Gear ability: Difference between revisions

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Each piece of gear has a specific '''primary ability''' (also called '''main'''). In ''Splatoon'', each piece of gear has only one possible primary ability; in ''Splatoon 2'', there can be multiple instead of only one. Gear obtained through {{Availability|Salmon Run}} does not have a default primary ability and is randomly assigned from all abilities that are able to appear as secondary abilities. All gear that is purchasable in [[shop]]s, and the default starting gear, regularly appear on the [[SplatNet 2]] shop with different abilities than their defaults.
Each piece of gear has a specific '''primary ability''' (also called '''main'''). In ''Splatoon'', each piece of gear has only one possible primary ability; in ''Splatoon 2'', there can be multiple instead of only one. Gear obtained through {{Availability|Salmon Run}} does not have a default primary ability and is randomly assigned from all abilities that are able to appear as secondary abilities. All gear that is purchasable in [[shop]]s, and the default starting gear, regularly appear on the [[SplatNet 2]] shop with different abilities than their defaults.


No gear in ''Splatoon'' and ''Splatoon 2'' has a primary ability that matches the secondary ability favored by the gear's [[brand]]; (except for a few, which were originally sold through [[SplatNet 2]]). This is thought to be done to make acquiring gear with all four slots having the same ability (colloquially called "pure" gear) more difficult.
No gear in ''Splatoon'' and ''Splatoon 2'' has a primary ability that matches the secondary ability favored by the gear's [[brand]]; (except for a few, which were originally sold through [[SplatNet 2]]). This is thought to be done to make acquiring gear with all 4 slots having the same ability (colloquially called "pure" gear) more difficult.


===Primary-only abilities and mutual exclusivity===
===Primary-only abilities and mutual exclusivity===
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==Secondary abilities==
==Secondary abilities==
All gear has one, two, or three slots for '''secondary abilities''' (also called '''subs'''), which are 0.3× as effective as if they were primary abilities. The number of secondary abilities that are present by default is equal to the number of stars (rarity) on the gear. Secondary ability slots on a piece of gear are unlocked by getting points by playing battles (except for private battles) while that gear is equipped. Higher rarity gear usually take more points to unlock slots, and each progressive slot on the same gear usually requires more points to unlock than the previous slot.
All gear has 1, 2, or 3 slots for '''secondary abilities''' (also called '''subs'''), which are 0.3× as effective as if they were primary abilities. The number of secondary abilities that are present by default is equal to the number of stars (rarity) on the gear. Secondary ability slots on a piece of gear are unlocked by getting points by playing battles (except for private battles) while that gear is equipped. Higher rarity gear usually take more points to unlock slots, and each progressive slot on the same gear usually requires more points to unlock than the previous slot.


In ''Splatoon'' there are thirteen possible secondary abilities; in ''Splatoon 2'', there are fourteen. Brands that affect roll probability have a 5× chance of rolling its favored ability, and a 0.5× chance of rolling its unfavored ability. (Secondary abilities are assigned using [[Wikipedia:Random number generation|random number generation (RNG)]].)
In ''Splatoon'' there are 13 possible secondary abilities; in ''Splatoon 2'', there are 14. Brands that affect roll probability have a 5× chance of rolling its favored ability, and a 0.5× chance of rolling its unfavored ability. (Secondary abilities are assigned using [[Wikipedia:Random number generation|random number generation (RNG)]].)


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{| class="wikitable sitecolor-s"
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[[File:S2 Ability Overview Chart.png|thumb|An overview of a few stackable abilities in ''[[Splatoon 2]]''. Note the diminishing returns as more of the same ability is used.]]
[[File:S2 Ability Overview Chart.png|thumb|An overview of a few stackable abilities in ''[[Splatoon 2]]''. Note the diminishing returns as more of the same ability is used.]]


In general, the more a specific ability is stacked and used, the less the rate at which the effect it has is accumulated. The degree at which this occurs depends on the ability. (Hence, players may want to check if are stacking too much of the same ability.)
In general, the more a specific ability is used (stacked), the less the rate at which the effect it has is accumulated. The degree at which this occurs depends on the ability. (Hence, players may want to check if are stacking too much of the same ability.)


