Clam Blitz: Difference between revisions

From Inkipedia, the Splatoon wiki
(added controller section to infobox, to make it more inline with other ranked mode pages.)
(Updated details in Clam Blitz page (Source: played a lot of Clam Blitz over the weekend + footage analysis from various streams and let's plays))
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== Gameplay ==
== Gameplay ==
The objective of Clam Blitz is to pick up clams, which are scattered around the stage, and deposit them into the goal near the opposing team's base. Once a player picks up ten clams, it transforms into a power clam, which is used to destroy the barrier of the other team’s basket when thrown towards it. Clams and power clams can be thrown by pressing the {{Button|A}} button or {{Button|L}} button. However, a power clam can only be picked up by players of the same team, and if it is on the ground for a few seconds, it will disappear. If the player receiving the power clam is holding any clams, they will be dropped upon receiving the power clam. Players can also splat opposing players to make them drop their clams, which the player can then take for themselves. Players that get splatted with more than four clams will only drop four clams. If a player is holding a power clam, no other clams can be picked by that player.
The objective of Clam Blitz is to pick up clams, which are scattered around the stage, and deposit them into the goal near the opposing team's base. Once a player picks up ten clams, it transforms into a power clam, which is used to destroy the barrier around the other team's goal when thrown towards it.


When clams are thrown in the opposing team’s basket, '''3''' points are earned for each clam, while a power clam is worth '''20''' go back up, and a Power Clam for the team whose barrier got destroyed will spawn by it.
=== Holding and throwing clams ===
Clams and power clams can be thrown by pressing the {{Button|A}} button or {{Button|L}} button. If a thrown clam or power clam hits another player, they will get it as if they picked it up. However, a power clam can only be picked up by players of the same team.
If a player is holding a power clam, they cannot pick up any other clams. If a player receiving or picking up the power clam is holding any clams, they will be dropped upon getting the power clam. A player that gets splatted while holding clams will drop up to four of them. It is possible to Super Jump to a teammate and keep all held clams intact, but returning to spawn will immediately break whatever clams the player was holding. After using the {{Weapon|S2|Special|Baller}} or {{Weapon|S2|Special|Splashdown}} [[special]]s, the player will drop all the clams or power clam they were holding.


A player can Super Jump to a teammate with their clams intact, but returning to spawn will break whatever clams the player is holding.  
Any clams dropped (due to being thrown and not caught, splatting their holder, using a special weapon, etc.) will open up and break after a short while if not picked up. A power clam will similarly start flashing and then disappear if not picked up by a player of the same team. After a power clam disappears or enough clams have de-spawned, new clams will appear in the stage in random locations at groups of 4 clams.
After using the {{Weapon|S2|Special|Baller}} or {{Weapon|S2|Special|Splashdown}} [[special]]s, it will force the player to drop all of their clams or power clam.


After a power clam dissapears, new clams will appear in the stage in random locations at groups of 4 clams.
Picked-up clams follow the inkling behind them and can not be seen when swimming in squid form. Clams sitting on friendly ink will appear as pulsating circular markers on-screen (even through walls) and as dots surrounded by pulsating circles on the map. Both these markers are shown in the [[Ink|neutral color]] for the current match.


Picked clams follow the inkling behind them and can not be seen when swimming in squid form. Once a player owns a power clam, it follows the player and can be seen in squid form. All players can see the position of opposing team’s power clams at all times as a [[File:Mode_Icon_Ranked_Battle_2.png|24px]] ranked symbol in their appropriate color.
All players can see the position of both teams' power clams at all times on both the screen and the map, shown as a [[File:Mode_Icon_Ranked_Battle_2.png|24px]] ranked battle symbol in white over their appropriate color. Once a player holds a power clam, it follows the player and can be seen even when in squid form. A dropped power clam (or the one that spawns when the barrier regenerates) will similarly be shown on all players' maps and screens in inverted colors (team color logo on white background).
 
If the player is holding a power clam, or if the opponent's goal is open and the player is holding any clams, a marker shaped like a power clam in the opponent's color will appear on screen showing the location of the opponent's goal.
Any friendly players holding clams (including the player him/herself) will have a numbered marker showing how many they are holding next to their name (and even if off screen). In addition, the score board on the top of the screen shows the total number of clams currently held by each team, with power clams counted as 10 clams.
 
=== Scoring ===
Breaking the opponent's barrier with a power clam awards '''20''' points. If several power clams hit the closed basket simultaneously, these points are awarded for each one. When clams are thrown in the opposing team's open basket, '''3''' points are earned for each clam, while a power clam is worth '''20'''. If a team's barrier closes with the exact same point total as the opposing team, the last team to score will lose '''1''' point (this is done to avoid tied scores).
 
