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Sub abilities: These abilities can be obtained as a sub ability, or a main ability. What this means is that it can be the main ability boosted by your clothes, or can be obtained in the slot roll after you level up your clothing.
Damage Up: This ability boosts the damage of your weapons. Calculations have been done, and it is a very minor boost that will be irrelevant in most cases. However, if you are using the .52 Gal weapon, it can push your damage from a 3 hit ko to a 2 hit ko in certain instances, so consider it if you are using this weapon.
Defense Up: This ability boosts your defense against damage. Just like with the former ability, this one is really situational, and in most cases, it will not allow you to take any more hits than normal.
Ink Saver (Main): This is one of the best abilities you can get. It decreases the cost of using ink for your main weapon. Since you will be firing your gun as often as possible, this really helps.
Ink Saver (Sub): Just like its big brother, Ink Saver (Main), this is a useful ability to have. Sub weapons are very good, and you will want to be using them to your advantage as often as you can. Even though this will usually not allow you to throw two of a sub weapon at a time, it keeps your ink that much higher after using high cost subs like the Seeker, so you can open fire immediately after without need to charge up ink.
Ink Recovery Up: This ability speeds up your ink recovery rate. It isn't as useful as the savers, because you do not want to actively spend time charging ink. You will constantly be changing from a kid to a squid through the match, and those short moments where you are a squid is usually already enough to keep you from running low on ink. Even if you do take a breather to recover some ink, the default recovery rate is quite fast regardless. This is still not a terrible ability though, so if you find yourself running low on ink more than you would like, its worth having.
Run Speed Up: This ability allows you to move faster in inkling form. Its useful in fire fights, though you wont be moving around as an inkling in other cases. You will mainly be in inkling form when you are firing your weapon, and while you are doing so, you will most likely be stationary. If you want that extra boost for head on confrontations, consider this ability.
(edited 3 years ago)
Swim Speed Up: This one is definitely the big brother ability of the speed ups. You will be moving around as a squid as often as possible, and that extra speed is juicy. Definitely a top tier ability that you should always consider.
Special Charge Up: Another top tier ability. It increases the rate at which your special gauge is filled. It will be useful pretty much the entire fight, so always consider having this ability.
Special Duration Up: This ability increases the duration of your specials. If you are using Inkstrike, there isn't much point to this, but it can come in handy with specials like Inkzooka, Kraken, and Echolocator. Consider it if you like having that extra few seconds with your specials, though it isn't going to make much of a difference so I wouldn't put too high a stock on getting this ability.
Quick Respawn: This ability decreases the time it takes for you to respawn after being killed. Its not bad, though in general you do not want to be getting splatted at all during a fight, so if you are good then this ability isn't all that great.
Special Saver: Just like the above ability, this one helps you out if you are dying often. It keeps some of your special gauge after you get killed. Like I said, you don't want to be dying a lot, but this one is a little more usable than Quick Respawn though, because the more often you can use your specials, the better.
Quick Super Jump: This ability lets you super jump faster. It really isn't worth it at all, seeing as how the time spent using super jumps will be minimal during a match. You aren't really getting your moneys worth out of this like you would be from a skill like Ink Saver (Main) or Special Charge Up which come into play for the entire match.
Bomb Range Up: This ability allows you to throw bomb type sub weapons farther than normal. It can be useful for throwing a sub weapon over obstacles or throwing them from a safer distance than normal, but it will not be coming into play as often in a match as the other top tier abilities.
Main abilities: These abilities can only be obtained as a main clothing ability. You cannot have them as a sub ability roll from leveling up your clothing. Also, each article of clothing (hats, shirts, shoes) has a select set of unique main abilities which they have access to. For example, you cannot have a main ability unique to shoes on a hat.
::Exclusive to Hats::
Opening Gambit: For the first 30 seconds of the match, this ability will give you both Run and Swim Speed up, and at twice the effectiveness at that. This is highly useful, and you should always consider this ability. It has much more use in ranked matches than its brother ability, because a ranked match may not extend into the final 30 seconds.
Last Ditch Effort: For the final 30 seconds of a match, this ability gives you both Ink Saver Main and Sub at twice the effectiveness. By all accounts, this is actually superior to Opening Gambit in terms of the effect it offers, however, since it only kicks in in the last 30 seconds, there is no guarantee you will even get to activate it in a ranked fight. In normal turf wars though, this ability is out of this world. Definitely consider it.
Tenacity: While your team has less active players than your opponent's team, this ability will kick in and slowly increase your special gauge, even if you are idling. This is obviously very useful, since you want to be using your specials as often as possible. It can activate at any point during a match, which is a plus over the other two hat exclusive abilities above, though due to its nature, it may only come in to play for about the same amount of time as the above two, give or take. Use whichever one you feel will give you the most mileage.
(edited 3 years ago)
Comeback: This is the final hat exclusive, and it boosts all of your stats slightly after you respawn, for a short period of time. Not as useful as the other hat exclusives, since you don't want to be dying a lot.
::Exclusive to Shirts::
Cold Blooded: This ability shortens the amount of time tracking effects last on you. This includes the Point Sensor and the Echolocator. These moves are not used that often though, so you will get rare mileage out of this ability. I'd suggest straying away from this one.
