Splatoon 2 is now well into its run on Switch, and with it comes a whole new generation of inklings ready to take to the splattlefield for some turf wars and ranked battles. All inklings may be created equal, but that doesn’t mean all abilities are.
Fortunately we’re here to give you a rundown on which abilities are worth your time and why. We've also dug deep into how to add the abilities you want to your freshest gear, which is handy now that you may have been sprucing up your gear and ability slots with spoils from the weekend's Splatfest.
If you'd like to get started on the path to greatness, read on.
Ability Chunks

There are two ways to earn ability chunks, the first of these is as a reward in Salmon Run, which isn’t necessarily reliable, and the other is by having Murch scrub a piece of gear for you. He's the little chap you can find sitting to the right of the main entrance into the online lobbies.
Each time Murch scrubs your gear, you’ll need to pony up 20,000 coins; each ability scrubbed nets you a single ability chunk. You can’t remove the primary ability on your gear, but each secondary ability - up to three of them - can be scrubbed, meaning the most you’ll get from any single piece of gear is three chunks. Not every ability will yield chunks, as not every ability can be applied anew to a piece of gear.
To add an ability to a piece of gear you’ll need a minimum of 10 ability chunks for that specific ability. For each additional instance of that ability on the same piece of gear you’ll need another 10 chunks. As you can imagine, then, getting up to a fully customised gear with your favoured abilities will need some serious grinding in terms of coins and the abilities themselves.
Murch is also the urchin to look for to get an ability added to your gear.
Unique Abilities

The rules above don’t apply to unique abilities; they can’t be scrubbed from or added to gear and there are no ability chunks for them. You’ll just need to get lucky enough to find one for sale in a shop or on Splatnet.
Below is a list of all the unique abilities currently in the game along with what they do. Unique abilities have an easier to understand impact on the game than the secondary abilities due to their, well, unique nature. We’re unsure as of this writing if unique abilities stack, but many of them seem as though they wouldn’t benefit from such a thing.
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Opening Gambit - Boosts your speed for the first 30 seconds of battle.
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Last-Ditch Effort - Boosts ink recovery and weapon efficiency for the last 30 seconds of battle.
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Tenacity - Fills your special gauge automatically if your team has fewer players.
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Comeback - Temporarily boosts some of your abilities after respawning.
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Ninja Squid - Makes you invisible while swimming, but reduces your speed.
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Haunt - Displays the position of the player who last splatted you.
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Thermal Ink - Allows you to track players after hitting them with your main weapon.
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Respawn Punisher - Increases respawn time and special gauge penalty for both you and anybody who splats you.
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Ability Doubler - Doubles the effect of any abilities attached to the same piece of gear.
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Stealth Jump - Hides your super jump landing point from distant players; though those up close can still see it.
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Object Shredder - Increases damage to any non-player targets.
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Drop Roller - Lets you perform a roll after landing a super jump.

Secondary Abilities
These are the abilities that you can get scrubbed and turned into chunks by Murch. There are lots of them, so hopefully these descriptions will help you look out for those you want to use the most.
Ink Saver
Ink Saver, as its name implies, reduces the amount of ink your weapon, either main or sub, depending on the variation of the ability you have, uses.
We highly recommend using this for weapons that chew through your ink reserves, like the Heavy Splatling or Aerospray weapons.
Ink Recovery Up
With this ability you’ll be able to refill your ink reserves more quickly. It’s a great ability to have for obvious reasons. There isn’t much to say here, but it is another stackable ability, so the more of these you have in your slots, the quicker your tank refills.
Run Speed Up
If you have this equipped, you’ll move more quickly in inkling form. With how most players play, this ability doesn’t seem particularly useful, as you’re far more likely to spend the majority of your time in squid form.
Swim Speed Up
The converse of Run Speed Up, Swim Speed Up is one of the most useful abilities in Splatoon 2, as it was in the original. When you use this ability you’ll move through your ink faster, and noticeably so. Having two or three of these will have you rushing to the important parts of the stage and getting your ink down before anyone else.
Special Charge Up
The usefulness of this particular skill is going to vary based on how good your special is. True to its name, using this ability makes your special gauge charge more quickly. If you rely on your special often, this could really take your game to the next level.
Special Saver
When you get splatted, you lose a significant portion of your special gauge. With this ability, you’ll reduce how much gets taken from you. We don’t find it particularly useful, but if you find yourself frequently getting splatted and don’t get to use your special, you might want to get this.
Special Power Up
Just as before, this ability is really only going to matter to you if you’re particularly fond of using your special. As its name implies, you’re going to do a bit more damage with this. We don’t think this is particularly great as most supers will kill with a clean hit, but it may help out with the Ink Armor ability, though we haven’t tested this fully yet.
