All clothing, shoes, and headgear have a fixed main ability and up to three sub abilities. Once you’ve earned enough BP, a sub ability slot is unlocked and a random ability is applied. This occurs immediately following matches.
Before diving in to clothing, shoes, and headgear, it’s important to understand the fundamentals of the abilities associated with these items. Each piece of gear worn by your character has one main ability associated with it. Items also have three sub ability slots—sub abilities are earned by accruing BP, after which a random sub ability is assigned to the item. However, main abilities are three times as potent as sub abilities. So when choosing gear, focus on its main ability—the sub abilities are just a nice bonus. Both main and sub abilities work together, applying a variety of benefits to your character. Here’s a complete listing of all abilities as well as an explanation of how they function in the game.
Damage Up
Description: Increases damage of your main, sub, and special weapons.
Damage Up increases the damage of main, sub, and special weapons up to 130%. However, weapons cannot pass their innate “number of hits to splat” threshold. For example, Aerospray MG has a base damage of 24.5, meaning that it takes five shots to splat at base. It cannot drop below this number, so Damage Up will cap its damage at 24.9, so it still takes five shots to splat. Damage Up is most useful when using weapons with a high rate of fire or those on the lower threshold of their “number of hits to splat.” This is ideal for countering opponents equipped with Defense Up.
Defense Up
Description: Reduces damage taken from all attacks.
This ability reduces damage taken from all direct attacks up to 120%. Unlike Damage Up, it can lower thresholds on enemy weapons. For example, the .52 Gal does 52 base damage, which is a two-shot splat. Defense Up can drop the weapon below 50 damage, making it a three-shot splat with the .52 Gal. This is one of the most valuable abilities, particularly if you’re new to the game, decreasing the effectiveness of your opponents’ weapons. Players with an aggressive play style also benefit from Defense Up.
Ink Saver (Main)
Description: Decreases the amount of ink consumed by your main weapon.
Ink Saver (Main) decreases ink usage of your main weapon by up to 60% of its normal usage. For example, a weapon that normally can continuously fire for 17 seconds becomes able to fire for just more than 27 seconds. This is useful when using roller-based weapons, increasing the distance you can roll before refilling your ink tank. Generally, the ability is great in Turf War, allowing you to spread more ink with fewer interruptions.
Ink Saver (Sub)
Description: Decreases the amount of ink consumed by your sub weapon.
This ability decreases ink usage of your sub weapon by up to 75% of its normal usage. The sub weapon’s revised ink usage is indicated by a red arrow icon on your character’s ink tank. This allows you to deploy sub weapons, like Splat Bombs and Burst Bombs, with greater frequency.
Ink Recovery Up
Description: Increases ink tank refill rate while in squid form.
Ink Recovery Up increases your ink tank’s refill rate by up to 40%, but only while in squid form—and you don’t need to be swimming to gain this benefit. So if you find yourself running out of ink quickly, consider equipping this ability.
Run Speed Up
Description: Increases movement speed while in Inkling form.
Run Speed Up increases your movement speed by up to 50% when in Inkling form. This affects movement while running and while firing your weapon. However, it does not affect rolling speed with roller-type weapons. Still, this is one of the more effective abilities, particularly when rushing objectives like Splat Zones during the opening moments of a match.
Swim Speed Up
Description: Increases movement speed while in squid form.
This ability increases squid form movement by up to 25%. This also affects movement speed while under the effect of the Kraken special. Like Run Speed Up, this ability comes in handy during those opening moments in a match when you’re pushing toward a stage’s center. This can help you reach objectives or contested areas before your opponents. The ability can also be a life saver when escaping attacks.
Special Charge Up
Description: Increases special-gauge fill rate.
Special Charge Up increases the rate at which the special gauge fills by up to 30%, allowing for more frequent deployment of specials. But you still need to spread ink to fill that gauge. This makes the ability most effective in Turf War, where you’re already tasked with spreading ink.
Special Duration Up
Description: Increases usage time of special weapons.
This ability increases the duration of special weapons—the effects of Bubbler, Inkzooka, Kraken, Bomb Rush, and Echolocator all last longer. For Inkstrike and Killer Wail you’re only given more time to aim the weapon, but the effect itself does not last longer. When Bubbler is extended to teammates, they also benefit from the increased duration, even if they don’t have the Special Duration Up ability.
Quick Respawn
Description: Decreases respawn time after getting splatted.
After getting splatted, Quick Respawn decreases the time spent watching the splat cam by up to 66%. Normally watching the splat cam takes six seconds, followed by a three-second respawn animation, for a combined nine-second respawn time. This ability only reduces the splat cam portion of the respawn process. With Quick Respawn, the splat cam portion is reduced to four seconds, for a seven-second respawn time. If fully stacked with three Quick Respawn abilities equipped, the splat cam portion is reduced to two seconds, for a five-second respawn time.
Special Saver
Description: Reduces the amount your special gauge decreases after getting splatted.
Each time you get splatted, your special gauge is reduced. This ability reduces the special gauge loss after death by up to 100%. Normally you lose 50% of your special gauge upon death, but if you fully stack Special Saver, you lose nothing. This ability is very helpful for those times when you get splatted just before being rewarded a special.