==''Splatoon''==
==''Splatoon''==
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Some abilities have no effect for certain things. For example:
Some abilities have no effect for certain things. For example:


* {{Ability|S|Bomb Range Up}} has no effect for these sub weapons: {{Weapon|S|Sub|Ink Mine}}, {{Weapon|S|Sub|Seeker}}, {{Weapon|S|Sub|Splash Wall}}, {{Weapon|S|Sub|Squid Beakon}}, and {{Weapon|S|Sub|Sprinkler}}.
* {{Ability|S|Bomb Range Up}} has no effect for the following sub weapons: {{Weapon|S|Sub|Ink Mine}}, {{Weapon|S|Sub|Seeker}}, {{Weapon|S|Sub|Splash Wall}}, {{Weapon|S|Sub|Squid Beakon}}, {{Weapon|S|Sub|Sprinkler}}.
* {{Ability|S|Run Speed Up}} has no effect on the run speed while rolling a [[roller]].
* {{Ability|S|Run Speed Up}} has no effect on the run speed while rolling a [[roller]].


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|-
|-
|{{Ability|S|Comeback}}
|{{Ability|S|Comeback}}
|Improves [[ink]] usage and recovery, swim and run speed, and [[special weapon]] charge rate for twenty seconds after respawning.
|Improves [[ink]] usage and recovery, swim and run speed, and [[special weapon]] charge rate for 20 seconds after respawning.
|Headgear
|Headgear
|
|
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|-
|-
|{{Ability|S|Opening Gambit}}
|{{Ability|S|Opening Gambit}}
|Increases swim and run speed for the first thirty seconds of a battle.
|Increases swim and run speed for the first 30 seconds of a battle.
|Headgear
|Headgear
|
|
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|-
|-
|{{Ability|S2|Comeback}}
|{{Ability|S2|Comeback}}
|Improves [[ink]] usage and recovery, swim and run speed, and [[special weapon]] charge rate for twenty seconds after respawning.
|Improves [[ink]] usage and recovery, swim and run speed, and [[special weapon]] charge rate for 20 seconds after respawning.
|Headgear
|Headgear
|
|
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|-
|-
|{{Ability|S2|Opening Gambit}}
|{{Ability|S2|Opening Gambit}}
|Increases ink resistance, swim and run speed for the first thirty seconds of a battle.
|Increases ink resistance, swim and run speed for the first 30 seconds of a battle.
|Headgear
|Headgear
|
|
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|-
|-
|{{Ability|S2|Swim Speed Up}}
|{{Ability|S2|Swim Speed Up}}
|Increases movement speed while swimming in squid or octopus form.
|Increases movement speed while swimming in squid or octo form.
|Any
|Any
|{{Brand|S2|Krak-On}}
|{{Brand|S2|Krak-On}}

Revision as of 03:39, 29 May 2019

Gear abilities, or simply abilities, are special attributes that are placed on wearable gear in Splatoon and Splatoon 2. Each provide different effects, whose effectiveness is usually based on the amount of the specific ability the player has.

Primary abilities

Each piece of gear has a specific primary ability (also called main). In Splatoon, each piece of gear has only one possible primary ability; in Splatoon 2, there can be multiple instead of only one. Gear obtained through Salmon Run Salmon Run does not have a default primary ability and is randomly assigned from all abilities that are able to appear as secondary abilities. All gear that is purchasable in shops, and the default starting gear, regularly appear on the SplatNet 2 shop with different abilities than their defaults.

No gear in Splatoon and Splatoon 2 has a primary ability that matches the secondary ability favored by the gear's brand; (except for a few, which were originally sold through SplatNet 2). This is thought to be done to make acquiring gear with all 4 slots having the same ability (colloquially called "pure" gear) more difficult.

Primary-only abilities and mutual exclusivity

Some abilities can only appear as primary abilities. These abilities are also tied to a certain type of gear (head, clothes, or shoes), preventing the user from having more than one of those abilities. For instance, if a player equips Tenacity, they cannot also equip Comeback because both abilities are only available in the main ability slot of headgear items.

The groups of mutually exclusive abilities are as follows:

Game Headgear Clothing Shoes
File:Splatoonlogo.png

(The Splatfest Tee has to be worn during a Splatfest.)

Secondary abilities

All gear has 1, 2, or 3 slots for secondary abilities (also called subs), which are 0.3× as effective as if they were primary abilities. The number of secondary abilities that are present by default is equal to the number of stars (rarity) on the gear. Secondary ability slots on a piece of gear are unlocked by getting points by playing battles (except for private battles) while that gear is equipped. Higher rarity gear usually take more points to unlock slots, and each progressive slot on the same gear usually requires more points to unlock than the previous slot.

In Splatoon there are 13 possible secondary abilities; in Splatoon 2, there are 14. Brands that affect roll probability have a 5× chance of rolling its favored ability, and a 0.5× chance of rolling its unfavored ability. (Secondary abilities are assigned using random number generation (RNG).)

