and all three pellets.
 * For the Squeezer, this is the damage dealt with its burst fire and continuous fire.


 * Min damage: The lowest possible falloff damage.
 * For the L-3 Nozzlenose and H-3 Nozzlenose, this refers to the lowest amount of damage dealt with a single pellet and all three pellets.
 * For the Squeezer, this is the lowest damage dealt with its burst fire and continuous fire.


 * Ink usage: The percent of the ink tank's capacity 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.
 * For the Squeezer, this is how much ink is consumed from each shot during its burst fire and continuous fire.


 * Fire rate: The number of frames before the next shot fires.
 * 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.
 * For the Squeezer, this refers to the number of frames between each shot during its burst fire and continuous fire.


 * Ink recovery stop: The number of frames before you can begin recovering ink after firing.

Rollers

 * Roll: The damage dealt by rolling.


 * Max flick: The maximum possible damage that can be dealt by horizontal and vertical flicks.


 * Min flick: The lowest possible falloff damage that can be dealt with horizontal and vertical flicks.


 * Ink usage: The amount of ink consumed by rolling, using horizontal flicks, and using vertical flicks. 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.


 * Flick rate: The number of frames it takes to fire the next horizontal flick and vertical flick.


 * Ink recovery stop: The number of frames to begin recovering ink after rolling, using horizontal flicks, and using vertical flicks.

Chargers

 * Max damage: The amount of damage dealt with a full charge.


 * Partial damage: 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.


 * Ink usage: The amount of ink consumed by a fully charged shot, and a shot that is completely uncharged.
 * The Grizzco Charger instantly charges, so it cannot ever consume less ink.


 * Charge time: The number of frames it takes to fully charge, and to fire an uncharged shot/tap.
 * For the Goo tuber, the number of frames for its first ring to fully charge was included.


 * Ink recovery stop: The number of frames before you can begin recovering ink after firing.

Sloshers

 * Max damage: The maximum possible damage that can be dealt.
 * For the Bloblobber, this is the damage dealt with a single bubble and all four bubbles.
 * 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.
 * For the Dread Wringer, this is the damage dealt with the first slosh, the second slosh, and in total.


 * Min damage: The lowest possible falloff damage.
 * For the Bloblobber, this is the damage dealt with a single bubble and all four bubbles, respectively.
 * For the Sloshing Machine, the is the minimum amount of damage dealt with a direct hit, and with an indirect hit.
 * 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.
 * For the Dread Wringer, this is the minimum damage dealt with the first slosh, the second slosh, and in total.


 * Ink usage: The percent of the ink tank's capacity consumed by each slosh.


 * Fire rate: The number of frames before the next slosh is lobbed.


 * Ink recovery stop: The number of frames before you can begin recovering ink after sloshing.

Splatlings

 * Max damage: The maximum possible damage that can be dealt with a single pellet.
 * For the Hydra Splatling, this is the damage dealt with a partial charge and a full charge, respectively.


 * Min damage: The lowest possible falloff damage.
 * For the Hydra Splatling, this value is the same, no matter if the bullets were fired from a fully charged shot or not.


 * Ink usage: The amount of ink consumed during a full charge.


 * Fire rate: The number of frames it takes to reach both levels of charge, and the number of frames between each bullet during a charge.


 * Duration: The number of frames it takes to completely finish firing from the first and second level of charge.


 * Ink recovery stop: The number of frames before you can begin recovering ink after firing.

Dualies

 * Max damage: The maximum possible damage that can be dealt.
 * For the Glooga Dualies, this is the damage dealt during standard fire, and firing after rolling.


 * Min damage: The lowest possible falloff damage.
 * For the Glooga Dualies, this is the lowest damage dealt during standard fire, and firing after rolling.


 * Ink usage: The amount of ink consumed for each shot and each dodge roll.


 * Fire rate: The number of frames between each bullet during standard fire and firing after rolling.
 * For the Grizzco, Dapple, Splat, and Tetra dulaies, this number is the same for both modes of fire.


 * Ink recovery stop: The number of frames to begin recovering ink after firing and after a dodge roll.

Brellas

 * Max damage: 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 minimum amount of damage that the target can take from one pellet.


 * Ink usage: The amount of ink consumed per shot, and how much ink it costs to launch the shield.
 * The undercover and grizzco brellas do not have a shield, so there is no number represented.


