Cold-Blooded shortens the duration of any position-tracking effects inflicted on the wearer.
Cold-Blooded is rather versatile, as any weapon or play style can benefit from not being tracked. However, it reaches its full potential when used with a stealthy, mobile weapon, such as the Carbon Roller; it can enhance the sneakiness of a weapon, facilitating ambushes. A loud or otherwise conspicuous weapon may give itself away to surrounding enemies, no tracking needed.
Cold Blooded shortens the duration of position-tracking to 50% of normal tracking time. It is restricted to clothing as a main ability, and cannot be rolled as a sub ability.
Mutual exclusivity
This ability is found as the main ability only on clothing, so other abilities found only on clothing are mutually exclusive with it; in other words players cannot have them together. These abilities are Recon, Haunt, and Ninja Squid. In addition, since wearing the Splatfest Tee was mandatory during a Splatfest, these abilities could not be used for the duration of those events.
Gear
The following gear items have Cold Blooded as their main ability.
Cold Blooded reduces tracking duration by 50%. This applies to all forms of tracking:
Point Sensors normally lasts 8 seconds, but this is reduced to 4 seconds.
Haunt normally lasts 9 seconds, but is reduced to roughly 4.5 seconds.
The Echolocator's duration can vary if the user has Special Duration Up equipped. Without any, it will have its tracking time reduced from 9 seconds to 4.5 seconds. With the maximum amount of Special Duration Up equipped, it will last 12.6 seconds normally and 6.3 seconds on a target with Cold Blooded.
In Splatoon 2, Cold-Blooded was changed from a mutually exclusive ability to a stackable ability that was available on any gear type. Annaki and Toni Kensa gear had a 5x chance of rolling this ability. Inkline gear had a 1/2x chance of rolling this ability. It could stop the tracking effects of Point Sensors, Ink Mines, Thermal Ink, Haunt, and Sting Ray.