Ninja Squid: This ability allows you to move around undetected in squid form, but at the cost of a slight speed reduction while swimming. The ability it provides is going to come into play for the entire match, so it will get you your moneys worth no problem. However, the speed reduction will also be coming into play the entire match, so it is a trade off. What it offers is well worth the cost, though. It gives you a relevant advantage in confrontations and escapes, and even in an approach if the opponent is facing your direction. Definitely consider using this ability.
Haunt: When you are killed, this ability reveals the location of the guy who killed you to your team mates for a little while. Its pretty nifty for allowing your team mates to avenge you, but you should try your best not to be dying, and this also puts faith in your team mates to be smart enough to take advantage of this effect, so make of this ability what you will.
Recon: While you are at your starting spawn point, this ability will reveal the location of all enemy inklings on the map. This is quite handy for knowing where you may want to go after respawning, but this is another ability that gets most of its uses after you are killed, and you don't want that to be happening. You can technically still use this one outside of death, since the initial spawn point can be jumped to at any point in time, but running back and forth on jumps will waste precious time that could be spent on fighting or inking.
::Exclusive to Shoes::
Bomb Sniffer: This ability will reveal any traps set by the opponent, such as a Mine. I wouldn't put much stock in this ability seeing as how there is no guarantee the opponent will even be using traps in the first place. Even then, you can escape a Mine on your own if you are quick.
Ink Resistance Up: This is definitely a contender for the best unique main ability in the game. While in enemy ink, your speed reduction and damage taken are reduced. The amount it is reduced by is enough that you can actually swim in enemy ink in short bursts and not even notice the difference. You shouldn't swim in the enemies ink and throw caution to the wind, but the fact that this could let you do so when you are in danger is a god send. You will be getting your moneys worth out of this ability in spades. Especially considering that it has no competition whatsoever in terms of the other shoe unique abilities.
Stealth Jump: While performing a jump, this ability will not reveal your landing point to enemies, so you can sneak up on them if they do not notice you coming in from above. It slows down your jump speed as a trade off, which isn't really a big deal if you plan on using this. I will say though, that while it can be useful in some instances, you will not be jumping that often during a match, and Ink Resistance Up will give you so much more mileage.
(edited 3 years ago)
So now that you have an idea of which abilities you may want, you are probably starting to decide on which clothing pieces you will want to wear. That being said, for main abilities you will definitely want to try and have as many of the exclusives as possible. However, some of the sub abilities are so useful that they can be more worthwhile to use than a unique ability. For instance, all of the hat exclusive abilities are situational and do not always come into play during a match. When they do, they are awesome, but you might want to go a different route and use something that will always be giving you a boost, such as Ink Saver (Main) or Special Charge Up. So, how do you decide which clothing you want to wear? This is where brands come into play. Depending on which clothing brand you are wearing, the chances of obtaining a specific sub ability are increased substantially. Here is how it works:
The brands affect the chances of getting certain secondary abilities when you level your gear up. Most brand have one common ability (which is an ability that is five times more likely to appear), and an uncommon ability (which is an ability that has only half the chance to appear).
So from this list, you can tell which clothing brands you will want to be choosing to make your ability rerolls go a lot smoother. Technically, it is still possible to roll a piece of clothing from Inkline and get 3 copies of Ink Saver (Main) as your sub abilities, but the odds of this happening are extremely slim, and it will cost you a lot of money to do this, seeing as how expensive it costs to buy super sea snails from Spyke.
Finally, you need to know about the effectiveness of these skills. An ability that is in the main slot of your clothing will have a stronger effect than if it were in the sub slot. The ratio is 1:3, where it takes 3 of the same ability in a sub slot to have the same effectiveness as an ability in the main slot. In other words, having a piece of clothing with Special Charge Up in the main slot will give you the same boost as having a piece of clothing with 3 copies of Special Charge Up in its sub slots. Keep in mind though, that abilities come with diminishing returns if you stack them. If you had a piece of clothing with Special Charge Up, and that clothing had 3 copies of Special Charge Up in its sub slots, the effectiveness you get from the sub slots is reduced greatly. Therefore, it is more worthwhile to only have 1 copy of an ability in your main slot, or 3 copies of an ability in your sub slots, and do not go above that. The versatility and overall effectiveness you would get out of mix and matching will end up being superior to stacking abilities in the long run.
How do I get 3 or 4 star clothes and what's the highest star clothes you can get?
Baha05- I been collecting transformers since 2009. That makes me an expert when it comes to retail shelf space.
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Will help save millions in rerolling. Sticky requested
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@ Project Mayhem
There is no tier 4 clothing. The highest is 3, and they have 3 sub slots. You can randomly obtain new clothing from the shops everyday by buying them, or you can order them through Spyke by talking to people in the main hub of the game and ordering the clothing that they wear. As you level up higher and higher, you will start seeing tier 2 and tier 3 clothing appear in the shops. Keep in mind that it is a lot more expensive to buy clothing ordered through Spyke than it is from the shops, but since the shops update their stock randomly, you can get exactly what you want through Spyke.