 * Fire rate: The number of frames it takes to fire another shot, and the number of frames it takes to launch the shield.
 * For the Undercover Brella, this refers to the number of frames it takes to fire another shot without activating the shield and while the shield is active.
 * For the Grizzco Brella, this only refers to the number of frames it takes to fire another shot.


 * Ink recovery stop: The number of frames to begin recovering ink after firing, holding the shield, and launching the shield.
 * The Undercover Brella cannot launch its shield, so only values for firing and holding shield are shown.
 * The Grizzco Brella does not have a shield, so only the frames after firing are shown.

Blasters

 * Max damage: The amount of damage dealt with a direct hit.


 * Min damage: The amount of possible splash damage that can be dealt.


 * Ink usage: The percent of the ink tank's capacity consumed by each blast.


 * Fire rate: The number of frames before the next blast fires.


 * Ink recovery stop: The number of frames before you can begin recovering ink after firing.

Brushes

 * Bump: The damage dealt by bumping into things.


 * Max damage: The maximum possible damage that can be dealt by flicking.


 * Min damage: The minimum possible damage that can be dealt by flicking


 * Ink usage: The amount of ink consumed by moving around and flicking. 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.


 * Fling rate: The number of frames it takes to flick the next attack.


 * Ink recovery stop: The number of frames to begin recovering ink after moving around and flicking.

Stringers

 * Max damage: The damage dealt between one charge circle and maximum charge, as well as the damage of the explosive bolts (if applicable).


 * Min damage: The damage dealt between no charge and one charge circle.


 * Ink usage: The amount of ink consumed with a full charge, one charge circle, and a minimum charge.


 * Charge time: The number of frames needed to reach a full charge, one charge circle, and a minimum charge.


 * Ink recovery stop: The number of frames before you can begin recovering ink after firing.

Splatanas

 * Max damage: The damage dealt by the charge swing's projectile, melee hitbox, and combined total.
 * The Grizzco Splatana does not fire projectiles, so only its melee damage is shown.


 * Min damage: The damage dealt by the horizontal swing's projectile, melee hitbox, and combined total.
 * The Grizzco Splatana does not fire projectiles, so only its melee damage is shown.


 * Ink usage: The amount of ink consumed on a vertical slash and horizontal slash.


 * Fire rate: The first number refers to the number of frames between consecutive horizontal slashes, the second number refers to the number of frames it takes to charge up a vertical slash, and the third number refers to the number of frames between consecutive vertical slashes (charge time included).


 * Ink recovery stop: The number of frames to begin recovering ink after horizontal slashing and vertical slashing.

Miscellaneous

 * Max damage:
 * For the Crab Tank, this is the damage dealt with the turret mode, the cannon explosion, the cannon projectile itself, and the roll, respectively.
 * For Killer Wail 5.1, this is the damage dealt per second, as it deals damage at different rates in each mode.
 * For the Inkjet, this is the damage dealt by a direct hit.
 * For Kraken Royale, this is the damage dealt by landing a charged attack.
 * For the Reefslider, this is the maximum damage dealt by the explosion and contact, respectively.
 * For Triple Inkstrike and Booyah Bomb, this is the total damage dealt by a single tornado/explosion.
 * For Triple Splashdown, this is the maximum damage dealt with each explosion and the total damage dealt


 * Min damage:
 * For the Crab Tank, this is the minimum damage dealt with the turret mode, the cannon explosion, the cannon projectile itself, and the roll.
 * For the Inkjet, this is the damage dealt by the close and far damage radius of the blast.
 * For Kraken Royale, this is the damage dealt by jumping.
 * For the Reefslider, this is the minimum damage dealt by the explosion.
 * For Triple Inkstrike and Booyah Bomb, this is the damage dealt per tick of the tornado/explosion.
 * For Triple Splashdown, this is the minimum damage dealt with each explosion and the total damage dealt.


 * Fire rate:
 * For the Crab Tank, this refers to the number of frames it takes to fire each shot in turret mode at its slowest and fastest, the amount of frames to fire each cannon shot, and the time for the rolling hitbox to come out.
 * For Triple Inkstrike and Booyah Bomb, this refers to the rate in which damage is dealt.

Wildcard Rotations
The wildcard rotations are documented below.

Big Runs
Further details about Big Run rotations are documented below.

Eggstra Work Rotations
Details about Eggstra Work rotations are documented below.