Salmon Run Next Wave data: Difference between revisions

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Latest revision as of 01:33, 21 May 2024

Salmonids

Name Mode HP Damage  Attack/Defeat/Total Power Eggs  Golden Eggs 
Smallfry General 40 25 1 / 2 / 3 0
Chum General 100 40 3 / 3 / 6 0
Rush 50
Cohock General 400 50 10 / 3 / 13 0
Snatcher General 100 Does not attack 3 / 3 / 6 0-8
Drizzler General 900 0.3 per frame [Sal. 1] 18 / 3 / 21 3
Drizzler Missile General 100 Redirected: ??? to Salmonid it hits 0 / 0 / 0 0
Flyfish General Pilot: 360

Basket: 300 [Sal. 2]

Direct: 150

Very Close: 50

Close: 30

Minimum: 15 [Sal. 3]

12 / 6 / 18 3
Maws General 1200 N/A 15 / 3 / 18 3
Scrapper General Shield: 600

Driver: 500

30 13 / 3 / 16 3
Steel Eel General 500 50 13 / 3 / 16 3
Stinger General 60x7 [Sal. 4] 1 per frame [Sal. 5] 14 / 3 / 17 3
Steelhead General Bomb: 300

Piercing: 500 [Sal. 6]

Very Close: 180

Close: 80

Minimum: 30 [Sal. 7]

8 / 7 / 15 3
Fish Stick General 32x8 10 8 / 7 / 15 3
Slammin' Lid General 500 400 13 / 3 / 16 3
Flipper-Flopper General 1200 180 15 / 3 / 18 3
Big Shot General 1200 40 25 / 3 / 28 3
Goldie Rush 500 40 12 / 6 / 18 3
Fog 500 40 12 / 6 / 18 1, 5, or 10
Goldie Seeking 6500 [Sal. 8] Does not attack 130 / 10 / 140 min. 16 [Sal. 9]
Griller The Griller 2200

Stun: 400

N/A 60 / 10 / 70 5
Mothership The Mothership 1200 to 4000 [Sal. 10] Does not attack 0 / 0 / 0 0
Chinook The Mothership 50 Does not attack 1 / 3 / 4 1
Mothership Container The Mothership 50 N/A 0 / 0 / 0 0
Mudmouth Mudmouth Eruptions 540 [Sal. 11] N/A 18 / 6 / 24 Normal: 6 [Sal. 12]

Golden: 11 [Sal. 13]

Cohozuna Xtrawave 28000-40000 Lunge: 60

Jump: 1000

800 / 20 / 820 0
Horrorboros Xtrawave 38500-55000

Bomb: 2500[Sal. 14]

3.3 per frame

Bomb Misfire: 5000 to self

1000 / 20 / 1020 0
Megalodontia Xtrawave 45500-65000 N/A 800 / 20 / 820 0

Notes

  1. The rain from the Drizzler causes 0.3 damage per frame, which is equal to 18 damage per second.
  2. Everything that can damage the Flyfish basket deals 10 times its normal damage, effectively giving the baskets 30 HP.
  3. The missiles from the Flyfish deal damage depending on if the player is directly hit or how far away the player is to the impact.
  4. The Stinger itself is completely invincible. The pots have 60 HP each.
  5. Stingers deal 1 damage per frame, which is equal to 60 damage per second.
  6. The Steelhead's bomb has 300 HP. The Steelhead itself has 500 HP for the purposes of directly hitting it with anything that can pierce its armor.
  7. The damage dealt by the Steelhead's bomb depends on how far away the player is from the explosion.
  8. Taking off 2500 HP will shrink it down to medium size. Taking off 2000 more HP will shrink it down to the smallest size. Finally, depleting 2000 more HP from it while it is in that state will finish it off. Goldie has HP regeneration over time, up to the maximum HP of its current size.
  9. Calculated from (6500/500+3). Goldies can drop more if they are left to recover HP over time.
  10. The Mothership has HP regeneration when not attempting to approach the basket. Its HP varies depending on the difficulty level.
  11. Most specials have reduced damage multipliers against this health. Hits from Grizzco Slosher, Inkjet, Grizzco Splatana, Explosher, and Crab Tank's cannon will always deal one bomb's worth of damage.
  12. 1 per hit plus 3 on defeat
  13. 2 per hit plus 5 on defeat
  14. Any damage dealt to the bomb is also dealt to Horrorboros.

Quota and Hazard Level

For Hazard Level data in Splatoon 2, see Salmon Run data#Quota and Hazard Level.

The quota and hazard level is determined by the sum of the ranking of all players within match. IDV stands for internal difficulty value, with each IDV worth 0.2% hazard level. Hazard Level MAX (333%) has an IDV of 1665, equivalent to Eggsecutive VP 865. Note that the hazard level displayed in the Recent Jobs list from the menu in Grizzco and SplatNet 3 are visually rounded to the nearest integer, but not internally.

The list below shows known value ranges for the average of four players' ranks within the same Job Title relative to the quota and hazard level given. If there are fewer than four players due to a connection issue, the quota will be decreased by n / 4, rounded down, with n representing the number of active players.

The maximum total Boss Salmonids appearance in a standard wave in a given hazard level is also listed. Note that in version 2.0.0, the number of Boss Salmonids that can appear at once has been capped at 15.