The barrier stays open for 10 seconds, and throwing a clam into it extends the timer by 3 seconds, but cannot make the remaining time go over 10 seconds. For example, throwing a clam in one second after the barrier broke will reset the timer to 10 rather than making it go to 12. Throwing a power clam into an open basket will reset the timer to 10 seconds.
 
If the barrier goes back up before the scoring team gets to 100 points, a penalty of half the points scored, rounded down, will be imposed on the team, similar to penalty for ceding control to the other team in [[Splat Zones]]. The total for this calculation includes the 20 points for breaking the barrier as well as any points that made up for previous penalties. If a point was deducted for the barrier closing with a tied score, the penalty will not be reduced (e.g. the penalty will +10 even if the team only ended up scoring 19 points). In addition, a Power Clam for the team whose barrier got destroyed will spawn by their goal, and will not time out until picked up.
 
==Overtime==
When time runs out and at least one team has scored, overtime will begin when either:
*The losing team is holding at least one power clam or 10 clams in total. Dropped power clams that have not yet disappeared, including the free power clam gained from the barrier coming back up, count.
*The winning team has their barrier open.
 
Overtime will end when:
*The winning team's barrier closes.
*The losing team's barrier opens (if the losing team barrier was open at the start of overtime, it must close and re-open for this condition to be met).
*The winning team's barrier was yet not opened during overtime and the clam total for the losing team drops below 10 (each power clam, including dropped ones, counts as 10 clams).
*The losing team failed to open the winning team's barrier within 20 seconds of overtime.
*The losing team takes the lead.
 
If time runs out and neither team has scored, a special overtime will begin. in this case, overtime will end when either:
*One team manages to score.
*3 minutes of overtime pass.


== Gallery ==
== Gallery ==
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Clam Blitz S2 clams.jpg|Clams.
Clam Blitz S2 clams.jpg|Clams.
Clam Blitz S2 clams following Inkling.jpg|Clams following an Inkling.
Clam Blitz S2 clams following Inkling.jpg|Clams following an Inkling.
Clam Blitz S2 map.jpg|The map, showing the location of each clam.
Clam Blitz S2 map.jpg|The map, showing the location of each clam that is on friendly ink.
Clam Blitz S2 splatted inkling dropping clams.jpg|An Inkling dropping their clams after getting splatted.
Clam Blitz S2 splatted inkling dropping clams.jpg|An Inkling dropping their clams after getting splatted.
Clam Blitz S2 power clam behind Inkling girl.jpg|A power clam behind an Inkling.
Clam Blitz S2 power clam behind Inkling girl.jpg|A power clam behind an Inkling.
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Mode Icon Clam Blitz.png|Mode icon.
Mode Icon Clam Blitz.png|Mode icon.
</gallery>
</gallery>
==Overtime==
Overtime will begin when:
*Losing team has at least one power clam that is mark as losing team.
*Winning team has their barrier open.
Overtime will end when:
*The winning team has their barrier close.
*The losing team has their barrier open (if the losing team barrier was open at the start of overtime, the following must occur, losing team has their barrier close, then it open).
*The losing team has no power clam that is mark as losing team.
*The losing team has at least one power clam that is mark as losing team and the losing team fail to open winning team barrier within 20 seconds of overtime.
*The losing team takes the lead.
Note: If the losing team has at least 10 clams on their side, overtime will start/ continue.
Special case: If no team manage to score within 5 minutes of the match, overtime will begin.
*Under that case overtime will end when:
**One team manage to score.
**3 minutes of overtime had been played.


== Trivia ==
== Trivia ==
*The power clam resembles an [[wikipedia:American football|American football]].
*The power clam resembles an [[wikipedia:American football|American football]].
*The scenario where both teams have broken the opponent's barrier once and have scored no further clams (and the last team to score loses 1 point) is the only situation where a non-zero score is less than 20 points.


== Names in other languages ==
== Names in other languages ==

Revision as of 11:52, 24 December 2017

Fill the enemy's clam basket!

Template:InfoboxMode

Clam Blitz is one of the four Ranked Battle modes in Splatoon 2, alongside Splat Zones, Rainmaker, and Tower Control. Clam Blitz is the first ranked mode introduced in Splatoon 2 that wasn’t in Splatoon.

History

Clam Blitz was announced on November 21, 2017 when Nintendo released a video showing the updates for the coming weeks.

On December 13, 2017 at Template:UTC, the 2.1.0 game update made Clam Blitz playable.

