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The Splashdown is a special weapon in Splatoon 2.


The Splashdown, when activated, coats the user in their ink and makes their right fist larger. Some rings then appear where the Splashdown will land. Upon landing, the Splashdown creates a cylinder of ink with some ink splashing out at the edges. Said cylinder spreads outwards until it reaches its maximum diameter.

Splatoon 2



Category Special
Special points
Special depletion
Fire rate
Charge speed
Ink speed
Handling Acquirement
Requirement Specifications
Base damage 55 (Min. Splash)
70 (Splash)
180 (Direct hit)
Base duration
Ink consumption
Base range
Rate of fire
Muzzle velocity
Base accuracy
MPU effect
SPU effect
SPU effect
Other variant

The player using the Splashdown strikes the ground with heavy force, causing an ink explosion around them. Using it on the ground causes the player to jump up with a short delay, but it can also be used from the air or during a Super Jump. If the player is splatted while in the air, they only get a 25% special gauge penalty, or 40% if the opponent has Respawn Punisher or Haunt.

A player using Splashdown is briefly vulnerable to attacks. Similar to the Ink Armor, the player can be splatted before the activation animation is finished. The weapon is more effective in the air, while the player is Super Jumping. A radius displays when the Splashdown is used; this radius indicates the weapon's one-hit-splat range. Opponents just outside this area still take significant damage.

In Salmon Run, the Splashdown's range is always the same range when using a Super Jump.


  • Damage values: 180, 70, 55.
    • 180 damage range: 0 → ~1.4 bar radius.
    • 70 damage range: ~1.3 → ~2.0 bar radius.
    • 55 damage range: ~2.1 → ~2.9 bar radius.
    • Height increases the 180 damage radius, but not any other radius.
  • Splashdown wind-up delay: 1.2 seconds.
    • Delay decreased by 60% when used during a super jump. Down to 0.8 seconds.
  • Invincibility duration: 5 frames during the rise and 30 frames after landing.
  • Special Power Up: Radius of 180 damage increased. Maximum 70 damage radius and 55 damage radius unchanged. Inking range unchanged.

Version history

Version Adjustments
  • Decreased amount of time the player remains at the peak height of their jump by 10/60 of a second.
  • Increased the peak height of the Splashdown jump by roughly 31%.
  • Increased the minimum damage caused by the Splashdown: 40.0 → 55.0.
  • Decreased the points required to use the Splashdown special for certain main weapons it is paired with.
  • Dealing damage to a player mid-Splashdown will no longer depend on Internet connection quality.
  • Increased radius of turf inked when landing, and decreased gaps of uninked turf.
  • Decreased reduction of special gauge if the user is splatted in the time between activating the special but before landing with it from 50% to 25%.
  • Increased damage dealt by the Splashdown to bubbles fired by the Bubble Blower, ensuring that they will be destroyed if struck by it, regardless of which area of the Splashdown hits the bubble and whether or not the user is wearing Object Shredder.
  • Greatly increased damage dealt to opponent Brellas.
    • Increased damage to opponent Brellas varies from roughly 2 to 3.2 times the previous amount depending on the Brella.
  • Increased damage dealt to an opponent Baller by roughly 2.5 times.
  • Increased damage dealt to opponent Ballers by roughly 2.4 times.
  • Increased damage dealt to armor surrounding an opponent charging a Booyah Bomb by roughly 7.5 times.
  • Extended the area within which damage is dealt upward.
    • This change makes it easier to deal damage to mid-air opponents from even a moderate distance.
    • There is no change to the damage area for opponents standing near but lower than the epicenter of the blast.
  • Increased damage dealt to opponent Ballers by roughly 21%.


You charge up power while floating upward, then slam down to the ground, attacking the surrounding area. The range of the attack is wider if used from an elevated area. It can also be used during a Super Jump!
Splatoon 2 Sub & Special Guide(NA/OC)[a]
Charge up as you climb into the air, then hit the ground with explosive force. Use it from high places to broaden the range of the attack. You can also use the Splashdown during a Super Jump.
Splatoon 2 Sub & Special Guide(EU)[b]
  1. North America and Oceania
  2. Europe





For competitive tips about the Splashdown

Click to view the strategy for Splashdown. View the strategy page.


  • Moving or shooting after Splashdown cancels the end of the player's animation of the Special.
  • The weapons that have the lowest special points for Splashdown are the Inkbrush and Undercover Brella at 150p each, while the highest are the Kensa Sloshing Machine and Dark Tetra Dualies with 190p each.
  • There are no sets with Point Sensor, Sprinkler or Squid Beakon paired with Splashdown.
  • Splashdown is one of only three specials to be appear at least once within every weapon class.
  • Splashdown is one of the four obtainable special weapons in Salmon Run.

Names in other languages

Language Name Meaning
Japan Japanese スーパーチャクチ
sūpā chakuchi
Super Landing
Netherlands Dutch Superlanding Super landing
France French Choc chromatique Ink shock
Germany German Tintenschock Ink Shock
Italy Italian Vernischianto Ink Slam
Russia Russian Мегаплюх
Mexico Spanish (NOA) Clavado Splash/Dive
Spain Spanish (NOE) Salto explosivo Explosive Jump