Salmon Run data
- For Splatoon 3 information, see Salmon Run Next Wave data.
Salmonids
Name | Mode | HP | Damage | Attack/Defeat/Total ![]() |
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---|---|---|---|---|---|
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 | N/A | 3 / 3 / 6 | 0-3 |
Drizzler | General | 900 | 0.3 per frame [Sal. 1] | 18 / 3 / 21 | 3 |
Drizzler missile | General | 100 | None | 0 | |
Flyfish | General | 360 [Sal. 2] | Direct: 150
Very Close: 50 Close: 30 Minimum: 15 [Sal. 3] |
12 / 6 / 18 | 3 |
Maws | General | 1200 | Instant kill | 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 | 60 [Sal. 4] | 1 per frame [Sal. 5] | 14 / 3 / 17 | 3 |
Steelhead | General | Bomb: 300
Piercing: 1000 [Sal. 6] |
Very close: 180
Close: 80 Minimum: 30 [Sal. 7] |
8 / 7 / 15 | 3 |
Goldie | Rush | 500 | 40 | 12 / 6 / 18 | 3 |
Fog | 500 | 40 | 12 / 6 / 18 | 1, 3, 5, or 10 | |
Goldie Seeking | 6500 [Sal. 8] | Does not attack | None | min. 16 [Sal. 9] | |
Griller | The Griller | 2200
Stun: 400 |
Instant kill | 60 / 10 / 70 | 5 |
Mothership | The Mothership | 1800 to 3500 [Sal. 10] | Does not attack | 0 | |
Chinook | The Mothership | 50 | Does not attack | 12 / 6 / 18 | 1 |
Mothership container | The Mothership | 50 | Does not attack | 0 |
Notes
- ↑ The rain from the Drizzler causes 0.3 damage per frame, which is equal to 18 damage per second.
- ↑ The Flyfish is destroyed when the baskets on both sides are destroyed by placing a Splat Bomb or Drizzler missile in them, shooting them with an Inkjet or Explosher shot, or by directly hitting the cockpit with a Sting Ray or Grizzco Slosher. The baskets can also be destroyed by a well-placed Splashdown.
- ↑ 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.
- ↑ The Stinger itself is completely invincible. The pots have 60 HP each.
- ↑ Stingers deal 1 damage per frame, which is equal to 60 damage per second.
- ↑ The Steelhead's bomb has 300 HP. The Steelhead itself has 1000 HP for the purposes of directly hitting it with a Sting Ray or Grizzco Slosher.
- ↑ The damage dealt by the Steelhead's bomb depends on how far away the player is from the explosion.
- ↑ 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.
- ↑ Calculated from (6500/500+3). Goldies can drop more if they are left to recover HP over time.
- ↑ The Mothership has HP regeneration when not attempting to approach the basket. Its HP varies depending on the difficulty level.
Quota and hazard level
The quota and hazard level is determined by the sum of the ranking of all players within match.
The following table shows a list of known value ranges for the sum of four players' ranks within the same job title relative to the quota and hazard level given.
