Overtime: Difference between revisions

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* The winning team's barrier closes.
* The winning team's barrier closes.
* The losing team's barrier opens. If the losing team's barrier was open at the start of Overtime, it must close and re-open for this condition to be met.
* The winning team scores any clams.
* The winning team's barrier was not opened during Overtime and the losing team holds no Power Clams. The losing team's dropped Power Clams that have not yet disappeared keep overtime running.
* The losing team holds no power clams and the winning team's barrier is closed. The losing team's dropped Power Clams that have not yet disappeared keep overtime running.
* The losing team fails to open the winning team's barrier within twenty seconds.
* The losing team fails to open the winning team's barrier within twenty seconds.
* The losing team takes the lead, therefore giving them the victory.
* The losing team takes the lead, therefore giving them the victory.

Revision as of 02:04, 3 August 2021

Overtime on the timer.

Overtime(NA)[a], or Extra Time in Splatoon(EU/OC)[b], refers to a period right after the main timer reaches 0 in Ranked Battles, in which the losing team is given a final chance to win. The conditions in which Overtime begins vary between modes, but they generally revolve around the losing team having some sort of control over the main objective when regulation ends.

Splat Zones

In Splat Zones, Overtime begins if the losing team (with a higher timer count) has full control of all zones. At this point, Overtime ends when:

  • The losing team lowers their timer below the winning team's timer, thereby giving them the victory.
  • The losing team loses control of the Splat Zone and cannot regain control within fifteen seconds.
  • The winning team retakes control of the Splat Zone.
    • Note that on maps where there are two Splat Zones, the winning team only needs to control one of the two Splat Zones.

Tower Control

In Tower Control, Overtime begins if the losing team currently has control of the Tower. At this point, Overtime ends when:

  • The losing team reaches a farther distance with the Tower than the winning team, thereby giving them the victory.
  • The winning team regains control of the Tower.
    • All the winning team needs to do to retake control of the Tower is to have more of their team on it than the losing team, or to have one of their players on the Tower if none of the losing players are on it.
  • The losing team loses control of the Tower.
    • This is marked by the indicator turning from the losing team's color to the neutral Ranked Battle symbol and happens some seconds after the Tower is empty.

Tower Control is considered to have the hardest Overtime for the losing team, as the control of the Tower can be very quickly lost.

Rainmaker

In Rainmaker, Overtime begins when:

  • The winning team loses control of the Rainmaker less than fifteen seconds before the end.
    • The losing team has ten seconds to pick up the Rainmaker after the winning team loses control of it.
  • The losing team is in control of the Rainmaker.

Overtime does not begin when:

  • The winning team is in control of the Rainmaker.
  • The winning team loses control of the Rainmaker more than fifteen seconds before the end.
  • The losing team was in control of the Rainmaker and loses control of it, less than fifteen seconds before the end.
  • The Rainmaker has not been touched for the whole match. In this case, a random team wins.

Overtime ends when:

  • The winning team regains control of the Rainmaker.
  • The losing team loses control of the Rainmaker.
  • The losing team carries the Rainmaker past the winning team's score, giving them the victory.

The status of the Rainmaker shield being popped or not does not matter.

Clam Blitz

In Clam Blitz, when time runs out and at least one team has scored, Overtime begins when either:

  • The losing team is holding at least one Power Clam. The losing team's dropped Power Clams that have not yet disappeared, including the free one gained from the barrier coming back up, still count.
  • The winning team has their barrier open.

Overtime ends when:

  • The winning team's barrier closes.
  • The winning team scores any clams.
  • The losing team holds no power clams and the winning team's barrier is closed. The losing team's dropped Power Clams that have not yet disappeared keep overtime running.
  • The losing team fails to open the winning team's barrier within twenty seconds.
  • The losing team takes the lead, therefore giving them the victory.

If time runs out and neither team has scored, special Overtime begins. In this case, Overtime ends when either:

  • One team manages to score.
  • Three minutes of Overtime pass, in which the team that formed the most Power Clams throughout the match is awarded one point and thus a 1-0 victory. If both teams formed the exact same number of Power Clams, Team Alpha is awarded the victory.

Trivia

  • There is an alarm like sound during overtime if a team has control over the objective but doesn't have the lead.
    • This acts as a warning for the team with the lead to try to prevent a loss.

Names in other languages

Template:Foreignname

Notes

  1. North America
  2. Europe and Oceania