Title Average rank
(Min-Max)
Hazard level Quota
W1-W2-W3
Max # Boss Salmonids
W1-W2-W3
Apprentice
(IDV=0)
0-19 0.0%-3.8% 3-4-5 3-3-3
20-39 4.0%-7.8% 4-5-6 3-3-3
40-59 8.0%-11.8% 5-6-7 3-3-4
60-79 12.0%-15.8% 6-7-8 3-4-5 (12.0%-13.8%)
4-4-5 (14.0%-15.8%)
80-99 16.0%-19.8% 7-8-9 4-5-6
Part-Timer
(IDV=100)
0-49 20.0%-29.8% 8-9-10 5-6-7
50-99 30.0%-39.8% 8-9-11 5-6-8
Go-Getter
(IDV=200)
0-49 40.0%-49.8% 9-10-12 6-7-9
50-99 50.0%-59.8% 10-11-13 6-8-10
Overachiever
(IDV=300)
0-49 60.0%-69.8% 11-12-14 7-9-11
50-99 70.0%-79.8% 12-13-15 8-10-12
Profreshional
(IDV=400)
0-33 80.0%-86.6% 13-14-16 9-11-13
34-66 86.8%-93.2% 14-15-17 9-11-13 (86.8%-89.8%)
10-12-14 (90.0%-93.2%)
67-99 93.4%-99.8% 15-16-18 10-12-14
Profreshional +1
(IDV=500)
0-45 100.0%-109.0% 16-17-19 11-13-15
46-49 109.2%-109.8% 16-18-20 11-13-15
50-90 110.0%-118.0% 17-18-20 11-13-15 (110.0%-111.0%)
12-14-16 (111.2%-118.0%)
91-99 118.2%-119.8% 17-19-21 12-14-16
Profreshional +2
(IDV=600)
0-36 120.0%-127.2% 18-19-21 12-14-16 (120.0%-122.2%)
13-15-17 (122.4%-127.2%)
37-49 127.4%-129.8% 18-20-22 13-15-17
50-81 130.0%-136.2% 19-20-22 13-15-17 (130.0%-133.2%)
14-16-18 (133.4%-136.2%)
82-99 136.4%-139.8% 19-21-23 14-16-18
Profreshional +3
(IDV=700)
0-27 140.0%-145.4% 20-21-23 14-16-18 (140.0%-144.4%)
15-17-19 (144.6%-145.4%)
28-49 145.6%-149.8% 20-22-24 15-17-19
50-72 150.0%-154.4% 21-22-24 15-17-19
73-99 154.6%-159.8% 21-23-25 15-17-19 (154.6%-155.4%)
16-18-20 (155.6%-159.8%)
Eggsecutive VP
(IDV=800)
0-18 160.0%-163.6% 22-23-25 16-18-20
19-49 163.8%-169.8% 22-24-26 16-18-20 (163.8%-166.6%)
17-19-21 (166.8%-169.8%)
50-63 170.0%-172.6% 23-24-26 17-19-21
64-99 172.8%-179.8% 23-25-27 17-19-21 (172.8%-177.6%)
18-20-22 (177.8%-179.8%)
100-109 180.0%-181.8% 24-25-27 18-20-22
110-149 182.0%-189.8% 24-26-28 18-20-22 (182.0%-188.8%)
19-21-23 (189.0%-189.8%)
150-154 190.0%-190.8% 25-26-28 19-21-23
155-199 191.0%-199.8% 25-27-29 19-21-23
200-332 200.0%-226.4% 26-28-30 20-22-24 (200.0%-212.0%)
20-22-25 (212.2%-213.2%)
21-23-25 (213.4%-224.0%)
21-23-26 (224.2%-226.4%)
333-366 226.6%-233.2% 26-28-31 22-24-26
367-465 233.4%-253.0% 27-29-31 22-24-26 (233.4%-236.2%)
22-24-27 (236.4%-239.8%)
23-25-27 (240.0%-248.2%)
23-25-28 (248.4%-253.0%)
466-532 253.2%-266.4% 27-29-32 24-26-28 (253.2%-260.4%)
24-26-29 (260.6%-266.4%)
533-598 266.6%-279.6% 28-30-32 25-27-29 (266.6%-272.4%)
25-27-30 (272.6%-279.6%)
599-698 279.8%-299.6% 28-30-33 26-28-30 (279.8%-284.6%)
26-28-31 (284.8%-293.0%)
27-29-31 (293.2%-296.6%)
27-29-32 (296.8%-299.6%)
699-731 299.8%-306.2% 29-31-33 27-29-32
732-864 306.4%-332.8% 29-31-34 28-30-32 (306.4%-308.8%)
28-30-33 (309.0%-319.6%)
29-31-33 (319.8%-320.8%)
29-31-34 (321.0%-332.8%)
865-999 333.0% 30-32-35 30-32-35

[1]


Pay Grade for Job Titles

At Eggsecutive VP, the pay grade is calculated as 2.3 + floor([Rank Points] / 50) × 0.05. The highest possible pay grade is ×3.25 at Eggsecutive VP 950 - 999. Following Splatoon 2, titles are retained across Salmon Run rotations, but the point ranges are reset to the 40-point mark within the player's current title, including the new Eggsecutive VP title. IDV stands for internal difficulty value and is how the game keeps track of the difficulty without using job titles and rank points. One IDV is worth 0.2% hazard level, which is capped at 1665 for Eggsecutive VP 865 - 999, equivalent to hazard level 333%.