Title | Average rank (min to max) | Total rank of all 4 players | Hazard level | Quota wave 1 - 2 - 3 |
---|---|---|---|---|
Apprentice | 0 - 19 | 0 - 79 | 0 - 3.8% | 2 - 3 - 4 |
20 - 39 | 80 - 159 | 4 - 7.8% | 3 - 4 - 5 | |
40 - 69 | 160 - 279 | 8 - 13.8% | 4 - 5 - 6 | |
70 - 99 | 280 - 399 | 14 - 19.8% | 5 - 6 - 7 | |
Part-Timer | 0 - 49 | 0 - 199 | 20 - 29.8% | 6 - 7 - 8 |
50 - 99 | 200 - 399 | 30 - 39.8% | 6 - 7 - 9 | |
Go-Getter | 0 - 99 | 0 - 399 | 40 - 59.8% | 7 - 8 - 10 |
Overachiever | 0 - 49 | 0 - 199 | 60 - 69.8% | 8 - 9 - 11 |
50 - 99 | 200 - 399 | 70 - 79.8% | 9 - 10 - 12 | |
Profreshional | 0 - 33 | 0 - 135 | 80 - 86.6% | 10 - 11 - 13 |
34 - 66 | 136 - 267 | 86.8 - 93.2% | 11 - 12 - 14 | |
67 - 99 | 268 - 399 | 93.4 - 99.8% | 12 - 13 - 15 | |
100 - 155 | 400 - 623 | 100 - 111% | 13 - 14 - 16 | |
156 - 162 | 624 - 651 | 111.2 - 112.4% | 13 - 15 - 17 | |
163 - 211 | 652 - 847 | 112.6 - 122.2% | 14 - 15 - 17 | |
212 - 224 | 848 - 899 | 122.4 - 124.8% | 14 - 16 - 18 | |
225 - 266 | 900 - 1067 | 125 - 133.2% | 15 - 16 - 18 | |
267 - 287 | 1068 - 1151 | 133.4 - 137.4% | 15 - 17 - 19 | |
288 - 322 | 1152 - 1291 | 137.6 - 144.4% | 16 - 17 - 19 | |
323 - 349 | 1292 - 1399 | 144.6 - 149.8% | 16 - 18 - 20 | |
350 - 377 | 1400 - 1511 | 150 - 155.4% | 17 - 18 - 20 | |
378 - 412 | 1512 - 1651 | 155.6 - 162.4% | 17 - 19 - 21 | |
413 - 433 | 1652 - 1735 | 162.6 - 166.6% | 18 - 19 - 21 | |
434 - 474 | 1736 - 1899 | 166.8 - 174.8% | 18 - 20 - 22 | |
475 - 488 | 1900 - 1955 | 175 - 177.6% | 19 - 20 - 22 | |
489 - 537 | 1956 - 2151 | 177.8 - 187.4% | 19 - 21 - 23 | |
538 - 544 | 2152 - 2179 | 187.6 - 188.8% | 20 - 21 - 23 | |
545 - 599 | 2180 - 2399 | 189 - 199.8% | 20 - 22 - 24 | |
600 - 999 | 2400 - 3996 | 200% | 21 - 23 - 25 |
If there are fewer than four players due to a connection issue, the quota will be multiplied by n / 4, rounded down, with n representing the number of active players. For example, if a Profreshional 999 player got disconnected from three Profreshional 500 players mid-Wave 1, the remaining three will still continue the Hazard Level MAX shift, but with their quota dropped to 15 - 17 - 18.
Wave type
The chance for getting certain events varies across different job titles (a blank cell represents 0%). The water levels are determined for each wave, where the probability is as follows:
- Mid tide = 60%
- Low tide = 20%
- High tide = 20%
Event | Tide | Apprentice | Part Timer | Go-Getter | Overachiever Profreshional |
---|---|---|---|---|---|
Normal | High | 20.0% | 15.0% | 15.0% | 15.0% |
Mid | 60.0% | 45.0% | 45.0% | 45.0% | |
Low | 20.0% | 15.0% | 15.0% | 15.0% | |
Total | 100% | 75.0% | 75.0% | 75.0% | |
Fog | High | 1.7% | 1.3% | 0.8% | |
Mid | 5.0% | 3.8% | 2.5% | ||
Low | 1.7% | 1.3% | 0.8% | ||
Total | 8.3% | 6.3% | 4.2% | ||
Griller | High | 2.1% | 1.6% | 1.0% | |
Mid | 6.3% | 4.7% | 3.1% | ||
Total | 8.3% | 6.3% | 4.2% | ||
Rush | High | 2.1% | 1.6% | 1.0% | |
Mid | 6.3% | 4.7% | 3.1% | ||
Total | 8.3% | 6.3% | 4.2% | ||
Cohock Charge | Low | 6.3% | 4.2% | ||
Mothership | High | 0.8% | |||
Mid | 2.5% | ||||
Low | 0.8% | ||||
Total | 4.2% | ||||
Goldie Seeking | High | 1.0% | |||
Mid | 3.1% | ||||
Total | 4.2% |
Weapons
- Max damage: The maximum possible damage that can be dealt.
- For shooters, sloshers, splatlings, dualies, Splat Bombs, and special weapons, this the damage dealt with a direct hit at effective range.
