Weapon Compendium#

Splatoon Raiders’ weapon scale has been verified: 11 weapon classes, 58 confirmed English weapon names, and more than 100 variants, plus a further Primo tier of weapons that can be upgraded again. But let’s get the bad news out of the way first: per-weapon figures such as range, damage, or shots-to-splat have not been published by the official sources or any verifiable outlet, so this page does not include them — the stat tables floating around online (“2.5 tiles of range, 3 shots to kill”) and the “7 weapon classes” breakdown are all fabrications. What this page provides is the verifiable framework: how the weapon system is structured, where upgrades come from, and how to pair weapons with the rest of your loadout.

I. Weapon System Overview#

Dimension Verified data
Weapon classes 11
Confirmed English weapon names 58
Variants 100+
Upgrade tier Primo — a weapon tier that can be upgraded further
Progression facility Frye’s Weapon Repository (upgrade/scrap)

The complete official list of the 11 weapon classes and the itemized roster of all 58 weapon names have not been published as full lists through official channels. Rather than guess, consult the in-game collection screen.

II. The “Weapon Stat Table” This Game Does Not Have#

The following items circulate widely in older guides and are all fabrications — do not trust them:

  • “7 weapon classes (shooters/rollers/brushes/splatanas/splatlings/dualies/breachers)” — the actual count is 11 classes;
  • Per-weapon range tiles, shots-to-splat, or damage values — no official data exists;
  • Recommended levels and drop-rarity tables attached to the “7 classes” — this game has no equipment rarity system.

The new direction of this game’s weapon system is modularization — several new weapons are deeply bound to the Gadget system (see next section).

III. New Weapons and the Gadget Direction#

Announced new weapons and gadget-bound weapons include:

Name Notes
Splatchet A cutting-type Power-class new weapon/gadget
Splatellites A Power-class area-inking device
Shot Pot A Tactical-class fixed turret
Bows One of the new weapon-class directions

Official Chinese localizations for these names are unverified, so the English originals are kept here and the in-game display is authoritative. The boundary between weapons and gadgets — which items count as which — follows the in-game categorization; this site does not draw the line for you.

IV. Weapon Progression: Frye’s Weapon Repository#

All weapon progression happens at Frye’s Weapon Repository:

  • Upgrading: invest resources to strengthen a weapon;
  • Scrapping: break surplus weapons down into materials — the core of managing a 100+ variant inventory.

Suggested progression rhythm: raise one workhorse per class during the story; leave variant collecting for the endgame; Primo upgrades are a material sink, so commit to your main weapon line before investing.

V. Pairing Weapons with Tanks and Gadgets#

Weapons are not a “more expensive is better” affair — they need to fit your Tank’s role and the gadget system. A pairing framework based on verified systems:

Tank Role Weapon/gadget direction
Speed Mobility High-mobility weapons + mobility gadgets (Blast Boot, Dash Bomb, Booyarang)
Power Close-range firepower In-your-face weapons + firepower gadgets (Splatchet, Splatellites, Spinwheel)
Tactical Deployment and control Deployment weapons/gadgets (Shot Pot, Bombloons, Tether Wail)

Once a Tank reaches Ultra it can equip one gadget from another Tank’s line — the gateway to endgame hybrid builds.

VI. How to Evaluate a Weapon in the Field#

There are no official stat sheets, but you can judge whether a weapon suits you through these perceptible dimensions:

  1. Ink consumption rate — magazine pressure dictates how often you dive to refill;
  2. Efficiency against Salmonid swarms — this game’s enemies come in packs, so area damage beats single-target burst;
  3. Gadget synergy — does the gadget cover the weapon’s weakness (range, crowd control, mobility);
  4. Fit with your Bot Buddy — stagger the waves your weapon handles against your buddy’s Showstopper.

These criteria come from the game’s verified system structure, not from any invented numbers.

VII. Primo Weapons#

The Primo tier is the advanced upgrade tier — Primo weapons can be upgraded further. The verified boundaries:

  • Primo is a tier concept meaning “can be upgraded again”;
  • Which weapons have Primo forms, their upgrade materials and stats: not published by official or verifiable sources, so we won’t speculate — check the actual options in your in-game Weapon Repository.

In the grand progression plan, Primo is the “endgame weapon ceiling”: ignore it during the story, passively bank materials while collecting variants, and treat it as part of the Bottomless Buffet push in the endgame.

VIII. A Note on the “58 Weapon Names” Figure#

The weapon scale quoted in various places spans three distinct tiers — keep them separate:

Tier Count Meaning
Weapon classes 11 Broad weapon categories
Confirmed English names 58 Weapons with explicit English names
Variants 100+ Derivative versions of each weapon

“11 classes,” “58 names,” and “100+ variants” come from different counting methods (compilations by splatoonraidersguide.com and game8.co), and this article quotes them as originally reported; the in-game collection screen’s actual count is authoritative.

内容最后验证于 2026-07