Title / Rank Pay Grade
(Rank Points 0 - 49)
Pay Grade
(Rank Points 50-99)
IDV Hazard level range
Intern (2 tutorials) ×1.00 ×1.00 N/A N/A
Apprentice (0 - 99) ×1.50 ×1.55 0 - 99 0.0% - 19.8%
Part-Timer (0 - 99) ×1.60 ×1.65 100 - 199 20.0% - 39.8%
Go-Getter (0 - 99) ×1.70 ×1.75 200 - 299 40.0% - 59.8%
Overachiever (0 - 99) ×1.80 ×1.85 300 - 399 60.0% - 79.8%
Profreshional (0 - 99) ×1.90 ×1.95 400 - 499 80.0% - 99.8%
Profreshional +1 (0 - 99) ×2.00 ×2.05 500 - 599 100.0% - 119.8%
Profreshional +2 (0 - 99) ×2.10 ×2.15 600 - 699 120.0% - 139.8%
Profreshional +3 (0 - 99) ×2.20 ×2.25 700 - 799 140.0% - 159.8%
Eggsecutive VP (0 - 999) ×2.30 ×2.35
see above for EVP>100
800 - 1665 160.0% - 333.0%

Rewards

Completion of a round of Salmon Run Next Wave grants players Grizzco Points, which they can redeem at the exchange desk inside Grizzco Industries for bonuses. The points earned after any run are calculated with the formula (G/100)(E+P/200)+50*C, where G is the pay grade number after any raises or penalties, E is the number of Golden Eggs collected, P is the number of Power Eggs collected, and C is 1 upon completing all 3 rounds successfully, 2 upon successfully defeating the King Salmonid, otherwise 0. (However, due to a bug as of Version 1.2.1, C is equal to 2 even if losing to the King Salmonid.) All counts are rounded down to the nearest integer. Players also earn Catalog Points which increase their catalog level (300 points per wave cleared, including if the Xtrawave is cleared). If the player participates in an Xtrawave and damages the King Salmonid, they receive fish scales.[2]

Every 100 Grizzco Points (200/400 after reaching 1200/4000 points in a rotation, or 2400/5200 for a Big Run rotation) earns the player one bonus "capsule", which come in different colors representing the type of the contents, or a piece of gear. The main ability of this item is randomly determined when the bonus is redeemed. It usually has up to three randomly filled secondary gear ability slots. If the player receives gear they already have, they can either replace the old gear with the new version or receive ability chunks (equal to the filled slots) instead.

Reward[3] Type 50% 40% 10%
Blue capsule Drink ticket Cash 5,000 One drink ticket Four drink tickets
Green capsule Ability chunks Cash 5,000 Two ability chunks Four ability chunks
Orange capsule Food ticket Cash 5,000 One 1.5× cash ticket One 2× cash ticket
Pink capsule Gear One filled ability slot Two filled ability slots Three filled ability slots
Showcased Gear
Yellow capsule Cash Cash 5,000 Cash 16,000 Cash 32,000

Normal, non-superbonus capsules have a 50% chance of providing a poor reward, a 40% chance of providing a good reward, and a 10% chance of providing an excellent reward. At 600 and 1200 points, the player earns a superbonus, which always contains the 10% chance reward. The type of superbonus capsule is fixed for the length of a rotation. After 1200 points, the player only earns the current gear or pink capsules until the rotation ends. During a Big Run, all types of rewards can appear up to 2400 points, with additional superbonuses at 1800 and 2400. The capsules of the rewards until the second superbonus are different for every player.

The exchange desk stores only a maximum of 99 capsules. Each additional capsule that the player receives without collecting the previous rewards will be lost.


Xtrawave Fish scales

Damaging the King Salmonid during an Xtrawave rewards the player with fish scales, a precious resource that has three types: bronze, silver, gold; the less common varieties of which are associated with higher hazard levels.[2] Fish scales can be exchanged for Splashtag banners, locker room items, Grizzco-approved alternate work outfits, and showcased gear from Splatoon 2.[2]

The Xtrawave grants the player scales ranging from 2 to 13; two for entering the Xtrawave, one for every 12.5% damage the team dealt to the King Salmonid (a maximum of eight for a victory), and one for every ten seconds remaining on the clock when the King Salmonid is defeated (a maximum of three for 30 seconds or more left).[4]

Getting silver and gold scales is random, with the chance percentage correlates to the hazard level using the formula 5 + 15/333 * H for silver and 3/333 * H for gold, where H stands for hazard level percentage. At max hazard level (333%), there is a 20% chance per scale to be silver, and a 3% chance per scale to be gold.[4][5] The list below shows some calculated examples.

List of approximate rare fish scale odds[6]
Hazard level Silver fish scale Gold fish scale Team average rank for that hazard level
0% 5% 0% Apprentice 0/99
20% 5.9009% 0.1802% Part-timer 0/99
111% 10% 1% Profreshional +1 55/99
130% 10.8559% 1.1712% Profreshional +2 50/99
168% 12.5676% 1.5135% Eggsecutive VP 40
200% 14.0090% 1.8018% Eggsecutive VP 200
222% 15% 2% Eggsecutive VP 310
333% (max.) 20% 3% Eggsecutive VP 865+

Weapon Statistics

Weapons Statistics will be put into 3 categories:

Salmon Run Statistics: Max Damage, Minimum Damage, Ink Consumption.

Standard Statistics: Max Damage, Minimum Damage, Ink Consumption.

Common Statistics: Fire Rate, Ink Recovery.