- For the Squeezer, this is the damage dealt with burst fire and continuous fire, respectively.
- For the Bloblobber, this is the damage dealt with a single bubble and all four bubbles, respectively.
- 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, respectively.
- For the Hydra Splatling, this is the damage dealt with a partial charge and a full charge, respectively.
- For the Glooga Dualies, this the damage dealt with during standard fire, and firing after rolling, respectively.
- For blasters, this is the amount of damage dealt with a direct hit.
- For rollers, this refers to how much damage is dealt by crushing, horizontal flicks, and vertical flicks, respectively.
- For brushes, this refers to how much damage is dealt by crushing and flicking, respectively.
- For chargers, this is the amount of damage dealt with a full charge.
- For brellas, this is 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.
- For shooters, sloshers, splatlings, dualies, Splat Bombs, and special weapons, this the damage dealt with a direct hit at effective range.
- Min damage: The lowest possible falloff damage.
- For shooters, sloshers, splatlings, dualies, Splat Bombs, and special weapons, this is their lowest possible falloff damage.
- For the Squeezer, this is the damage dealt with burst fire and continuous fire, respectively.
- For the Bloblobber, this is the damage dealt with a single bubble and all four bubbles, respectively.
- For the Sloshing Machine, the is the amount of damage dealt with a direct hit, and with an indirect hit, respectively.
- 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, respectively.
- For the Hydra Splatling, this value is the same, no matter if the bullets were fired from a fully charged shot or not.
- For the Glooga Dualies, this the damage dealt with during standard fire, and firing after rolling, respectively.
- For blasters, this is the amount of possible splash damage that can be dealt.
- For rollers, this refers to how much damage is dealt by crushing, horizontal flicks, and vertical flicks, respectively.
- For brushes, this refers to how much damage is dealt by crushing and flicking, respectively.
- For chargers, this is 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.
- For brellas, this is the minimum amount of damage that the target can take from one pellet.
- For shooters, sloshers, splatlings, dualies, Splat Bombs, and special weapons, this is their lowest possible falloff damage.
- Ink usage: The percent of the ink tank's capacity consumed by each shot.
- For shooters, blasters, sloshers, the Undercover Brella, and Splat Bombs, this is how much ink is 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, respectively.
- For the Squeezer, this is how much ink is consumed from each shot during burst fire and continuous fire, respectively.
- For rollers, this refers to how much ink is consumed by rolling, using horizontal flicks, and using vertical flicks, respectively. When rolling around, the cost is deducted from the ink tank per frame. The cost steadily increases until the player hits the maximum movement speed that the roller allows.
- For brushes, this refers to how much ink is consumed by moving around and flicking, respectively. When moving around, the cost is deducted from the ink tank per frame. Unlike rollers, the cost stays the same, no matter how fast the player is moving.
- For splatlings, this refers to how much ink is consumed during a full charge.
- For chargers, this is how much ink is consumed by a fully charged shot, and a shot that is completely uncharged, respectively.
- The Grizzco Charger instantly charges, so it cannot ever consume less ink.
- For dualies, this is how much ink is consumed for each shot and each dodge roll, respectively.
- For the Splat Brella and Tenta Brella, this refers to how much ink is consumed per shot, and how much ink it costs to launch the shield, respectively.
- For shooters, blasters, sloshers, the Undercover Brella, and Splat Bombs, this is how much ink is consumed by each shot.
- Fire rate: The number of frames before the next shot fires.
- For shooters, blasters, and sloshers, this is how many frames it takes to fire another shot.
- 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, respectively.
- For the Squeezer, this refers to the number of frames between each shot during burst fire and continuous fire, respectively.
- For rollers, this refers to the number of frames it takes to fire the next horizontal flick and vertical flick, respectively.
- For brushes, this refers to the number of frames it takes to fire the next flick.
- For chargers, this refers to the number of frames it takes to fully charge, to fire a completely uncharged shot after firing a shot, and to begin a new charge after firing a shot, respectively.
- For splatlings, this refers to how long it takes to reach both levels of charge, and the number of frames between each bullet during a charge, respectively.
- For the Dapple Dualies, Splat Dualies, and Tetra Dualies, this refers to the number of frames between each bullet during standard fire and firing after rolling, respectively.
