Gear ability
Gear abilities, or simply abilities, are special attributes that are placed on wearable gear in Splatoon and Splatoon 2. They provide different effects depending on the ability present and their strength is based around the number of copies if they are stackable.
Primary abilities
Each piece of gear has a specific primary ability (also called main) which cannot be changed. In Splatoon, each piece of gear has a set primary ability which never varies. In Splatoon 2, some gear (namely, gear obtained through Salmon Run) does not have a default primary ability and instead gets a random one generated from all the abilities available for that type of gear. In addition, all the starting gear and all the gear normally purchasable in shops regularly appears on the SplatNet 2 shop with different abilities than the normal ones.
By default, no gear in Splatoon or Splatoon 2 has a primary ability that matches the secondary ability favored by the brand that produces it. This is done to make acquiring gear with all 4 slots having the same ability (colloquially called "pure" gear) more difficult. However, SplatNet 2 gear is sometimes sold with a matching ability.
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, preventing the user from having more than one ability exclusive to that gear type. For instance, if a player equips Tenacity, they cannot also have Comeback because both abilities are only available in the main ability slot of headgear items. The groups of mutually exclusive abilities are as follows:
Because the Splatfest Tee has to be worn during Splatfest, every player will use the same clothing ability during Splatfest Battles.
Game | Headgear | Clothing | Shoes |
---|---|---|---|
File:Splatoonlogo.png | |||
Secondary abilities
All gear has 1-3 slots for secondary abilities (also called subs), which are weaker versions of the non-exclusive primary abilities. The effect is exactly three-tenths of a primary ability. The number of secondary abilities that can be present on a single piece of gear depends on the rarity (amount of stars) of the gear. The more stars there are, the more secondary abilities slots it comes with. Up to three secondary abilities can be present, meaning that the highest rarity is 3 stars. Secondary abilities are randomly chosen whenever a gear levels up, which happens when its bar is filled through battling. The points earned in matches go towards leveling it up. Higher rarity pieces of gear take more points to level up, even on the first slot, and each progressive slot on the same gear requires a larger amount of points.
Subs are rolled using random number generation (RNG).
There are 13 possible secondary abilities in Splatoon and 14 in Splatoon 2. Many brands make getting specific abilities either more common or less common. Brands that affect roll probability have a 5× chance of rolling a favored ability, and a 1/2× chance of rolling an unfavored ability.
- In Splatoon, this means there is a 2/33 chance of rolling each of the 11 neutral abilities, a 1/33 chance of rolling the one unfavored ability, and a 10/33 chance of rolling the one favored ability. Brands that do not affect roll probability have a 1/13 chance of rolling each of the 13 abilities.
- In Splatoon 2, this means there is a 2/35 chance of rolling each of the 12 neutral abilities, a 1/35 chance of rolling the one unfavored ability, and a 10/35 chance of rolling the one favored ability. Brands that do not affect roll probability have a 1/14 chance of rolling each of the 14 abilities.
Amount | Favoring brand | Non-favoring brand | ||
---|---|---|---|---|
Favored ability | Unfavored ability | Neutral ability | Any ability | |
One | 30.30303% | 3.03030% | 6.06061% | 7.69231% |
Two | 9.18274% | 0.09183% | 0.36731% | 0.59172% |
Three | 2.78265% | 0.00278% | 0.02226% | 0.04552% |
In Splatoon 2, an ability's likelihood can be influenced with a drink ticket. Doing so will give the corresponding ability a 30% chance of being rolled, with all other abilities retaining their relative likelihoods within the remaining 70%.
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
Stacked abilities have diminishing returns, meaning that each additional ability of the same type will have a slightly smaller effect than the previous. Diminishing returns make it impossible for players to gain over-powered stats, and make it undesirable to stack too much of the same ability. Diminishing returns may be more noticeable on some abilities than on others; abilities that have a small maximum effect or a small base stat being modified may feel especially ineffective to stack. For example, Swim Speed Up has a small maximum effect of 25%, so diminishing returns may seem severe relative to the other abilities. A player may not even perceive an improvement past a certain point, like after 3 main ability slots of Swim Speed Up.
This encourages players to wear a variety of different abilities, rather than focusing on one ability.
Splatoon
Spyke, who can be found in an alleyway in Inkopolis Plaza, will offer to re-roll secondary abilities or increase the gear's slots in exchange for a Super Sea Snail or 30,000 cash.
In Splatoon, some abilities are ineffective with certain sub weapons and special weapons, offering no improvements.
- Bomb Range Up has no effect on non-throwable sub weapons: the Ink Mine, the Seeker, the Splash Wall, and the Squid Beakon. It also provides no improvement for one throwable weapon, the Sprinkler.
- Damage Up offers no further improvements after it causes a weapon to reach its damage cap.
- Run Speed Up has no effect on the run speed while pushing a roller.
- Quick Respawn has no effect on respawn time after drowning or falling, unless the player uses more than four secondary slots' worth of the ability.