Shooters

Weapon Salmon Run stats Standard stats Common stats
Max damage Min damage Ink usage Max damage Min damage Ink usage Fire rate Ink recovery stop
.52 Gal 52 35 1.3 52 30 1.3 9 20
.96 Gal 85 55 2.3 62 35 2.3 12 20
Aerospray MG 24 19 0.5 24 12 0.5 4 15
Jet Squelcher 40 30 1.6 32 16 1.6 8 20
N-ZAP '85 30 20 0.8 30 15 0.8 5 20
Splash-o-matic 28 20 0.8 28 14 0.8 5 20
Splattershot 36 30 0.92 36 18 0.92 6 20
Splattershot Jr. 28 20 0.43 28 14 0.43 5 15
Splattershot Nova 30 20 0.8 24 12 0.96 6 20
Splattershot Pro 45 30 1.6 42 21 2 8 20
Sploosh-o-matic 45 30 0.8 38 19 0.8 5 15
H-3 Nozzlenose 70/210 60/180 1.8/5.4 41/123 20.5/61.5 2.25/6.75 5/20 25
L-3 Nozzlenose 40/120 35/105 1/3 29/87 14.5/43.5 1.15/3.45 4/8 25
Squeezer 50/34 40/30 2.2/0.9 38/30 19/15 2.4/1.08 8/7 20
  • Max damage: The maximum possible damage that can be dealt.
    • For the L-3 Nozzlenose and H-3 Nozzlenose, this refers to the maximum amount of damage dealt with a single pellet and all three pellets.
    • For the Squeezer, this is the damage dealt with its burst fire and continuous fire.
  • Min damage: The lowest possible falloff damage.
    • For the L-3 Nozzlenose and H-3 Nozzlenose, this refers to the lowest amount of damage dealt with a single pellet and all three pellets.
    • For the Squeezer, this is the lowest damage dealt with its burst fire and continuous fire.
  • Ink usage: The percent of the ink tank's capacity consumed by each shot.
    • For the L-3 Nozzlenose and H-3 Nozzlenose, this refers to the amount of ink each bullet consumes, and the amount of ink a full burst consumes.
    • For the Squeezer, this is how much ink is consumed from each shot during its burst fire and continuous fire.
  • Fire rate: The number of frames before the next shot fires.
    • For the L-3 Nozzlenose and H-3 Nozzlenose, this refers to the number of frames between each shot in a burst, and the number of frames it takes to fire another burst.
    • For the Squeezer, this refers to the number of frames between each shot during its burst fire and continuous fire.
  • Ink recovery stop: The number of frames before you can begin recovering ink after firing.

Rollers

Weapon Salmon Run stats Standard stats Common stats
Roll Max Flick Min Flick Ink usage Roll Max Flick Min Flick Ink usage Flick rate Ink recovery stop
Big Swig Roller 100 150/160 50/80 0.01-0.05/8/8 70 70/100 35/40 0.01-0.05/9/9 38/50 20/45/50
Carbon Roller 70 160/160 60/60 0.02-0.1/3.5/3.5 70 100/120 25/35 0.02-0.1/3.96/3.96 30/42 20/40/45
Dynamo Roller 400 200/300 100/150 0.02-0.1/15/15 125 150/150 40/40 0.02-0.1/18/18 65/85 20/55/70
Flingza Roller 125 200/300 70/150 0.02-0.1/6/12 125 150/150 30/40 0.02-0.1/8/12 39/72 20/45/65
Splat Roller 125 200/200 70/70 0.02-0.1/6/6 125 150/150 35/40 0.02-0.1/8.5/8.5 41/56 20/45/60
  • Roll: The damage dealt by rolling.
  • Max flick: The maximum possible damage that can be dealt by horizontal and vertical flicks.
  • Min flick: The lowest possible falloff damage that can be dealt with horizontal and vertical flicks.
  • Ink usage: The amount of ink consumed by rolling, using horizontal flicks, and using vertical flicks. When rolling around, the cost is deducted from your ink tank per frame. The cost steadily increases until you hit the maximum movement speed the roller allows.
  • Flick rate: The number of frames it takes to fire the next horizontal flick and vertical flick.
  • Ink recovery stop: The number of frames to begin recovering ink after rolling, using horizontal flicks, and using vertical flicks.

Chargers

Weapon Salmon Run stats Standard stats Common stats
Max Damage Partial Damage Ink usage Max Damage Partial Damage Ink usage Charge Time Ink recovery stop
Bamboozler 14 Mk I 160 60-160 4/1.6 85 30-85 7/2.8 20/8 20
Classic Squiffer 300 50-120 8.4/1.4934 140 40-70 10.5/1.8667 45/8 20
E-liter 4K 600 50-150 25/2.25 180 40-80 25/2.25 92/8 20
Goo Tuber 300 80-200 12/1.2 180 40-130 15/2 75(53)/8 20
Snipewriter 5H 240x5 60-240 30/1.97 68x5 40-68 35/1.97 72/8/1 N/A
Splat Charger 300 50-150 18/2.25 160 40-80 18/2.25 60/8 20
Grizzco Charger 200 200 13 N/A N/A N/A 4/4 20
  • Max damage: The amount of damage dealt with a full charge.
  • Partial damage: The amount of damage that can possibly be dealt with a partial charge.
    • The Grizzco Charger cannot fire partially charged shots. Attempting to do so will cancel the attack.
  • Ink usage: The amount of ink consumed by a fully charged shot, and a shot that is completely uncharged.
    • The Grizzco Charger instantly charges, so it cannot ever consume less ink.
  • Charge time: The number of frames it takes to fully charge, and to fire an uncharged shot/tap.
    • For the Goo tuber, the number of frames for its first ring to fully charge was included.
  • Ink recovery stop: The number of frames before you can begin recovering ink after firing.