Gameplay

The objective of Clam Blitz is to pick up clams, which are scattered around the stage, and deposit them into the goal near the opposing team's base. Once a player picks up ten clams, it transforms into a power clam, which is used to destroy the barrier around the other team's goal when thrown towards it.

Holding and throwing clams

Clams and power clams can be thrown by pressing the A button or L button. If a thrown clam or power clam hits another player, they will get it as if they picked it up. However, a power clam can only be picked up by players of the same team. If a player is holding a power clam, they cannot pick up any other clams. If a player receiving or picking up the power clam is holding any clams, they will be dropped upon getting the power clam. A player that gets splatted while holding clams will drop up to four of them. It is possible to Super Jump to a teammate and keep all held clams intact, but returning to spawn will immediately break whatever clams the player was holding. After using the S2 Weapon Special Baller.png Baller or S2 Weapon Special Splashdown.png Splashdown specials, the player will drop all the clams or power clam they were holding.

Any clams dropped (due to being thrown and not caught, splatting their holder, using a special weapon, etc.) will open up and break after a short while if not picked up. A power clam will similarly start flashing and then disappear if not picked up by a player of the same team. After a power clam disappears or enough clams have de-spawned, new clams will appear in the stage in random locations at groups of 4 clams.

Picked-up clams follow the inkling behind them and can not be seen when swimming in squid form. Clams sitting on friendly ink will appear as pulsating circular markers on-screen (even through walls) and as dots surrounded by pulsating circles on the map. Both these markers are shown in the neutral color for the current match.

All players can see the position of both teams' power clams at all times on both the screen and the map, shown as a Mode Icon Ranked Battle 2.png ranked battle symbol in white over their appropriate color. Once a player holds a power clam, it follows the player and can be seen even when in squid form. A dropped power clam (or the one that spawns when the barrier regenerates) will similarly be shown on all players' maps and screens in inverted colors (team color logo on white background).

If the player is holding a power clam, or if the opponent's goal is open and the player is holding any clams, a marker shaped like a power clam in the opponent's color will appear on screen showing the location of the opponent's goal. Any friendly players holding clams (including the player him/herself) will have a numbered marker showing how many they are holding next to their name (and even if off screen). In addition, the score board on the top of the screen shows the total number of clams currently held by each team, with power clams counted as 10 clams.

Scoring

Breaking the opponent's barrier with a power clam awards 20 points. If several power clams hit the closed basket simultaneously, these points are awarded for each one. When clams are thrown in the opposing team's open basket, 3 points are earned for each clam, while a power clam is worth 20. If a team's barrier closes with the exact same point total as the opposing team, the last team to score will lose 1 point (this is done to avoid tied scores).

The barrier stays open for 10 seconds, and throwing a clam into it extends the timer by 3 seconds, but cannot make the remaining time go over 10 seconds. For example, throwing a clam in one second after the barrier broke will reset the timer to 10 rather than making it go to 12. Throwing a power clam into an open basket will reset the timer to 10 seconds.

If the barrier goes back up before the scoring team gets to 100 points, a penalty of half the points scored, rounded down, will be imposed on the team, similar to penalty for ceding control to the other team in Splat Zones. The total for this calculation includes the 20 points for breaking the barrier as well as any points that made up for previous penalties. If a point was deducted for the barrier closing with a tied score, the penalty will not be reduced (e.g. the penalty will +10 even if the team only ended up scoring 19 points). In addition, a Power Clam for the team whose barrier got destroyed will spawn by their goal, and will not time out until picked up.

Overtime

When time runs out and at least one team has scored, overtime will begin when either:

  • The losing team is holding at least one power clam or 10 clams in total. Dropped power clams that have not yet disappeared, including the free power clam gained from the barrier coming back up, count.
  • The winning team has their barrier open.

Overtime will end when:

  • The winning team's barrier closes.
  • The losing team's barrier opens (if the losing team barrier was open at the start of overtime, it must close and re-open for this condition to be met).
  • The winning team's barrier was yet not opened during overtime and the clam total for the losing team drops below 10 (each power clam, including dropped ones, counts as 10 clams).
  • The losing team failed to open the winning team's barrier within 20 seconds of overtime.
  • The losing team takes the lead.

If time runs out and neither team has scored, a special overtime will begin. in this case, overtime will end when either:

  • One team manages to score.
  • 3 minutes of overtime pass.

Gallery

Trivia

  • The power clam resembles an American football.
  • The scenario where both teams have broken the opponent's barrier once and have scored no further clams (and the last team to score loses 1 point) is the only situation where a non-zero score is less than 20 points.

Names in other languages

Template:Foreignname