Tacticooler

The Tacticooler is a special weapon in Splatoon 3. It is a deployed cooler with four drinks, one for each member of the team. A player that takes a drink gains substantial but temporary buffs to movement and respawn penalties.

Appearance
Before being thrown, the Tacticooler is shaped like a canned food container, consisting mostly of an unlit bulb in the player's ink color featuring a logo on all four sides. Once deployed, it unfolds into a beverage cooler that resembles a soda can, and the bulb lights up. Additionally, four short arms will extend from the sides of the cooler, each holding a canned beverage to be taken by a member of the user's team. Each can is emblazoned with a stylized lightning bolt design, with the Tacticooler's logo and some illegible Inkling text below it. The reverse side of the can is decorated with a barcode and other miscellaneous symbols.

Description
The Tacticooler is used by placing a short, cylindrical object on the ground, which then expands into a standing beverage cooler. Four soda cans are taken out of the cooler and held by short metal attachments. The Tacticooler will also play a jingle that can be heard by the user's team and any nearby enemies when it is ready to use. The player and their allies can take up to one soda can each and drink it, granting these abilities for 15 seconds by default or until the recipient is splatted:
 * (29 AP )
 * (29 AP )
 * (57 AP)
 * (57 AP)
 * (57 AP; applies regardless of whether the recipient splatted opponents during their current life, but can be negated by Respawn Punisher )
 * (57 AP; negated by Respawn Punisher )
 * (57 AP)

The duration of each drink is extended based on the amount of Special Power Up equipped by the thrower. The cooler also acts as an unbreakable wall which blocks both teams' ink, but will be destroyed if some other objects (e.g. the Tower in Tower Control or another Tacticooler) come into contact with it.

The effect does not stack with gear, so a player running any of these abilities will have the same effective AP as a player running none of them. In the case of Swim Speed Up and Run Speed Up, if the player has more than or equal to 29 AP of the ability, they will not be boosted. As a general rule, ability power is capped at 57 AP per ability; Tacticooler is not an exception, so using Tacticooler in combination with gear abilities will never produce a stronger effect than that of 57 AP for each ability.

If a player under Tacticooler's effects gets splatted with Respawn Punisher, it negates the Quick Respawn and Special Saver effects from the Tacticooler, but not those from gear.