Sloshers

Weapon Salmon Run stats Standard stats Common stats
Max damage Min damage Ink usage Max damage Min damage Ink usage Fire rate Ink recovery stop
Bloblobber 60/240 60/240 6 30/120 30/120 8 32 40
Dread Wringer 125/125/250 125/125/250 8 48/42/90 35/35/70 9 45 50
Explosher 125/75 125/75 9 55 35 11.7 55 70
Slosher 140 140 5.5 70 50 7 29 40
Sloshing Machine 170 100/100 5.5 76 52/38 9.2 38 42
Tri-Slosher 100 60 4.5 62 35 6 23 35
Grizzco Slosher 360 150 25 N/A N/A N/A 45 80
  • Max damage: The maximum possible damage that can be dealt.
    • For the Bloblobber, this is the damage dealt with a single bubble and all four bubbles.
    • For the Sloshing Machine, this is the amount of damage dealt with a direct hit.
    • For the Grizzco Slosher, this is the amount of damage dealt with a direct hit.
    • For the Explosher, this is the amount of damage dealt with a direct hit and the projectile's explosion.
    • For the Dread Wringer, this is the damage dealt with the first slosh, the second slosh, and in total.
  • Min damage: The lowest possible falloff damage.
    • For the Bloblobber, this is the damage dealt with a single bubble and all four bubbles, respectively.
    • For the Sloshing Machine, the is the minimum amount of damage dealt with a direct hit, and with an indirect hit.
    • For the Grizzco Slosher, the is the amount of damage dealt with an indirect hit.
    • For the Explosher, this is the amount of damage dealt with a direct hit and the projectile's explosion.
    • For the Dread Wringer, this is the minimum damage dealt with the first slosh, the second slosh, and in total.
  • Ink usage: The percent of the ink tank's capacity consumed by each slosh.
  • Fire rate: The number of frames before the next slosh is lobbed.
  • Ink recovery stop: The number of frames before you can begin recovering ink after sloshing.

Splatlings

Weapon Salmon Run stats Standard stats Common stats
Max damage Min damage Ink usage Max damage Min damage Ink usage Fire rate Duration Ink recovery stop
Ballpoint Splatling 35 25 22.5 28/30 14/15 25 50 + 50/3/5 100/200 40
Heavy Edit Splatling 35 25 20 26 13 20 60 + 60/4/3 120/180 40
Heavy Splatling 35 25 22.5 30 15 22.5 50 + 25/4 72/144 40
Hydra Splatling 35/60 25 35 32/40 16 35 120 + 30/4 130/260 40
Mini Splatling 35 25 15 32 16 15 20 + 10/4 42/84 30
Nautilus 47 35 25 14 32 16 15 38 + 38/4 60/120 40
  • Max damage: The maximum possible damage that can be dealt with a single pellet.
    • For the Hydra Splatling, this is the damage dealt with a partial charge and a full charge, respectively.
  • Min damage: The lowest possible falloff damage.
    • For the Hydra Splatling, this value is the same, no matter if the bullets were fired from a fully charged shot or not.
  • Ink usage: The amount of ink consumed during a full charge.
  • Fire rate: The number of frames it takes to reach both levels of charge, and the number of frames between each bullet while firing.
    • For the Ballpoint Splatling, this refers to the number of frames between each shot during its short range mode and long range mode.
    • For the Heavy Edit Splatling, this refers to the number of frames between each shot with a partial charge and a full charge.
  • Duration: The number of frames it takes to completely finish firing from the first and second level of charge.
  • Ink recovery stop: The number of frames before you can begin recovering ink after firing.

Dualies

Weapon Salmon Run stats Standard stats Common stats
Max damage Min damage Ink usage Max damage Min damage Ink usage Fire rate Ink recovery stop
Dapple Dualies 40 30 0.663/5 36 18 0.663/5 5/4 20/50
Dark Tetra Dualies 30 25 0.8/3 28 14 0.8/3 6/5 20/70
Douser Dualies FF 40 30 1.4/12 25.5 12.8 1.4/12 8/4 N/A
Dualie Squelchers 30 25 0.8/5 28 14 1.2/8 6 20/60
Glooga Dualies 45/70 30/60 1.4/8 36/52.5 18/26.3 1.4/8 9 20/70
Splat Dualies 30 25 0.72/6 30 15 0.72/7 5/4 20/70
Grizzco Dualies 30/125 25/40 0.5/7 N/A N/A N/A 5/4 20/75
  • Max damage: The maximum possible damage that can be dealt.
    • For the Glooga Dualies, this is the damage dealt during standard fire, and firing after rolling.
    • For the Grizzco Dualies, this is the damage dealt during both modes of fire, and the maximum damage dealt by a dodge roll.
  • Min damage: The lowest possible falloff damage.
    • For the Glooga Dualies, this is the lowest damage dealt during standard fire, and firing after rolling.
    • For the Grizzco Dualies, this is the lowest damage dealt during both modes of fire, and the minimum damage dealt by a dodge roll.
  • Ink usage: The amount of ink consumed for each shot and each dodge roll.
  • Fire rate: The number of frames between each bullet during standard fire and firing after rolling.
    • For the Dualie Squelchers and Glooga Dualies, this number is the same for both modes of fire.
  • Ink recovery stop: The number of frames to begin recovering ink after firing and after a dodge roll.

