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User:AutumnZX64/hax

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Abilities

Splatoon 1: Statistics Amplification (Bomb Range up increases Inkling's throwing range of bombs. Damage Up increases the attack power of an Inkling's Main, Sub, and Special Weapon. Haunt increases damage dealt and their run speed when the user is tracked. Ink Recovery Up increases an Inkling's refill rate of their ink tank. Ink Saver (Main) reduces ink consumption from an Inkling's Main weapons so that they can attack more continuously. Ink Saver (Sub) reduces ink consumption from sub weapons so more can be thrown. Opening Gambit increases an Inklings Run Speed and Swim Speed in the first 30 seconds of battle. This can also be increased by 7.5 seconds for each splat or assist they get in this time period. With Comeback, When an Inkling respawns from getting splatted, they gain the effects of Ink Saver (Main), Ink Saver (Sub), Ink Recovery Up, Run Speed Up, Swim Speed Up, and Special Charge Up. This improves ink usage and recovery, swim and run speed, and special weapon charge rate for 20 seconds after respawning. Last Ditch Effort improves ink usage, recovery, and respawn time towards the end of a battle or in dire situations. Quick Respawn allows Inklings to respawn faster. Quick Super Jump increases an Inkling's Super Jump speed. Run Speed up increases an Inklings running speed in their humanoid form. Special Charge Up increases an Inkling's Special Gauge fill rate. Special Duration Up increases the duration of an Inkling's Special Weapon. Special Saver saves some of an Inkling's Special gauge if they are splatted. Swim Speed Up increases an Inkling's Swim Speed in Squid form. Can also stack several of the same Main and sub abilities to power up the effects of said ability stacked), Damage Reduction (Defense up reduces damage taken from all attacks by up to 30%. Haunt reduces damage taken when the user is being tracked down), Extrasensory Perception (With Haunt, Inklings can track down and see the location of who splatted them), Information Analysis (Recon allows an Inkling to see all of their opponent's weapons and locations), Enhanced Stealth Mastery (Ninja Squid allows Inklings to swim in Squid form without splashing or making any noise and tracks so that they can sneak around easier in exchange for slower swim speed. Stealth Jump allows an Inkling to Super Jump without a marker to detect where they are jumping), Enhanced Senses (Bomb Sniffer makes it easier for Inklings to spot out and avoid bombs and traps), Rage Power (With Comeback, When an Inkling respawns from getting splatted, they gain the effects of Ink Saver (Main), Ink Saver (Sub), Ink Recovery Up, Run Speed Up, Swim Speed Up, and Special Charge Up. This improves ink usage and recovery, swim and run speed, and special weapon charge rate for 20 seconds after respawning. Last Ditch Effort improves ink usage, recovery, and respawn time towards the end of a battle or in dire situations. Tenacity slowly fills an Inkling's special gauge automatically if they are outnumbered in battle), Enhanced Resistance to Sealing (Ink Resistance Up increases an Inkling's mobility when in enemy ink that partially seals them and reduces their running and jumping mobility. The ability also reduces the amount of ink that begins to naturally surround the user. Opening Gambit also grants Ink Resistance Up), Limited Resistance to Explosion Manipulation (Bomb Sniffer reduces damage Inklings take from bombs), Limited Resistance to Extrasensory Perception (Cold Blooded reduces the time that an Inkling can be tracked from things such as Point Sensor, Echolocator, and Haunt)