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 within a certain distance 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 done with all weapons. | Any | SquidForce | Inkline |
Defense Up | Decreases damage taken from all attacks. | Any | Inkline | 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 | 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 | SquidForce |
Ink Saver (Sub) | Decreases sub weapon ink usage. | Any | Firefin | 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 invisible when swimming, but has reduced 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 | Zink |
Quick Super Jump | Increases Super Jump speed. | Any | Zink | Tentatek |
Recon (ability) | Opponents and their weapons are seen on while standing on one's Spawn Point and for 3.5 seconds after leaving it. | Clothing | ||
Run Speed Up | Increases movement speed in humanoid form. | Any | Rockenberg | Splash Mob |
Special Charge Up | Increases the rate at which the special gauge fills. | Any | Takoroka | Zekko |
Special Duration Up | Increases the duration of special weapons and gives the Inkstrike and Killer Wail shorter cooldown times. | Any | Forge | Takoroka |
Special Saver | Decreases special gauge loss after being splatted. | Any | Zekko | Skalop |
Stealth Jump | Hides the Super Jump target but decreases the speed of the jump. | Shoes | ||
Swim Speed Up | Increases movement speed while swimming in squid form. | Any | Krak-On | Rockenberg |
Tenacity | Slowly fills the user's special gauge when their team has fewer players than the opposing team. | Headgear |
Splatoon 2
Murch, who can be found in Inkopolis Square (normally to the right of Deca Tower and in the middle of the square during Splatfests), has multiple services that affect gear items' secondary abilities:
Name | Effect | Cost | |
---|---|---|---|
Increase Slots | Adds another slot to a or item. | 1 | |
Reroll | Rerolls all the filled slots on a piece of gear. | 1 | |
Scrub Slots | Resets all the gear slots to and provides 1 Ability Chunk for each removed ability. | 2,000 () | 20,000 (other gear) |
Use Ability Chunks | Places a specific ability in a specific slot on gear. The target slot must be unlocked, but can be occupied. If an occupied slot is overwritten, 1 Ability Chunk of the removed ability will be provided. The price depends on the number of the same secondary ability already present on the gear. The primary ability is not counted for this calculation. The player is not prevented from overwriting a slot with the same ability (and the it is even counted for the price), resulting in a net loss of 19 or 29 chunks. |
Slots filled | Cost |
0 | 10 | ||
1 | 20 | ||
2-3 | 30 |
List of abilities
Name | Description | Gear | Favored by | Unfavored by |
---|---|---|---|---|
Ability Doubler | Doubles the effect of other abilities attached to that gear piece. | Clothing | ||
Bomb Defense Up | Reduces damage taken by blasts from sub weapons or special weapons. | Any | Inkline | Krak-On |
Cold-Blooded | Shortens the duration of position trackers. | Any | Annaki Toni Kensa |
Inkline |
Comeback | Improves ink management and mobility stats for 20 seconds after respawning. | Headgear | ||
Drop Roller | Tilting during a Super Jump allows the player to perform a directional roll upon landing. | Shoes | ||
Haunt | Tracks the enemy that splats the user. | Clothing | ||
Ink Recovery Up | Increases ink tank refill rate while in squid form. | Any | Tentatek | Firefin |
Ink Resistance Up | Decreases damage, speed, and jump penalties when standing in enemy ink. | Any | SquidForce | Enperry |
Ink Saver (Main) | Decreases main weapon ink usage. | Any | Splash Mob | SquidForce |
Ink Saver (Sub) | Decreases sub weapon ink usage. | Any | Firefin | 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 invisible when swimming, but has reduced swim speed. | Clothing | ||
Object Shredder | Increases damage dealt to non-player targets. | Shoes | ||
Opening Gambit | Increases swim and run speed for the first 30 seconds of a battle. | Headgear | ||
Quick Respawn | Decreases respawn delay. | Any | Skalop | Zink |
Quick Super Jump | Increases Super Jump speed. | Any | Zink | 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 | Splash Mob |
Special Charge Up | Increases the rate at which the special gauge fills. | Any | Takoroka | Zekko |
Special Power Up | Raises performance of special weapons. | Any | Forge | Takoroka |
Special Saver | Decreases special gauge loss after being splatted. | Any | Zekko | Annaki Skalop |
Stealth Jump | Hides the Super Jump landing marker. | Shoes | ||
Sub Power Up | Increases performance of sub weapons. | Any | Enperry | Toni Kensa |
Swim Speed Up | Increases movement speed while swimming in squid form. | Any | Krak-On | Rockenberg |
Tenacity | Slowly fills the user's special gauge when their team has fewer players than the opposing team. | Headgear | ||
Thermal Ink | Allows the player to track distant players hit with shots from the main weapon. | Clothing |
Gallery
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Chart of abilities and brands in Splatoon.
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Promo image of the abilities in Splatoon 2.