Quick Respawn
Quick Respawn can be pretty useful if you’re suffering a bit of bullying from the opposing team. If you’re getting splatted repeatedly without returning the favour, your respawn time will be reduced, it’s a nice feature, but again if you see yourself getting nailed often, a bit of practice may be more in order than keeping this ability permanently on your roster.
Quick Super Jump
As its name implies, Quick Super Jump gives you a quick super jump. Surprise! Super Jumps can be risky business in Splatoon, as doing so puts a marker on the ground showing your foes where you’ll land. The faster you get there, the better, but we still feel like you’ll want some other skills to help you stay safe when using this risky move.
Sub Power Up
Another straightforward ability, Sub Power Up increases the damage done by your sub-weapons. Bombs will splat more easily than before! That said, we don’t really find a lot of usefulness in this as a good bomb hit will splat in one hit regardless.
Ink Resistance Up
Ink Resistance Up can be pretty useful in lopsided matches, as it helps you by reducing the damage you take as well as by reducing the amount by which your movement speed is lowered when stuck in enemy ink. It can be a pretty useful skill in a pinch, but we recommend staying away from off-colour ink!
Bomb Defense Up
The perfect counter to Sub Power Up, Bomb Defense Up reduces the damage you take from both sub-weapons and special weapons. You’ll still want to get the heck out of the way, but those hits won’t sting as much.
Cold-Blooded
This ability reduces the amount of time enemies’ tracking abilities work on you. If you find yourself constantly being encircled by your foes, this may help you lessen your chances of getting splatted before your time.
Now that you're armed with the knowledge to pick the abilities that fit your play style, what will your loadout be? Are there any abilities you're having a hard time finding? Let us know what you think with a comment below.
Comments 51
Must beat @Kalmaro to first comment.
It's a great feature! Wish it was easier to get ability chunks though.
One trick is to use your splatfest tee to farm chunks and then scrub them for only 2000
THANK YOU FOR THIS. So so much love.
@SLIGEACH_EIRE You're lucky my internet fails when I'm at Whataburger!
Great guide! Another helpful tip for farming specific abilities is to use your sea snails on 1-star gear. It levels up much faster than 3-star gear.
I keep getting cold blooded ability chunks. I would prefer anything else.
@Steve_Bowling
"Respawn Punisher - Increases respawn time and special gauge penalty for both you and anybody who splats you."
I'm 99.9% sure of this and correct me if I'm wrong anybody, but the in game description of this ability is wrong in English. It increases respawn time and special gauge penalty for both you and anyone YOU splat.
@NapalmPsalm
Correct, it says ''Increases respawn time and special-gauge spawn penalty for you and any player who you splat'' ...I think
I don't recommend spending too many slots on the Swim Speed Up ability. I actually think Run Speed is better. Because when you swim you do not color the stadium while moving forward. And while you swim you refill your tank.
So does run speed up only come into effect while you're running, an doing nothing else, or does it work while you're moving while shooting too?
Glad Nintendo Life made this guide. Splatoon 2 is my first Splatoon game and I've been just farming chunks up to this point. Its time I figured out what to do with them.
Love my Ninja Squid + Swim Speed Up combo. Also a fan of Ink Saver (Main). Aerospray (gold) user here. My strategy is to rush the other team's side of the map with the Ball special and then ink their side. I like to think of myself as "the distraction." The enemy team starts chasing me around their side of the stage while my team covers the majority of the turf. It's a lot of fun.
Splatfest Tees can be scrubbed for only 2k coins, vs the 20k for other gear.
There are several videos on YouTube showing testing done with sub and super power up abilities and they don't do what you report. Most bombs get a range increase, not a power increase. Specials tend to get a time increase.
Also what others have said about respawn punisher.
Thanks very much for the guide will come in handy for a newbie like me when I finally get a chance to play the game instead of just stare at it while I wait for the Switch..
Already got my shoes with Stealth Jump, and two Ink Recovery Up with, unfortunately, Run Speed up. I'm rather happy with them and if it wasn't for Run Speed Up, I'd keep em the way they are. But only once I'm done with my other gear will I start screwing with them.
Next, I also got a hoodie with Ninja Squid. Was busy leveling the Splatfest Tee so that one is still a piece in development and gets scrubbed whenever I have the cash.
Also got a helmet with Last-Ditch Effort but I don't like anything that completely covers my beautiful hair so I'm still looking for one.
Overall, I'm focused on getting a healthy sub-ability mix of Ink Recovery Up, Quick Respawn, Ink Saver (Main), Swim Speed Up and Special Safer.