- For the Splat Brella and Tenta Brella, this refers to the number of frames it takes to fire another shot, and the number of frames it takes to launch the shield, respectively.
- For the Undercover Brella, this refers to the number of of frames it takes to fire another shot without activating the shield and while the shield is active, respectively.
- For shooters, blasters, and sloshers, this is how many frames it takes to fire another shot.
- Ink recovery stop: The number of frames before a player can begin recovering ink after firing.
- For shooters, blasters, chargers, splatlings, and sloshers, this is how many frames it takes to begin recovering ink.
- For rollers, this refers to the number of frames to begin recovering ink after rolling, using horizontal flicks, and using vertical flicks, respectively.
- For brushes, this refers to the number of frames to begin recovering ink after moving around and flicking, respectively.
- For dualies, this refers to the number of frames to begin recovering ink after firing and after a dodge roll, respectively.
- For brellas, this refers to the number of frames to begin recovering ink after firing, holding the shield, and launching the shield, respectively.
- Undercover Brella cannot launch its shield so only values for firing and holding shield are shown.
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 | |
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52 | 35 | 1.3 | 52 | 30 | 1.3 | 9 | 20 |
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85 | 55 | 2.5 | 62 | 35 | 2.5 | 12 | 20 |
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24 | 19 | 0.55 | 24 | 12 | 0.55 | 4 | 15 |
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35 | 25 | 22.5 | 28/30 | 14/15 | 25 | 50 + 50/3/5 | 40 |
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160 | 60-160 | 4/1.6 | 85 | 30 | 8.4/3.36 | 20/14/8 | 20 |
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200 | 100-140 | 4.8 | 125 | 50-70 | 10 | 50 | 60 |
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60/240 | 60/240 | 6 | 30 | 30 | 8 | 32 | 40 |
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70/160/160 | 70/60/60 | 0.02-0.1/3.5/3.5 | 70/100/120 | 70/25/35 | 0.02-0.1/4.5/4.5 | 30/42 | 20/40/45 |
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85 | 50 | 3.2 | 60 | 30 | 4 | 20 | 40 |
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300 | 50-120 | 8.4/1.4934 | 140 | 40-70 | 10.5/1.8667 | 45/14/8 | 20 |
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45 | 30 | 0.663/5 | 36 | 18 | 0.663/5 | 5/4 | 20/50 |
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30 | 25 | 0.8/3 | 28 | 14 | 0.8/3 | 6/5 | 20/70 |
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30 | 25 | 0.8/5 | 28 | 14 | 1.2/8 | 6 | 20/60 |
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400/200/300 | 400/100/150 | 0.02-0.15/20/20 | 125/150/150 | 125/35/40 | 0.02-0.1/18/18 | 0/65/85 | 20/65/80 |
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600 | 50-150 | 25/2.25 | 180 | 40-80 | 25/2.25 | 92/14/8 | 20 |
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600 | 50-150 | 25/2.25 | 180 | 40-80 | 25/2.25 | 92/14/8 | 20 |
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125/75 | 125/75 | 9 | 55 | 35 | 11.7 | 55 | 70 |
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125/200/300 | 125/70/150 | 0.02-0.1/6/12 | 125/150/150 | 125/35/40 | 0.02-0.1/8/12 | 0/39/72 | 20/45/70 |
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45/70 | 30/60 | 1.4/8 | 36/52.5 | 18/26.3 | 1.4/8 | 9 | 20/70 |
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300 | 50-180 | 12/1.2 | 180 | 40-130 | 15/2 | 75/14/8 | 20 |
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50 | 35 | 3 | N/A | N/A | N/A | 9 | |
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60 | 2 | N/A | N/A | N/A | 12 | ||
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200 | 200 | 13 | N/A | N/A | N/A | 14 | 20 |
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360 | 150 | 25 | N/A | N/A | N/A | 30/40 | |
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60 | 50 | 1.8/5.4 | 41 | 20.5 | 2.25/6.75 | 5/20 | 25 |