Splatoon 2: Statistics Amplification (Haunt increases damage dealt and their run speed when the user is tracked. Ink Recovery Up increases an Inkling's refill rate of their ink tank. Ink Saver (Main) reduces ink consumption from an Inkling's Main weapons so that they can attack more continuously. Ink Saver (Sub) reduces ink consumption from sub weapons so more can be thrown. Opening Gambit increases an Inklings Run Speed and Swim Speed in the first 30 seconds of battle. This can also be increased by 7.5 seconds for each splat or assist they get in this time period. With Comeback, When an Inkling respawns from getting splatted, they gain the effects of Ink Saver (Main), Ink Saver (Sub), Ink Recovery Up, Run Speed Up, Swim Speed Up, and Special Charge Up. This improves ink usage and recovery, swim and run speed, and special weapon charge rate for 20 seconds after respawning. Last Ditch Effort improves ink usage, recovery, and respawn time towards the end of a battle or in dire situations. Quick Respawn allows Inklings to respawn faster. Quick Super Jump increases an Inkling's Super Jump speed. Run Speed up increases an Inklings running speed in their humanoid form. Special Charge Up increases an Inkling's Special Gauge fill rate. Special Duration Up increases the duration of an Inkling's Special Weapon. Special Saver saves some of an Inkling's Special gauge if they are splatted. Swim Speed Up increases an Inkling's Swim Speed in Squid form. Special Power up increases the performance of an Inkling's Special Weapon. Sub Power up increases the performance of an Inkling's Sub Weapon. Ability Doubler doubles the effects of an Inkling's sub abilities. Main power up increases the performance of Main Weapons in ways such as power and speed. Can also stack several of the same Main and sub abilities to power up the effects of said ability stacked), Statistics Reduction (Respawn Punisher makes a splatted opponent take longer too respawn and makes them lose more of their special gauge. Haunt also induces Respawn punisher if a tracked opponent is splatted), Damage Boost (Object Shredder increases damage dealt on non playable targets and objects), Damage Reduction (Bomb Defense Up DX reduces damage Inklings take from Sub and Special Weapons), Extrasensory Perception (With Haunt, Inklings can track down and see the location of who splatted them. Can see the location of opponents hit by an Inkling's main weapon no matter where they are with Thermal Ink), Enhanced Stealth Mastery (Ninja Squid allows Inklings to swim in Squid form without splashing or making any noise and tracks so that they can sneak around easier in exchange for slower swim speed. Stealth Jump allows an Inkling to Super Jump without a marker to detect where they are jumping), Rage Power (With Comeback, When an Inkling respawns from getting splatted, they gain the effects of Ink Saver (Main), Ink Saver (Sub), Ink Recovery Up, Run Speed Up, Swim Speed Up, and Special Charge Up. This improves ink usage and recovery, swim and run speed, and special weapon charge rate for 20 seconds after respawning. Last Ditch Effort improves ink usage, recovery, and respawn time towards the end of a battle or in dire situations. Tenacity slowly fills an Inkling's special gauge automatically if they are outnumbered in battle), Limited Physics Manipulation (Drop Roller allows an Inkling to instantly roll after a Super Jump like the Splat Dualies which allows them to insta-drop), Enhanced Resistance to Sealing (Ink Resistance Up increases an Inkling's mobility when in enemy ink that partially seals them and reduces their running and jumping mobility. The ability also reduces the amount of ink that begins to naturally surround the user. Opening Gambit also grants Ink Resistance Up), Limited Resistance to Explosion Manipulation (Bomb Defense Up DX reduces damage taken from the explosions of Special Weapons and Bombs), Limited Resistance to Extrasensory Perception (Cold Blooded and Bomb Defense Up DX and it's Cold Blooded effect reduces the time that an Inkling can be tracked from things such as Point Sensors, Ink Mines, Thermal Ink, String Rays, Echolocator, and Haunt)

Splatoon 1+2 (For characters like Agent 3):Statistics Amplification (Bomb Range up increases Inkling's throwing range of bombs. Damage Up increases the attack power of an Inkling's Main, Sub, and Special Weapon. Haunt increases damage dealt and their run speed when the user is tracked. Ink Recovery Up increases an Inkling's refill rate of their ink tank. Ink Saver (Main) reduces ink consumption from an Inkling's Main weapons so that they can attack more continuously. Ink Saver (Sub) reduces ink consumption from sub weapons so more can be thrown. Opening Gambit increases an Inklings Run Speed and Swim Speed in the first 30 seconds of battle. This can also be increased by 7.5 seconds for each splat or assist they get in this time period. With Comeback, When an Inkling respawns from getting splatted, they gain the effects of Ink Saver (Main), Ink Saver (Sub), Ink Recovery Up, Run Speed Up, Swim Speed Up, and Special Charge Up. This improves ink usage and recovery, swim and run speed, and special weapon charge rate for 20 seconds after respawning. Last Ditch Effort improves ink usage, recovery, and respawn time towards the end of a battle or in dire situations. Quick Respawn allows Inklings to respawn faster. Quick Super Jump increases an Inkling's Super Jump speed. Run Speed up increases an Inklings running speed in their humanoid form. Special Charge Up increases an Inkling's Special Gauge fill rate. Special Duration Up increases the duration of an Inkling's Special Weapon. Special Saver saves some of an Inkling's Special gauge if they are splatted. Swim Speed Up increases an Inkling's Swim Speed in Squid form. Special Power up increases the performance of an Inkling's Special Weapon. Sub Power up increases the performance of an Inkling's Sub Weapon. Ability Doubler doubles the effects of an Inkling's sub abilities. Main power up increases the performance of Main Weapons in ways such as power and speed. Can also stack several of the same Main and sub abilities to power up the effects of said ability stacked), Statistics Reduction (Respawn Punisher makes a splatted opponent take longer too respawn and makes them lose more of their special gauge. Haunt also induces Respawn punisher if a tracked opponent is splatted), Damage Boost (Object Shredder increases damage dealt on non playable targets and objects), Damage Reduction (Defense up reduces damage taken from all attacks by up to 30%. Haunt reduces damage taken when the user is being tracked down. Bomb Defense Up DX reduces damage Inklings take from Sub and Special Weapons), Extrasensory Perception (With Haunt, Inklings can track down and see the location of who splatted them. Can see the location of opponents hit by an Inkling's main weapon no matter where they are with Thermal Ink), Information Analysis (Recon allows an Inkling to see all of their opponent's weapons and locations), Enhanced Stealth Mastery (Ninja Squid allows Inklings to swim in Squid form without splashing or making any noise and tracks so that they can sneak around easier in exchange for slower swim speed. Stealth Jump allows an Inkling to Super Jump without a marker to detect where they are jumping), Enhanced Senses (Bomb Sniffer makes it easier for Inklings to spot out and avoid bombs and traps), Rage Power (With Comeback, When an Inkling respawns from getting splatted, they gain the effects of Ink Saver (Main), Ink Saver (Sub), Ink Recovery Up, Run Speed Up, Swim Speed Up, and Special Charge Up. This improves ink usage and recovery, swim and run speed, and special weapon charge rate for 20 seconds after respawning. Last Ditch Effort improves ink usage, recovery, and respawn time towards the end of a battle or in dire situations. Tenacity slowly fills an Inkling's special gauge automatically if they are outnumbered in battle), Limited Physics Manipulation (Drop Roller allows an Inkling to instantly roll after a Super Jump like the Splat Dualies which allows them to insta-drop), Enhanced Resistance to Sealing (Ink Resistance Up increases an Inkling's mobility when in enemy ink that partially seals them and reduces their running and jumping mobility. The ability also reduces the amount of ink that begins to naturally surround the user. Opening Gambit also grants Ink Resistance Up), Limited Resistance to Explosion Manipulation (Bomb Sniffer reduces damage Inklings take from bombs. Bomb Defense Up DX reduces damage taken from the explosions of Special Weapons and Bombs), Limited Resistance to Extrasensory Perception (Cold Blooded and Bomb Defense Up DX and it's Cold Blooded effect reduces the time that an Inkling can be tracked from things such as Point Sensors, Ink Mines, Thermal Ink, String Rays, Echolocator, and Haunt)