I'm committed to the Aerosprayer for better or worse, so Steve is right on about the Ink Saver (main) for that one. I also use Special Charge Up and Special Saver to make sure I get in about 4 curling bomb rushes a turf war match. And yeah, I do die enough to justify the Special Saver, lol.
Oh, to continue my rants elsewhere here, you should NOT be super jumping without Stealth Jump, b/c it gets you and your teammate killed. However, I cannot recommend Stealth Jump because teammates invariably jump to the same spot, and therefore defeat its purpose. So just don't super jump . . . .
That's a lot of money to save up... Oh well, I have all the weapons I need, although I still can't figure out why I can't get the Hero weapons in the shop...
I'm completely hooked to the game and am neglecting all my other precious Switch games over this. Nice to see a guide here, but tbh it's mostly information that you can just find in the options menu of the game anyway. I was hoping to find some numbers concerning the effects of abilities (i.e. how many % of ink you save per main / side ability you use) and diminishing returns.
As a splattershot user I find run speed to be one of the best abilities if you plan on moving while shooting - i'm not sure how you can not find this particularly useful.
Happy splatting!
I have never seen an article on Nintendo Life with as many errors as this. All abilities that can be scrubbed yield chunks. Unique abilities cannot be stacked because it's impossible to get two of them at once (each one appears only on headgear, only on clothes, or only on shoes. The photo showing exceptions is from a bug that was patched out.) Sub power up and special power up do not increase damage, only things like range and duration. Secondary abilities are less effective than primary abilities, so saying "two or three of these" could mean anywhere from 6 points to 30 points' worth.
I'm still figuring out my best gear, but I have one tip: if you are playing with the dualies, don't bother with the super jump drop roller. You can get the same effect by shooting and rolling right on impact, and you can roll in any direction too. I use stealth jump instead to cover my tracks (even though it was nerfed in Splatoon 2).
@Yasaal You have to beat every level in single player with that weapon to unlock it in the shop. Good luck 😝
@GoldenGamer88
'' Also got a helmet with Last-Ditch Effort but I don't like anything that completely covers my beautiful hair so I'm still looking for one. ''
I've got sunglasses with last ditch effort as the main so look out for them in the shop or on an inkling and order them through Murch. If you see me in the plaza order them from me.
I love stealth jump but in Splatoon 2 I have the feeling that it doesn't work properly because everytime there is my landing point shown on the ground an 1-2 enemies trying to splat me - most of the time successfully and I don't know why they know I am landing on that spot. None of them had abilities that let them see me. I just don't know why it doesn't work? Anybody else experiencing that issue?
There are a few details missing here..
Special Power Up increases the radius of Splashdown, the radius of the targeting circle for Tenta Missles, and the duration of Ink Armor, Ink Jet, Ink Storm, Sting Ray, and all the bomb specials. It also increases the health of the Baller. It does not increase the damage of any of these.
Sub Power Up isn't that straightforward. It increases the performance, not the damage, of sub weapons. The throw range of suction bombs, auto bombs, burst bombs, point sensor, splat bomb, and toxic mist is increased. The speed is increased on the curling bombs, the effective range is increased for the ink mine, the durability is increased for the splash wall, duration increase for the sprinkler, and finally it increases the speed of which you can jump to a placed beacon.
Also, Run Speed Up increases the speed you move while firing, not just running around. So it's got some good utility.
Phew!
@justin233 Crap! That's a lot of work! Is it ok if I try only one weapon (example the HeroBrush or Hero Dualies) for all levels but not the other weapons?
@NintendoPete Only enemies at a distance can't see where you are jumping when using stealth jump, but if they are close to where you are super jumping then they can still see it unfortunately.
@Yasaal I believe it's like if you beat every level with the Hero Dualies, you unlock the Hero Dualies in the shop. I haven't attempted it yet - just read about it.
@NintendoPete it works differently now, enemies a certain distance won't see but if they're already right up close it no longer is hidden
I rarely ever super jump with these wide and tiny levels it's really not needed in most cases.
@GiooiG I think I've ordered them from Murch. Should get them tomorrow or the day after.
Run speed up is actually one of the best abilities to get if you play with a roller. Allows you to cover much more ground very quickly, especially in multiples.
As a roller player, I'm looking to craft all-Run speed up shoes and an all-ink saver (main) helmet, as those seem like the most useful abilities for that weapon.
Also, someone already mentioned it, but it's worth repeating: splatfest tees can be scrubbed clean for a measly 2,000.