Probability of rolling multiple abilities of the same kind in a row in Splatoon
Amount Favoring brand Non-favoring brand
Favored ability Unfavored ability Neutral ability Any ability
One 30.303…% 3.030…% 6.060…% 7.692…%
Two 9.182…% 0.091…% 0.367…% 0.591…%
Three 2.782…% 0.002…% 0.022…% 0.045…%

In Splatoon 2, when unlocking slots, the probability of receiving a specific ability can be influenced with a drink ticket.

Probability of rolling multiple abilities of the same kind in a row in Splatoon 2
Favoring brand
Amount Favored ability Unfavored ability Neutral ability
No drink ticket
One 28.57143% 2.85714% 5.71429%
Two 8.16327% 0.08163% 0.32653%
Three 2.33236% 0.00233% 0.01866%
With drink ticket (favored ability)
One 30.00000% 2.80000% 5.60000%
Two 9.00000% 0.07840% 0.31360%
Three 2.70000% 0.00220% 0.01756%
With drink ticket (unfavored ability)
One 20.58824% 30.00000% 4.11765%
Two 4.23875% 9.00000% 0.16955%
Three 0.87268% 2.70000% 0.00698%
With drink ticket (neutral ability)
One 21.21212% 2.12121% 30.00000%
Two 4.49954% 0.04500% 9.00000%
Three 0.95445% 0.00095% 2.70000%
Non-favoring brand
Amount No drink ticket Matching drink ticket Mismatched drink ticket
One 7.14286% 30.00000% 5.38462%
Two 0.51020% 9.00000% 0.28994%
Three 0.03644% 2.70000% 0.01561%

Stacking

An overview of a few stackable abilities in Splatoon 2. Note the diminishing returns as more of the same ability is used.

In general, the more a specific ability is used (stacked), the less the rate at which the effect it has is accumulated. The degree at which this occurs depends on the ability. (Hence, players may want to check if are stacking too much of the same ability.)

Splatoon

Spyke, who can be found in an alleyway in Inkopolis Plaza, will offer to re-roll secondary abilities or increase the number of gear slots in exchange for a Super Sea Snails  Super Sea Snail or Cash 30,000 cash.

Some abilities have no effect for certain things. For example:

List of abilities

Name Description Gear Favored by Unfavored by
Bomb Range Up Makes thrown sub weapons travel farther. Any
Bomb Sniffer Enemy sub weapons appear on-screen as skull icons and non-lethal damage from them is reduced. Shoes
Cold Blooded Shortens the duration of position trackers. Clothing
Comeback Improves ink usage and recovery, swim and run speed, and special weapon charge rate for 20 seconds after respawning. Headgear
Damage Up Increases damage dealt with all weapons. Any SquidForce SquidForce Inkline Inkline
Defense Up Decreases damage taken from all attacks. Any Inkline Inkline Krak-On Krak-On
Haunt Tracks the enemy that splats the user and increases damage, defense, and run speed when the user themselves is tracked. Clothing
Ink Recovery Up Increases ink tank refill rate while in squid form. Any Tentatek Tentatek Firefin Firefin
Ink Resistance Up Decreases damage, speed, and jump penalties when standing in enemy ink. Shoes
Ink Saver (Main) Decreases main weapon ink usage. Any Splash Mob Splash Mob SquidForce SquidForce
Ink Saver (Sub) Decreases sub weapon ink usage. Any Firefin Firefin Forge Forge
Last-Ditch Effort Improves ink usage and recovery as well as respawn time towards the end of a battle. Headgear
Ninja Squid The user is less visible while swimming, but reduces swim speed. Clothing
Opening Gambit Increases swim and run speed for the first 30 seconds of a battle. Headgear
Quick Respawn Decreases respawn delay. Any Skalop Skalop Zink Zink
Quick Super Jump Increases Super Jump speed. Any Zink Zink Tentatek Tentatek
Recon (ability) Opponents and their weapons are seen on width=auto while at Spawn Point. Clothing
Run Speed Up Increases movement speed in humanoid form. Any Rockenberg Rockenberg Splash Mob Splash Mob
Special Charge Up Increases the rate at which the special gauge fills. Any Takoroka Takoroka Zekko Zekko
Special Duration Up Increases the duration of special weapons and gives the Inkstrike and Killer Wail shorter cooldown times. Any Forge Forge Takoroka Takoroka
Special Saver Mitigates special gauge loss after being splatted. Any Zekko Zekko Skalop Skalop
Stealth Jump Hides the Super Jump landing marker, but decreases the speed of the jump. Shoes
Swim Speed Up Increases movement speed while swimming in squid form. Any Krak-On Krak-On Rockenberg Rockenberg
Tenacity Slowly fills the user's special gauge when their team has fewer active players than the opposing team. Headgear