Splatoon 3: Statistics Amplification (Haunt increases damage dealt and their run speed when the user is tracked. Ink Recovery Up increases an Inkling's refill rate of their ink tank. Ink Saver (Main) reduces ink consumption from an Inkling's Main weapons so that they can attack more continuously. Ink Saver (Sub) reduces ink consumption from sub weapons so more can be thrown. Opening Gambit increases an Inklings Run Speed and Swim Speed in the first 30 seconds of battle. This can also be increased by 7.5 seconds for each splat or assist they get in this time period. With Comeback, When an Inkling respawns from getting splatted, they gain the effects of Ink Saver (Main), Ink Saver (Sub), Ink Recovery Up, Run Speed Up, Swim Speed Up, and Special Charge Up. This improves ink usage and recovery, swim and run speed, and special weapon charge rate for 20 seconds after respawning. Last Ditch Effort improves ink usage, recovery, and respawn time towards the end of a battle or in dire situations. Quick Respawn allows Inklings to respawn faster. Quick Super Jump increases an Inkling's Super Jump speed. Run Speed up increases an Inklings running speed in their humanoid form. Special Charge Up increases an Inkling's Special Gauge fill rate. Special Duration Up increases the duration of an Inkling's Special Weapon. Special Saver saves some of an Inkling's Special gauge if they are splatted. Swim Speed Up increases an Inkling's Swim Speed in Squid form. Special Power up increases the performance of an Inkling's Special Weapon. Sub Power up increases the performance of an Inkling's Sub Weapon. Ability Doubler doubles the effects of an Inkling's sub abilities. Main power up increases the performance of Main Weapons in ways such as power and speed. Intensify Action allows Inklings to Squid Roll and Squid Serge more easily. It also increases their shooting accuracy. Can also stack several of the same Main and sub abilities to power up the effects of said ability stacked), Statistics Reduction (Respawn Punisher makes a splatted opponent take longer too respawn and makes them lose more of their special gauge. Haunt also induces Respawn punisher if a tracked opponent is splatted), Damage Boost (Object Shredder increases damage dealt on non playable targets and objects), Damage Reduction (Sub Resistance Up reduces damage Inklings take from Sub Weapons), Extrasensory Perception (With Haunt, Inklings can track down and see the location of who splatted them. Can see the location of opponents hit by an Inkling's main weapon no matter where they are with Thermal Ink), Enhanced Stealth Mastery (Ninja Squid allows Inklings to swim in Squid form without splashing or making any noise and tracks so that they can sneak around easier in exchange for slower swim speed. Stealth Jump allows an Inkling to Super Jump without a marker to detect where they are jumping), Rage Power (With Comeback, When an Inkling respawns from getting splatted, they gain the effects of Ink Saver (Main), Ink Saver (Sub), Ink Recovery Up, Run Speed Up, Swim Speed Up, and Special Charge Up. This improves ink usage and recovery, swim and run speed, and special weapon charge rate for 20 seconds after respawning. Last Ditch Effort improves ink usage, recovery, and respawn time towards the end of a battle or in dire situations. Tenacity slowly fills an Inkling's special gauge automatically if they are outnumbered in battle), Limited Physics Manipulation (Drop Roller allows an Inkling to instantly roll after a Super Jump like the Splat Dualies which allows them to insta-drop), Enhanced Resistance to Sealing (Ink Resistance Up increases an Inkling's mobility when in enemy ink that partially seals them and reduces their running and jumping mobility. The ability also reduces the amount of ink that begins to naturally surround the user. Opening Gambit also grants Ink Resistance Up), Limited Resistance to Explosion Manipulation (Sub Resistance Up reduces damage taken from the explosions of Bombs),