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35 | 25 | 22.5 | 30 | 15 | 22.5 | 50 + 25/4 | 40 |
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35/60 | 25 | 35 | 32/40 | 16 | 35 | 120 + 30/4 | 40 |
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40/30 | 40/20 | 0.09/2 | 20/30 | 20/15 | 2 | 6 | 20/30 |
Ink Cannon | 400 | 10 | ~180 | ~30 | 16 | ~60 | ||
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300 | 120 | N/A | 120 | 30 | N/A | 60 | N/A |
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35 | 30 | 1.6 | 32 | 16 | 1.6 | 8 | 20 |
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40 | 35 | 1/3 | 29 | 14.5 | 1.15/3.45 | 4/8 | 25 |
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200 | 100-140 | 4 | 125 | 50-70 | 7.5 | 40 | 55 |
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35 | 25 | 15 | 32 | 16 | 17.25 | 20 + 10/4 | 30 |
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28 | 20 | 0.85 | 28 | 14 | 0.8 | 5 | 20 |
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35 | 25 | 14 | 32 | 16 | 15 | 48 + 48/4 | 40 |
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40/60 | 40/45 | 0.13/3.2 | 25/40 | 25/20 | 3.2 | 10 | 20/30 |
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200 | 100-140 | 5.5 | 125 | 50-70 | 11 | 60 | 70 |
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140 | 60 | 4.5 | 85 | 35 | 7 | 35 | 50 |
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140 | 60 | 6.5 | 85 | 35 | 8 | 40 | 50 |
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100 | 100 | 5.5 | 70 | 35 | 7 | 29 | 40 |
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150 | 100/80 | 5.5 | 76 | 52/38 | 8.4 | 33 | 42 |
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700 | 700 | N/A | 180 | 180 | N/A | 71 | N/A |
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28 | 20 | 0.8 | 28 | 14 | 0.8 | 5 | 20 |
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180 | 30 | 75 | 180 | 30 | 70 | 7 | 60 |
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180/36/100 | 30 | 2.5/20 | 90/18/15 | 12 | 6.325/30 | 29 | 60/20/120 |
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300 | 50-150 | 18/2.25 | 160 | 40-80 | 18/2.25 | 60/14/8 | 20 |
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30 | 25 | 0.72/6 | 30 | 15 | 0.72/9 | 5/4 | 20/70 |
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125/200/200 | 125/70/70 | 0.02-0.1/6/6 | 125/150/150 | 125/35/40 | 0.02-0.1/9/9 | 0/41/56 | 20/45/60 |
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300 | 50-150 | 18/2.25 | 160 | 40-80 | 18/2.25 | 60/14/8 | 20 |
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35 | 30 | 1 | 35 | 17.5 | 0.92 | 6 | 20 |
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28 | 20 | 0.5 | 28 | 14 | 0.43 | 5 | 15 |
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45 | 30 | 2 | 42 | 21 | 2 | 8 | 20 |
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45 | 30 | 0.8 | 38 | 19 | 0.8 | 5 | 15 |
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45/30 | 30/25 | 2.2/0.9 | 38/30 | 19/15 | 2.2/1.08 | 8/7 | 20 |
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4 | 4 | N/A | 1.8 | 1.8 | N/A | 1 | N/A |
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245/35/100 | 30 | 5/30 | 122.5/17.5/30 | 17.5 | 11/30 | 51 | 70/30/120 |
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100 | 60 | 4.5 | 62 | 35 | 6 | 23 | 35 |
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120/30/40 | 25 | 3 | 40/12/15 | 12/4 | 4 | 26 | 40/30 |
[3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13]
Rotations
The rotation history for Salmon Run from July 2017 through November 2019 is available here.
The wildcard rotations up to 2019 are documented below.
References
- ↑ Salmon Run Quota Table (in Japanese)
- ↑ Salmon Run Wave Type Data
- ↑
Data parameters for shooters
- ↑
Data parameters for blasters
- ↑
Data parameters for rollers and brushes
- ↑
Data parameters for chargers
- ↑
Data parameters for sloshers
- ↑
Data parameters for splatlings
- ↑
Data parameters for dualies
- ↑
Data parameters for brellas
- ↑ Splatoon 2 Weapon Info
- ↑
Splatoon 2 Parameter Database by Lean
- ↑ JP wiki Splat Brella main weapon performance