Splatoon 2 abilities and enchantments
So in the Splatoon series, having fresh gear loaded with abilities is an important gameplay mechanic and may even be the difference between splatting an enemy or being splatted. Such abilities are attached to specific gear, such as some being exclusive to headgear or shoes. Gear exclusive abilities are known as Primary abilities, and non-exclusive abilities are Secondary abilities. Gear can have up to three Secondary abilities in addition to its Primary ability for a total of four abilities per piece and twelve for a whole outfit (Headgear, Shirt and Shoes).
Below are all the abilities and their descriptions and then under it Iâve written potential applications for enchantments based on them!
Primary Abilities:
Ability Doubler [Splatfest Tee Only] - Doubles the effect of other abilities attached to that gear piece. Enchantment: amplification. Makes any magic you cast twice as effective, including other ability enchantments. Apply to jewelry instead of clothing. Excessive use may cause burnout.
Comeback [Headgear] - Improves ink management, mobility and special charge stats for 20 seconds after respawning. Enchantment: morning booster. Cast on a hat or hair accessory in the morning to provide a boost of luck, energy, and efficiency.
Drop Roller [Shoes] - Tilting during a Super Jump allows the player to perform a directional roll upon landing. Enchantment: provides a boost of luck when the caster needs to run, making it more likely that youâll catch whatever youâre chasing. Apply to running shoes.
Haunt [Clothing] - Tracks the enemy that splats the user with thermal ink. Enchantment: tracks the energy of another person who touches you or casts a spell on you. Cast on a shirt or jacket. This is a bit more advanced than some might be used to, so try practicing with a witchy friend first. Passive enchantment unlike the Thermal Ink enchantment.
Last-Ditch Effort [Headgear] - Improves ink usage and recovery as well as respawn time towards the end of a battle. Enchantment: restores energy during a rest. Cast on night time headwear.
Ninja Squid [Clothing] - The user is less visible while swimming, but has reduced swim speed. Enchantment: glamour to keep from being noticed. Uses your own energy so may cause a feeling of sluggishness. Cast on a shirt or jacket.
Object Shredder [Shoes] - Increases damage dealt to non-player targets. Enchantment: allows for the casting of bad luck on an object making it more likely to break, malfunction, or cause mischief with an energy marker. Super effective when used on shoes. More effective if applied with an angry kick.
Opening Gambit [Headgear] - Increases ink resistance, swim and run speed for the first 30 seconds of a battle. Enchantment: morning boost. Cast on hats or hair accessories. Increase effectiveness of shields and wards when cast in the morning.
Respawn Punisher [Clothing] - Increases respawn time and special gauge spawn penalty for the player and any enemy they splat. Enchantment: Boosts the power and effectiveness of baneful magic, but takes a bigger hit on your energy. Cast on shirts for easy removal. Cleanse well afterwards.
Stealth Jump [Shoes] - Hides the Super Jump landing marker. Enchantment: glamour to keep one from being noticed in a small area. Lasts for a limited time, so donât activate until you get to your destination where you donât want to be noticed. Can be cast multiple times after a recharge period. Cast on your favorite pair of shoes or boots.
Tenacity [Headgear] - Slowly fills the userâs special gauge when their team has fewer players than the opposing team. Enchantment: boosts group magic, more effective the less participants there are. Cast on hair accessories or ritual headwear.
Thermal Ink [Clothing] - Allows the player to track distant players hit with shots from the main weapon. Enchantment: creates a unique energy signature to attach to an aura, spell or spirit to track them. Must be activated to use the signature to reduce energy waste. Cast on jewelry instead of clothing.
Secondary Abilities:
Bomb Defense Up DX [Any Gear] - Reduces damage taken by blasts from sub weapons or special weapons and shortens the duration of position trackers. Enchantment: Boosts the power of shields and wards and hides the energy signatures of those protected by the wards.
Ink Recovery Up [Any Gear] - Increases ink tank refill rate while in squid or kid form. Enchantment: boosts recharge of energy during rest, meditation, or engagement in hobbies. Cast on shirts for easiest use.
Ink Resistance Up [Any Gear]- Decreases damage, speed, and jump penalties when standing in enemy ink. Enchantment: deflects bindings and other low level baneful magic.
Ink Saver (Main) [Any Gear] - Decreases main weapon ink usage. Enchantment: reduces the strain of energy work and spirit work.
Ink Saver (Sub) [Any Gear] - Decreases sub weapon ink usage. Enchantment: reduces the energy needed to cast a spell, makes the energy used work more efficiently.
Main Power Up [Any Gear] - Raises performance of main weapons. Enchantment: boosts the power of offensive magic and energy work.
Quick Respawn [Any Gear] - Decreases respawn delay if splatted repeatedly without splatting an opponent. Enchantment: speeds up psychic/spiritual healing after an attack.
Quick Super Jump [Any Gear] - Increases Super Jump speed. Enchantment: increases movement in the astral and during lucid dreaming.
Run Speed Up [Any Gear] - Increases movement speed in humanoid form. Enchantment: boosts the speed in raising energy for magical workings, casting on shoes recommended for the connection between feet and earth.
Special Charge Up [Any Gear] - Increases the rate at which the special gauge fills. Enchantment: boosts the raising of energy and stores it for use during rituals and complex magic
Special Power Up [Any Gear] - Raises performance of special weapons. Enchantment: boosts the effectiveness of ritual workings or complex magic and their effects
Special Saver [Any Gear] - Decreases special gauge loss after being splatted. Enchantment: reduces the strain of energy when performing rituals or complex magic.
Sub Power Up [Any Gear] - Increases performance of sub weapons. Enchantment: increases power of a spell when activated.
Swim Speed Up [Any Gear] - Increases movement speed while swimming in squid form. Enchantment: shortens the time between casting a spell and seeing results
Iâm open to different ideas than what Iâve presented here, so please feel free to share them with me!