Brellas

Weapon Salmon Run stats Standard stats Common stats
Max damage Min damage Ink usage Max damage Min damage Ink usage Fire rate Ink recovery stop
Recycled Brella 24 Mk I 210/35/100 30 4/15 90/15/20 10 7/15 35/20 60/20/120
Splat Brella 180/36/100 30 2.5/20 81/16.2/15 10.8 5.5/30 29/? 60/20/120
Tenta Brella 360/45/150 45 5/30 119/17/30 17 11/30 51/30 70/30/120
Undercover Brella 150/30/50 25 3 40/12/15 9 4 26 40/30
Grizzco Brella 80/15 15 2 N/A N/A N/A 12 20
  • Max damage: The maximum amount of damage that the target can take if all the required pellets hit, the maximum damage one pellet does, and the damage enemies take when coming in contact with the shield, respectively.
  • Min damage: The minimum amount of damage that the target can take from one pellet.
  • Ink usage: The amount of ink consumed per shot, and how much ink it costs to launch the shield.
    • The undercover and grizzco brellas do not have a shield, so there is no number represented.
  • Fire rate: The number of frames it takes to fire another shot, and the number of frames it takes to launch the shield.
    • For the Undercover Brella, this refers to the number of frames it takes to fire another shot without activating the shield and while the shield is active.
    • For the Grizzco Brella, this only refers to the number of frames it takes to fire another shot.
  • Ink recovery stop: The number of frames to begin recovering ink after firing, holding the shield, and launching the shield.
    • The Undercover Brella cannot launch its shield, so only values for firing and holding shield are shown.
    • The Grizzco Brella does not have a shield, so only the frames after firing are shown.

Blasters

Weapon Salmon Run stats Standard stats Common stats
Direct damage Indirect damage Ink usage Direct damage Indirect damage Ink usage Fire rate Ink recovery stop
Blaster 200 100-140 4.8 125 50-70 10 50 60
Clash Blaster 85 50 3.2 60 30 4 20 40
Luna Blaster 200 100-140 4 125 50-70 7.5 40 55
Range Blaster 250 150 5.5 125 50-70 11 60 70
Rapid Blaster 140 60 4.5 85 35 7 35 50
Rapid Blaster Pro 150 75 5 85 35 8 40 50
S-BLAST '92 300 150 4.8 125 50-70 8.5 60 60
Grizzco Blaster 50 35 3 N/A N/A N/A 9 5
  • Max damage: The amount of damage dealt with a direct hit.
  • Min damage: The amount of possible splash damage that can be dealt.
  • Ink usage: The percent of the ink tank's capacity consumed by each blast.
  • Fire rate: The number of frames before the next blast fires.
  • Ink recovery stop: The number of frames before you can begin recovering ink after firing.

Brushes

Weapon Salmon Run stats Standard stats Common stats
Bump Max Flick Min Flick Ink usage Bump Max Flick Min Flick Ink usage Fling rate Ink recovery stop
Inkbrush 40 36 25 0.009/1.5 20 30 15 0.0125/2 6 20/30
Octobrush 40 60 45 0.013/3 25 40 20 0.015/3 10 20/30
Painbrush 50 150 75 0.016/4.5 30 60 25 0.018/4.8 (23)/15 30/60
  • Bump: The damage dealt by bumping into things.
  • Max damage: The maximum possible damage that can be dealt by flicking.
  • Min damage: The minimum possible damage that can be dealt by flicking
  • Ink usage: The amount of ink consumed by moving around and flicking. When moving around, the cost is deducted from your ink tank per frame. Unlike rollers, the cost stays the same, no matter how fast you are moving.
  • Fling rate: The number of frames it takes to flick the next attack.
  • Ink recovery stop: The number of frames to begin recovering ink after moving around and flicking.

Stringers

Weapon Salmon Run stats Standard stats Common stats
Max damage Min damage Ink usage Max damage Min damage Ink usage Charge time Ink recovery stop
REEF-LUX 450 70x3 34-70x3 4/2.5/1.8 45x3 30-45x3 6.5/4.68/3.5 34/12/6 N/A
Tri-Stringer 100-150/40x3 40-100x3 7.5/4/3 35/30x3 30-35x3 8.5/6/5 72/30/9 N/A
Grizzco Stringer 72-150/40x9 35-72x9 24/12/9 N/A N/A N/A 62/30/10 20
  • Max damage: The damage dealt between one charge circle and maximum charge, as well as the damage of the explosive bolts (if applicable).
  • Min damage: The damage dealt between no charge and one charge circle.
  • Ink usage: The amount of ink consumed with a full charge, one charge circle, and a minimum charge.
  • Charge time: The number of frames needed to reach a full charge, one charge circle, and a minimum charge.
  • Ink recovery stop: The number of frames before you can begin recovering ink after firing.