@Kalmaro I agree was doing that so much last week
The image you've got for "unique abilities" shows all the bugged gear from Annie's shop at launch that has the abilities on the wrong gear slots (ninja squid and thermal ink can only be on shirts, stealth jump and drop roller only on shoes). To my knowledge those pieces were edited in an update to revert to their base versions, and aren't actually obtainable with those abilities anymore.
@Kai_ @NapalmPsalm
Thanks, but did I miss where these changes are mentioned in the game? So, personally, it doesn't make any sense using stealth jump because why should I not jump next to an opponent ? Otherwise I wouldn't need stealth jump. Well then, I am gonna use ink safer or speed up next to stealth swim.
@NintendoPete
"Stealth Jump - Hides your super jump landing point from DISTANT players; though those up close can still see it."
It is in the description of the ability. Super easy to read over though. I missed it too until I watched a breakdown video of the abilities done by a youtuber. I don't use stealth jump though, so it doesn't matter that I misread the description originally! XD
Thanks Nintendo life people
@NapalmPsalm
oh - never read the description for stealth jump cause I assumed it would be the same like last game. Probably should have checked Thanks
There's no mention of brands? Isn't armor with the Krakken brand for example, more likely to roll swim speed up when it levels up? Also what about Crusty Sean's drinks? They give a better chance to roll specific abilities too..
So if I got lucky and have one ability the same as my main ability does it cost 10 or 20 to manually put on a 3rd?
And as a Roller I should I be going for Ink Saver, Ink Recovery Up and Run Speed Up?
So easy to be confusing 🤔
So when you scrub an ability you gain a chunk. Does the clothing that got scrubbed permanently lose that ability or can you level up again to unlock another random and perhaps scrub it again?
If this is the case it's also a method to scrub abilities you don't like on certain clothes to try and re-roll abilities.
I don't know much about this game, trying to learn.
I thought run speed up only applied to when you're shooting.
Sub power up, isn't that just an increase in throwing distance?
Special power up, longer time/wider area of affect.
Run Speed Up only affects movement when NOT firing or rolling.
@meleebrawler
That's good to know then as a roller I'd never need that. Any suggestions on good Splatoon sites or that?
Sorry to say to the writer, but as others have mentioned regarding Sub/Special Power Up (better stated as Sub/Special Proficiency up) the statement about what these items do in the article is quite false. None of the buffs to a special provide any direct damage increase whatsoever, and some of the duration increases (such as Sting Ray's and Ink Jet's) do not increase the duration enough to justify having the ability, unless you add several Special proficiency ups beyond just 1-2. The sub ones are primarily increased range, with a few other additions (@SpacemanSpiff nailed that one well)
@OrigamiSquirtle Works with standard movement, and while I have heard claims that it works when you run and then start firing with an automatic weapon, there is definitive evidence online that it does not improve run speed with rollers/brushes sadly.
@bluedogrulz I would agree with your sentiments of super jump in most cases, although I think that if people are careful to look at the map before they leap (identify turf coverage around target, and any ink color being added), it becomes pretty clear what teammates are safe to jump to. This has helped me jump safely a lot, especially if you play a brush and are able to dash out of the way quickly on landing just in case. That said, my favorite use of an un-stealthed super jump is to jump to a teammate who is clearly under attack or seconds from dying while I have Splashdown on deck. I rack up revenge kills a lot this way, and unlike normal Splashdown I do not see any indicator to warn opponents of the impending special (I could be wrong). I don't see many people utilize this feature, but in certain circumstances it can be a game changer if opponents are too distracted.
@justin233 Nice! I enjoy the aerospray myself, but haven't unlocked the gold one yet.
I really like rapid blaster! Feel like been power up! Feels like it got pretty good kick to it!
@Yasaal
Complete the whole story mode with a single weapon. Every stage and every boss.
Atleast that is how I got hero duelies
@blaisedinsd All the unlocked sub ability slots become "?" again.
EG if you have 1 slot and scrub it for 20,000 you get 1 chunk and the gear gets 1 "?" slot again.
EG if you have 2 slots and scrub it for 20,000 you get 2 chunks and the gear gets 2 "?" slots again.
same with 3 slot gear
@justin233 I can confirm this is true.
The flying boss on world 4 was a nightmare. Took me over 26 minutes to win.
@Jayronauron There technically is an indicator for super jump Splashdowns, but if you're inside it when it happens then it's likely already too late to avoid it.
I tried to farm as many chunks as possible prior to and during the most recent Splatfest......I didn't get very far. 10 chunks is a lot to collect and usually I get chunks in useless abilities.
I also disagree with the Steve's opinion of the "Run Speed Up" ability. I use items with this ability in combination with the Splattershot with great success.
Any suggestions for gear-sets with the Tri-Slosher and Aerospray weapons?
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