- For the Damage increasing ability, see Damage Up.
- For the Damage decreasing ability, see Defense Up.
Damage is the attack value dealt by a weapon. The health points (HP) of a player or object must be attacked down to 0 for them to be splatted or destroyed. Players have 100 HP. The Rainmaker shield has 1000 HP. Splash Walls have 600 HP, and lose 85.71 HP per second.
Damage Up vs. Defense Up
The Damage Up and Defense Up abilities interact by canceling the effects of the other. If a weapon starts at dealing 52 damage per shot, it will still do 52 damage if the attacker is wearing 1 main of Damage Up and the defender is wearing 1 main of Defense Up. But if the attacker is wearing no Damage Up and the defender is wearing 3 subs of Defense Up, the damage will be reduced to 49.6, forcing the attacker to land one extra shot in order to splat the defender. This leads to players stacking more and more of these abilities to counter each other.
Falloff Damage
[1]
If a player is fighting above their target, or outside of the effective range of their weapon, falloff damage will occur. This means the damage dealt will be less, often making it necessary to hit an opponent extra times to splat them. This happens because ink is less lethal when it loses velocity, which happens if a player is fighting outside of the effective range of their weapon. When a player is fighting at effective range, a crosshair will appear when they point their aiming reticle at someone.
The Slosher and Tri-Slosher are least likely to experience difficulties related to falloff damage because their damage starts very high. Blasters, Chargers, and the Sloshing Machine are not affected by falloff damage at all. Falloff damage can be mitigated by using Damage Up abilities.
List of damage and related stats
[2]
Special Weapons are discussed in their own article.
Weapon type
|
Weapon
|
Damage per hit
|
Damage per second
|
Hits to kill
|
Seconds to kill
|
Notes
|
Sub
|
Splat Bomb* |
180 |
|
1
|
Sub
|
Burst Bomb* |
60 |
|
2
|
Sub
|
Suction Bomb* |
180 |
|
1
|
Sub
|
Splash Wall |
100 |
|
1
|
Sub
|
Sprinkler |
30 |
|
4
|
Sub
|
Seeker* |
180 |
|
1
|
Sub
|
Ink Mine* |
180 |
|
1
|
Shooter
|
Custom Splattershot Jr., Splattershot Jr. |
28 |
336 |
4 |
0.32
|
Shooter
|
Splattershot, Tentatek Splattershot, Hero Shot Replica, Octoshot Replica, Wasabi Splattershot |
35 |
350 |
3 |
0.25
|
Shooter
|
Splattershot Pro, Forge Splattershot Pro, Berry Splattershot Pro |
42 |
336 |
3 |
0.32
|
Shooter
|
Aerospray MG, Aerospray RG |
24.5 |
367.5 |
5 |
0.32
|
Shooter
|
Jet Squelcher, Custom Jet Squelcher |
31 |
240 |
4 |
0.45
|
Shooter
|
Dual Squelcher, Custom Dual Squelcher |
28 |
297 |
4 |
0.35
|
Shooter
|
L-3 Nozzlenose, L-3 Nozzlenose D |
29 |
|
4
|
Shooter
|
H-3 Nozzlenose, H-3 Nozzlenose D |
41 |
|
3
|
Shooter
|
N-ZAP '85, N-ZAP '89 |
28 |
336 |
4 |
0.32
|
Shooter
|
Splash-o-matic, Neo Splash-o-matic |
28 |
336 |
4 |
0.32
|
Shooter
|
Sploosh-o-matic, Neo Sploosh-o-matic |
38 |
456 |
3
|
Shooter
|
.52 Gal, .52 Gal Deco |
52 |
348 |
2 |
0.2
|
Shooter
|
.96 Gal, .96 Gal Deco |
62 |
328 |
2 |
0.27
|
Shooter
|
Blaster, Custom Blaster |
125 |
185 |
1 |
0.22
|
Shooter
|
Rapid Blaster, Rapid Blaster Deco |
80 |
151 |
2 |
0.77
|
Shooter
|
Range Blaster, Custom Range Blaster |
125
|
Shooter
|
Luna Blaster, Luna Blaster Neo |
125 |
218 |
1 |
0.22
|
Charger
|
Splat Charger, Kelp Splat Charger, Hero Charger Replica |
40-160 |
140-200 |
1-3
|
Charger
|
Splatterscope, Kelp Splatterscope |
40-160 |
140-200 |
1-3
|
Charger
|
E-liter 3K, Custom E-liter 3K |
40-180 |
80-200 |
1-3
|
Charger
|
E-liter 3K Scope |
40-180 |
80-200 |
1-3
|
Charger
|
Classic Squiffer, New Squiffer, Fresh Squiffer |
40-140 |
120-200 |
1-3
|
Charger
|
Bamboozler 14 Mk I, Bamboozler 14 Mk II, Bamboozler 14 Mk III |
30-80 |
|
2-4
|
Roller (Squish)
|
Splat Roller, Krak-On Splat Roller, Hero Roller Replica |
140 |
224 |
1
|
Roller (Squish)
|
Carbon Roller, Carbon Roller Deco |
70 |
|
2
|
Roller (Squish)
|
Dynamo Roller, Gold Dynamo Roller, Tempered Dynamo Roller |
160 |
320 |
1
|
Roller (Squish)
|
Inkbrush, Inkbrush Nouveau, Permanent Inkbrush |
20 |
70 |
5
|
Roller (Squish)
|
Octobrush, Octobrush Nouveau |
25 |
|
4
|
Roller (Flick)
|
Splat Roller*, Krak-On Splat Roller*, Hero Roller Replica* |
200 |
257 |
1 |
0.389
|
Roller (Flick)
|
Carbon Roller*, Carbon Roller Deco* |
180 |
|
1 |
0.233
|
Roller (Flick)
|
Dynamo Roller*, Gold Dynamo Roller*, Tempered Dynamo Roller* |
260 |
280 |
1 |
0.78
|
Roller (Flick)
|
Inkbrush*, Inkbrush Nouveau*, Permanent Inkbrush* |
28 |
|
|
0.43
|
Roller (Flick)
|
Octobrush*, Octobrush Nouveau* |
37
|
Slosher
|
Slosher, Slosher Deco, Soda Slosher |
70 |
|
2
|
Slosher
|
Tri-Slosher, Tri-Slosher Nouveau |
62 |
|
2
|
Slosher
|
Sloshing Machine, Sloshing Machine Neo |
76 |
|
2
|
Splatling
|
Mini Splatling, Zink Mini Splatling, Refurbished Mini Splatling |
28 |
|
4
|
Splatling
|
Heavy Splatling, Heavy Splatling Deco |
28 |
|
4
|
Splatling
|
Hydra Splatling, Custom Hydra Splatling |
35 |
|
3
|
*maximum damage, ie. direct hit
Calculating Damage
a = Ability Points of Damage Up = 10 × [Number of Damage Up Main Slots] + 3 × [Number of Damage Up Sub Slots]
d = Ability Points of Defense Up = 10 × [Number of Defense Up Main Slots] + 3 × [Number of Defense Up Sub Slots]
A = (0.99 × a - (0.09 × a) ^ 2) / 100
D = (0.99 × d - (0.09 × d) ^ 2) / 100
When Damage Up ≥ Defense Up
Damage = [base damage] × [1 + (A - D)]
When Damage Up < Defense Up
Damage = [base damage] × [1 + (A - D) / 1.8]
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