Splatanas

Weapon Salmon Run stats Standard stats Common stats
Max damage Min damage Ink usage Max damage Min damage Ink usage Fire rate Ink recovery stop
Splatana Stamper 180/220/400 100/45/145 6/2.5 70/140/210 35/20/55 11.7/5.2 26/20/42 40/40
Splatana Wiper 150/175/325 50/35/85 3.5/2 60/120/180 30/15/45 6/3 16/18/38 30/30
Grizzco Splatana 1200 200 15/3 N/A N/A N/A 30/78/138 60/135
  • Max damage: The damage dealt by the charge swing's projectile, melee hitbox, and combined total.
    • The Grizzco Splatana does not fire projectiles, so only its melee damage is shown.
  • Min damage: The damage dealt by the horizontal swing's projectile, melee hitbox, and combined total.
    • The Grizzco Splatana does not fire projectiles, so only its melee damage is shown.
  • Ink usage: The amount of ink consumed on a vertical slash and horizontal slash.
  • Fire rate: The first number refers to the number of frames between consecutive horizontal slashes, the second number refers to the number of frames it takes to charge up a vertical slash, and the third number refers to the number of frames between consecutive vertical slashes (charge time included).
  • Ink recovery stop: The number of frames to begin recovering ink after horizontal slashing and vertical slashing.

Miscellaneous

Weapon Salmon Run stats Standard stats Common stats
Max damage Min damage Ink usage Max damage Min damage Ink usage Fire rate Ink recovery stop
Booyah Bomb 637 7 N/A 300.3 3.3 N/A 1 N/A
Crab Tank 60/100/300/100 60/100/300/100 N/A 32/30/60/40 16/30/60/40 N/A 12-4/75/20 N/A
Inkjet 300 75/100 N/A 120 30/50 N/A 60 N/A
Killer Wail 5.1 36x6 N/A N/A 90x6 N/A N/A N/A N/A
Kraken Royale 600 250 N/A 220 60 N/A N/A N/A
Reefslider 700/500 700 N/A 220/220 70 N/A N/A N/A
Triple Inkstrike 550 50 N/A 412.5 37.5 N/A 5 N/A
Triple Splashdown 300x3(900) 300x3(900) N/A 220x3(660) 60x3(180) N/A N/A N/A
Wave Breaker 150 N/A N/A 45 N/A N/A 150 N/A
Splat Bomb 180 30 70 180 30 70 7 60
Ink Cannon 400 N/A 10 N/A N/A 16 ~60 N/A
Egg cannon 800 200 0 N/A N/A N/A N/A 0
  • Max damage:
    • For the Crab Tank, this is the damage dealt with the turret mode, the cannon explosion, the cannon projectile itself, and the roll, respectively.
    • For Killer Wail 5.1, this is the damage dealt per second, as it deals damage at different rates in each mode.
    • For the Inkjet, this is the damage dealt by a direct hit.
    • For Kraken Royale, this is the damage dealt by landing a charged attack.
    • For the Reefslider, this is the maximum damage dealt by the explosion and contact, respectively.
    • For Triple Inkstrike and Booyah Bomb, this is the total damage dealt by a single tornado/explosion.
    • For Triple Splashdown, this is the maximum damage dealt with each explosion and the total damage dealt
  • Min damage:
    • For the Crab Tank, this is the minimum damage dealt with the turret mode, the cannon explosion, the cannon projectile itself, and the roll.
    • For the Inkjet, this is the damage dealt by the close and far damage radius of the blast.
    • For Kraken Royale, this is the damage dealt by jumping.
    • For the Reefslider, this is the minimum damage dealt by the explosion.
    • For Triple Inkstrike and Booyah Bomb, this is the damage dealt per tick of the tornado/explosion.
    • For Triple Splashdown, this is the minimum damage dealt with each explosion and the total damage dealt.
  • Fire rate:
    • For the Crab Tank, this refers to the number of frames it takes to fire each shot in turret mode at its slowest and fastest, the amount of frames to fire each cannon shot, and the time for the rolling hitbox to come out.
    • For Triple Inkstrike and Booyah Bomb, this refers to the rate in which damage is dealt.

[7]

Rotations

Wildcard Rotations

The wildcard rotations are documented below.

