The Ink Armor functions similarly to the Bubbler special weapon from Splatoon, negating up to 30 points of damage before it breaks. The player can still attack with their main weapon and sub weapon when Ink Armor is activated. Unlike the Bubbler, the Ink Armor's effect is applied to all living team members when activated (unless one of them is holding the Rainmaker or is currently using the Baller or Booyah Bomb), no matter the distance from the activator to the teammate, and is not susceptible to knockback from enemy fire. The Ink Armor's effect ends for a player when the duration of the special expires or more than 30 damage is taken in total, and will immediately begin to receive damage as usual.
Ink Armor does have a caveat, however, in that players are much easier to notice in squid form due to the armor providing glowing eyes. This makes escapes and sneak attacks more difficult to pull off. The glowing-eyes effect cannot be mitigated by Ninja Squid, although the ability still hides the player's ink ripples while swimming like usual. Not only that, but when players with Ink Armor active take over 100 points of damage from one attack, any damage that exceeds 100 damage will be directly dealt to the player, and knock them back significantly. (An attack that deals 150 points of damage would directly deal 50 points of damage to the player with Ink Armor active.) However, the amount of damage that can be directly applied to the player is capped at 80 damage.
- Upon activation, the player is locked in place for 30 frames, being unable to attack, move, or jump. The player's meter will also not deplete during this time. If the user is splatted during this time, Ink Armor is not applied to any living teammates.
- Squid form cannot be entered for 40 frames.
- After the initial movement lock, it takes 1.5 seconds for Ink Armor to actually be applied, resulting in a total deployment time of 2 seconds. This can be lowered down to a minimum of 0.5 seconds with max Special Power Up, resulting in a total deployment time of 1 second. If the user is splatted during the activation period, Ink Armor is still applied to any living teammates.
- When there are 2 seconds left in Ink Armor's duration, and it has not been forcibly dispelled, any players with it active are warned by the armor flashing.
- With no Special Power Up, Ink Armor lasts for 7.5 seconds. But taking into account the activation time, the actual armor effect lasts for 6 seconds.
- With max Special Power Up, Ink Armor lasts for 9.5 seconds. But taking into account the activation time, the actual armor effect lasts for 9 seconds.
- After Ink Armor's HP is depleted, it takes 12 frames for it to fully wear off. Any damage that's applied during this time will still be nullified.
- This does not apply when Ink Armor's duration runs out.
- When players wearing Object Shredder attack a player wearing Ink Armor, their damage is multiplied by 3, except for Sting Rays, which have their damage multiplied by 1.25.
- This does not count for applying overkill damage, or affects it in any way. The attack itself must already deal over 100 damage to apply excess damage to the player.
- Sting Ray's damage is multiplied by 0.445 when attacking Ink Armor.
- When players with Ink Armor take overkill damage, they are knocked back 600 units over the course of 30 frames.
- The visual effects of Ink Armor are very similar to that of an ÜberCharge from Team Fortress 2 as both cover players that are affected with their team color and a metallic sheen as well as make the eyes of any affected players glow.
- The weapons with the smallest special gauge is the Classic Squiffer at 170p. While the largest is the H-3 Nozzlenose D at 220p.
- There are no sets with Curling Bomb, Autobomb, Toxic Mist or Squid Beakon paired with Ink Armor.
An Inkling with Ink Armor.
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Names in other languages
|French||Armure d'encre||Ink armor|
|Italian||Armatura d'inchiostro||Ink armor|