Splatoon 2

Murch, who can be found in Inkopolis Square, has multiple services that can affect a gear item's secondary abilities:

Service Effect Cost
Increase Slots Adds another slot to a or item. Super Sea Snail 1
Reroll Rerolls all the filled slots on a piece of gear. Super Sea Snail 1
Scrub Slots Resets all the gear slots to and provides one ability chunk for each removed ability. Cash 2,000 (Splatfest Tee)
Cash 20,000 (other gear)
Use Ability Chunks Places a specific ability in a specific slot.

If an occupied slot is overwritten, one ability chunk of the removed ability will be provided.

(The primary ability is not considered for the cost.)

Slots filled Cost
0 Ability Chunks 10
1 Ability Chunks 20
2, 3 Ability Chunks 30

List of abilities

Name Description Gear Favored by Unfavored by
Ability Doubler Doubles the effect of other abilities attached to the gear piece. Clothing
Bomb Defense Up DX Reduces damage taken from sub weapons and special weapons, and shortens the duration of position trackers. Any Inkline Inkline Krak-On Krak-On
Comeback Improves ink usage and recovery, swim and run speed, and special weapon charge rate for 20 seconds after respawning. Headgear
Drop Roller Tilting Left Stick during a Super Jump allows the player to perform a directional roll upon landing. Shoes
Haunt Tracks the enemy that splats the user with thermal ink. Clothing
Ink Recovery Up Increases ink tank refill rate. Any Tentatek Tentatek Firefin Firefin
Ink Resistance Up Decreases damage, speed, and jump penalties when standing in enemy ink. Any SquidForce SquidForce Enperry Enperry
Ink Saver (Main) Decreases main weapon ink usage. Any Splash Mob Splash Mob SquidForce SquidForce
Ink Saver (Sub) Decreases sub weapon ink usage. Any Firefin Firefin Forge Forge
Last-Ditch Effort Improves ink usage and recovery towards the end of a battle. Headgear
Main Power Up Raises performance of main weapons. Any Annaki Annaki
Toni Kensa Toni Kensa
Inkline Inkline
Ninja Squid The user is less visible while swimming, but has reduced swim speed. Clothing
Object Shredder Increases damage dealt to non-player targets. Shoes
Opening Gambit Increases ink resistance, swim and run speed for the first 30 seconds of a battle. Headgear
Quick Respawn Decreases respawn delay if splatted repeatedly without splatting an opponent. Any Skalop Skalop Zink Zink
Quick Super Jump Increases Super Jump speed. Any Zink Zink Tentatek Tentatek
Respawn Punisher Increases respawn time and special gauge spawn penalty for the player and any enemy they splat. Clothing
Run Speed Up Increases movement speed in humanoid form. Any Rockenberg Rockenberg Splash Mob Splash Mob
Special Charge Up Increases the rate at which the special gauge fills. Any Takoroka Takoroka Zekko Zekko
Special Power Up Raises performance of special weapons. Any Forge Forge Takoroka Takoroka
Special Saver Mitigates special gauge loss after being splatted. Any Zekko Zekko Annaki Annaki
Skalop Skalop
Stealth Jump Hides the Super Jump landing marker from a certain distance away. Shoes
Sub Power Up Increases performance of sub weapons. Any Enperry Enperry Toni Kensa Toni Kensa
Swim Speed Up Increases movement speed while swimming in squid or octo form. Any Krak-On Krak-On Rockenberg Rockenberg
Tenacity Slowly fills the user's special gauge when their team has fewer active players than the opposing team. Headgear
Thermal Ink Allows the player to track distant players hit with shots from their main weapon. Clothing

Retired abilities

The following abilities were once present in the game but were later removed or replaced:

Name Description Gear Favored by Unfavored by
Bomb Defense Up Reduces damage taken by sub weapons and special weapons. Any Inkline Inkline Krak-On Krak-On
Cold-Blooded Shortens the duration of position trackers. Any Annaki Annaki
Toni Kensa Toni Kensa
Inkline Inkline

Version 4.3.0

In Version 4.3.0, the following replacements took place:

Gallery

Names in other languages

Ability Primary ability Secondary ability
Template:Foreignname Template:Foreignname Template:Foreignname

References


External links