Quick Super Jump
Description: Your Super Jumps are faster.
Quick Super Jump increases your Super Jump speed by up to double the normal rate, allowing for quicker deployment when jumping to teammates or Squid Beakons.
Bomb Range Up
Description: Bombs, Point Sensors, and Disruptors travel farther when thrown.
This ability allows you to throw Splat Bombs, Burst Bombs, Suction Bombs, Point Sensors, and Disruptors up to 50% farther. The visible arc shown when tossing these weapons is noticeably extended, allowing you to toss these weapons impressive distances. Sometimes you can toss these weapons at greater distances than your opponents can shoot you. This allows you to stand just outside their weapon’s range while retaliating with bombs.
Opening Gambit
Description: Boosts your speed in both Inkling and squid form for the first 30 seconds of battle.
Opening Gambit increases the Run Speed Up and Swim Speed Up parameters for the first 30 seconds of the match, allowing you to move much faster. This is ideal for reaching objectives and contested chokepoints before your opponents during the opening moments of a match. This ability is restricted to headgear as a main ability.
Last-Ditch Effort
Description: Boosts ink recovery rate and weapon ink efficiency for the last 30 seconds of the match.
This ability gives you a significant boost during the final seconds of each match, increasing Ink Saver (Main), Ink Saver (Sub), and Ink Recovery Up parameters. This makes you less likely to run out of ink, ideal for making aggressive last-second pushes during Turf War. This ability is restricted to headgear as a main ability.
Tenacity
Description: Fills special gauge automatically if your team has fewer active players than the enemy.
Tenacity fills your special gauge automatically if your team has more inactive players than the enemy team. A player is flagged as inactive while waiting to respawn—inactive players are shown at the top of the screen, represented by squids with X shapes over their eyes. The more inactive players your team has, in comparison to the opposing team, the faster your special gauge fills. This ability is restricted to headgear as a main ability.
Comeback
Description: After respawning, some of your abilities are boosted for a short time.
Comeback increases Ink Saver (Main), Ink Saver (Sub), Ink Recovery Up, Run Speed Up, and Swim Speed Up parameters for 20 seconds after respawning. The decreased ink consumption and increased speed bonuses make you a formidable threat when charging out of your spawn point or Super Jumping to a contested area on the stage. This ability is restricted to headgear as a main ability.
Cold Blooded
Description: Shortens the effect of attacks that let enemies track your position, such as Point Sensors.
This ability is restricted to clothing and shortens the effect of position-tracking attacks substantially. Point Sensor is reduced from 10 to 2.5 seconds. Echolocator and Haunt are reduced from 12 to 3 seconds. So if you prefer to remain hidden, Cold Blooded may be the ability for you. This ability is restricted to clothing as a main ability.
Ninja Squid
Description: Leaves no trace when swimming in inked ground, but reduces swim speed slightly.
With Ninja Squid equipped, you leave no trace while swimming on horizontal surfaces and ramps in squid form. However, you’re still visible while swimming on vertical walls. The reduction in swim speed for each is negligible. This ability is perfect for sneaking up on opponents or making stealthy escapes. This ability is restricted to clothing as a main ability.
Haunt
Description: If you get splatted, the position of the player who got you will be visible to your team.
Haunt marks the opponent that defeated you with a position-tracking mark for 12 seconds. This mark can be seen by you and your entire team, similar to Point Sensor or Echolocator. So if you’re the type of player who holds a grudge, Haunt is a great way to get your revenge. This ability is restricted to clothing as a main ability.
Recon
Description: You can see the opposing team on the map while standing on the start point.
Recon allows you (but not your team members) to see the opposing team on the GamePad’s map while you’re standing on your team’s spawn point. Use this intel to plan out your attack before moving out. Or, if playing in the same room as your teammates, stand on your team’s spawn point and call out enemy positions. This ability is restricted to clothing as a main ability.
Bomb Sniffer
Description: Traps and hidden bombs set by your opponents are visible.
This ability is restricted to shoes and allows you to see Ink Mines that are hidden by opponents. All bombs (including Ink Mines) within a certain distance appear as skull icons on your screen. These skull icons can be seen through walls, so you can tell if opponents are throwing bombs around a corner at you. This ability is restricted to shoes as a main ability.
Ink Resistance Up
Description: Damage and movement penalties incurred when moving through enemy ink are reduced.
Normally, you take 50 damage over three seconds while standing in enemy ink. Your movement speed is reduced to 12.5% of normal and you suffer a 60% reduction in jump speed and height as well. Ink Resistance Up changes all of this. When equipped, you only take a maximum of 25 damage when standing in enemy ink for six seconds. Your movement speed is reduced to 80% of normal and your jump speed and height are unaffected. This is clearly one of the most effective abilities thanks in large part to the reduction in the mobility penalties applied when moving through enemy ink. This ability is restricted to shoes as a main ability.
Stealth Jump
Description: Your Super Jump landing points are hidden, but your Super Jumps are slower.
Normally when performing a Super Jump, a marker appears on the ground where you’re about to land, which is visible to all players, including opponents. Stealth Jump hides this landing point marker. Your Super Jump speed is slightly reduced, but the decrease is negligible. This ability is restricted to shoes as a main ability.