Start time Stage Weapons Rare weapon
1 October 2022 at 16:00 UTC Spawning Grounds Random Random Random Random Grizzco Stringer
28 October 2022 at 08:00 UTC Sockeye Station Random Random Random Random Grizzco Blaster
19 November 2022 at 00:00 UTC Gone Fission Hydroplant Random Random Random Random Grizzco Brella
2 December 2022 at 08:00 UTC Marooner's Bay Random Random Random Random Grizzco Splatana
10 December 2022 at 00:00 UTC Wahoo World (Big Run) Random Random Random Random Grizzco Blaster
23 December 2022 at 16:00 UTC Gone Fission Hydroplant Random Random Random Random Grizzco Slosher
14 January 2023 at 08:00 UTC Spawning Grounds Random Random Random Random Grizzco Charger
18 February 2023 at 08:00 UTC Marooner's Bay Random Rare Random Rare Random Rare Random Rare Any
4 March 2023 at 00:00 UTC Inkblot Art Academy (Big Run) Random Random Random Random Grizzco Brella
8 April 2023 at 08:00 UTC Gone Fission Hydroplant Random Random Random Random Grizzco Stringer
21 April 2023 at 16:00 UTC Gone Fission Hydroplant Random Grizzco Slosher
6 May 2023 at 16:00 UTC Sockeye Station Random Random Random Random Grizzco Splatana
20 May 2023 at 00:00 UTC Spawning Grounds Random Rare Random Rare Random Rare Random Rare Any
10 June 2023 at 00:00 UTC Undertow Spillway (Big Run) Random Random Random Random Grizzco Charger
23 June 2023 at 16:00 UTC Sockeye Station Random Grizzco Brella
8 July 2023 at 16:00 UTC Jammin' Salmon Junction Random Random Random Random Grizzco Blaster
22 July 2023 at 00:00 UTC Gone Fission Hydroplant Random Grizzco Stringer
12 August 2023 at 16:00 UTC Sockeye Station Random Grizzco Splatana
19 August 2023 at 08:00 UTC Jammin' Salmon Junction Random Rare Random Rare Random Rare Random Rare Any
2 September 2023 at 00:00 UTC Um'ami Ruins (Big Run) Random Random Random Random Grizzco Dualies
22 September 2023 at 08:00 UTC Sockeye Station Random Random Random Random Multiple
7 October 2023 at 09:00 UTC Gone Fission Hydroplant Random Grizzco Slosher
27 October 2023 at 08:00 UTC Gone Fission Hydroplant Random Random Random Random Multiple
11 November 2023 at 08:00 UTC Sockeye Station Random Rare Random Rare Random Rare Random Rare Any
2 December 2023 at 00:00 UTC Barnacle & Dime (Big Run) Random Random Random Random Any
15 December 2023 at 16:00 UTC Marooner's Bay Random Any
30 December 2023 at 16:00 UTC Jammin' Salmon Junction Random Random Random Random Grizzco Charger
13 January 2024 at 00:00 UTC Sockeye Station Random Any
26 January 2024 at 08:00 UTC Salmonid Smokeyard Random Random Random Random Any
10 February 2024 at 08:00 UTC Spawning Grounds Random Any
23 February 2024 at 16:00 UTC Salmonid Smokeyard Random Rare Random Rare Random Rare Random Rare Any
9 March 2024 at 00:00 UTC Eeltail Alley (Big Run) Random Random Random Random Any
22 March 2024 at 16:00 UTC Marooner's Bay Random Any
6 April 2024 at 16:00 UTC Bonerattle Arena Random Random Random Random Any
20 April 2024 at 00:00 UTC Gone Fission Hydroplant Random Any
18 May 2024 at 08:00 UTC Spawning Grounds Random Any

Big Runs

Further details about Big Run rotations are documented below.


Old system (2.0.0)
Stage Start Weapons Rewards Results
Rotation Rare Weapon Lower 50% Top 50% Top 20% Top 5% Top 50% Top 20% Top 5%
Wahoo World 10 December 2022 00:00 UTC Random Random Random Random Grizzco Blaster
Golden Eggs 88
Golden Eggs 113
Golden Eggs 137
Inkblot Art Academy 4 March 2023 00:00 UTC Random Random Random Random Grizzco Brella
Golden Eggs 90
Golden Eggs 117
Golden Eggs 141
Undertow Spillway 9 June 2023 00:00 UTC Random Random Random Random Grizzco Charger
Golden Eggs 94
Golden Eggs 124
Golden Eggs 150
Um'ami Ruins 2 September 2023 00:00 UTC Random Random Random Random Grizzco Dualies
Golden Eggs 102
Golden Eggs 131
Golden Eggs 156
Current system (6.0.0 onward)
Stage Start Weapons Rewards Results
Rotation Rare Weapon Participants Bronze Silver Gold Bronze Reward Silver Reward Gold Reward
Barnacle & Dime 2 December 2023 00:00 UTC Random Random Random Random Random Rare Random Rare
Golden Eggs 85[8]
Golden Eggs 110[8]
Golden Eggs 135[8]
Eeltail Alley 8 March 2024 00:00 UTC Random Random Random Random Random Rare Random Rare
Golden Eggs 85
Golden Eggs 110
Golden Eggs 135

Eggstra Work Rotations

Details about Eggstra Work rotations are documented below.


Map Start Weapons Waves Rewards Results
Wave 1 Wave 2 Wave 3 Wave 4 Wave 5 Lower 50% Top 50% Top 20% Top 5% Top 50% Top 20% Top 5%
Sockeye Station 15 April 2023 at 00:00 UTC
Low tide
Standard
Mid tide
The Griller
High tide
Standard
Mid tide
Goldie Seeking
Mid tide
Standard
Golden Eggs 123
Golden Eggs 169
Golden Eggs 203
Gone Fission Hydroplant 1 July 2023 at 00:00 UTC
High tide
Standard
Mid tide
The Mothership
Low tide
Standard
Low tide
Cohock Charge
Mid tide
Standard
Golden Eggs 143
Golden Eggs 178
Golden Eggs 217
Spawning Grounds 4 November 2023 at 00:00 UTC
High tide
Standard
Mid tide
Rush
Low tide
Standard
Mid tide
Fog
Mid tide
Standard
Golden Eggs 136
Golden Eggs 168
Golden Eggs 205
Marooner's Bay 3 February 2024 at 00:00 UTC
High tide
Standard
Mid tide
Mudmouth Eruptions
Low tide
Standard
Low Tide
Giant Tornado
Mid tide
Standard
Golden Eggs 133
Golden Eggs 172
Golden Eggs 218
Jammin' Salmon Junction 11 May 2024 at 00:00 UTC
High tide
Standard
Mid tide
Goldie Seeking
Low tide
Standard
Low Tide
Cohock Charge
Mid tide
Standard
Golden Eggs 141
Golden Eggs 185
Golden Eggs 236


References