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Turf War:
Spawn 
Armor Flaws

With the redesign of Spawn Points from Splatoon 2 into airborne Squid Spawners in Splatoon 3 came the introduction of Spawn Armor, a temporary shield that protects players when entering the battle.

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Spawn Armor functions similarly to the Ink Armor special from Splatoon 2, retaining defensive mechanics such as breaking early after absorbing 30 damage while still being capable of absorbing up to 100 damage from a single attack. However, it also introduces some flaws that make it less effective in certain situations:

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1. Reduced Duration

In Splatoon 2, Ink Armor had a base duration of 6 seconds, which could be extended through Special Power Up. In contrast, Spawn Armor in Splatoon 3 lasts for a maximum duration of 4 seconds, unless broken sooner, with no way to extend it. This reduction in duration limits how long players remain protected after spawning, particularly when attempting to push through enemy-controlled space.

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2. Removal of the 80-Damage Overflow Cap

In Splatoon 2, Ink Armor could absorb up to 100 damage from the hit that broke it. However, any damage exceeding that amount was limited to a maximum of 80 damage dealt directly to the player. This meant that a player at full health could survive a powerful single attack while protected by Ink Armor.

 

For example, if an attack, like a Suction Bomb, dealt 220 damage to a full health player:

  • Ink Armor would absorb 100 damage.

  • The remaining 120 damage would normally penetrate the armor.

  • However, the 80-damage overflow cap would reduce the damage received to 80.

  • Result: The player would survive with 20 HP remaining.

 

In Splatoon 3, Spawn Armor no longer has this protection. Although Spawn Armor still absorbs up to 100 damage from the breaking hit, damage exceeding that amount passes directly to the player without the previous 80-damage limit.

 

Using the same 220-damage attack:

  • Spawn Armor absorbs 100 damage.

  • The remaining 120 damage penetrates the armor.

  • Without the overflow cap, the player receives the full 120 damage.

  • Result: The player is splatted, despite having Spawn Armor active.

 

This means that in Splatoon 3 any single attack dealing 200 damage or more can splat a full-health player through Spawn Armor while Ink Armor in Splatoon 2 would have allowed that player to survive the same damage with at least 20 HP remaining. Interestingly, the developers seem to have accounted for this change, as Suction Bomb’s damage was reduced from 220 in Splatoon 2 to 180 in Splatoon 3 preventing it from splatting a full-health player with Spawn Armor.

 

However, as a result, the following specials can splat players at full health even while Spawn Armor is active:

 

The removal of this protection significantly reduces Spawn Armor’s effectiveness against high-damage attacks. Rather than guaranteeing survival from a single powerful hit at full health, Spawn Armor can be less effective by certain specials.

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3. Vulnerability to Enemy Ink

One weakness Spawn Armor inherits from Ink Armor is its inability to protect players from damage caused by standing in enemy ink.

 

Unlike main, sub or special weapon attacks, damage from enemy ink does not contribute toward Spawn Armor’s 30-damage breaking threshold. As a result, players who land in enemy ink after spawning will begin taking damage at different times depending on how much Ink Resistance Up they have equipped.

 

Without any Ink Resistance Up, players begin taking damage on the very first frame of contact with enemy ink, even while Spawn Armor is active. However, even if a player accumulates 30 damage from enemy ink, their Spawn Armor will not break early and will instead remain active for its full 4 second duration.

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This creates a significant weakness in Spawn Armor’s defensive capabilities. Despite having an active shield, players can lose up to 40 HP simply by standing in enemy ink, depending on how much Ink Resistance Up they have equipped.

 

As a result, players may already have lost a portion of their health before an opponent even attacks them, reducing the amount of additional damage needed to splat them once their Spawn Armor breaks.

 

This is particularly problematic when spawning into areas heavily covered in enemy ink, where Spawn Armor provides no protection against the environmental damage players immediately begin receiving.

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Overall, I consider Spawn Armor to be relatively weak in its current state for Turf War. Many main weapons deal 30 or more damage in a single shot, making it relatively cheap and easy to break. Its inability to protect players from damage caused by enemy ink also creates significant problems: Players are forced to reclaim space in base while simultaneously taking damage from enemy ink and potentially facing attacks from opposing players. In more extreme situations, the removal of Ink Armor’s damage overflow protection means that certain specials can instantly splat a full-health player through Spawn Armor, leaving them with no opportunity to react.

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Turf War:
Inflated New Player MMR

Because of how the game calculates new player's matchmaking rank (MMR), the game often puts new players into high skill lobbies and predicts the game will have a fair output.

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In the match below, the average skill level on both sides is fairly the equal: 1840 MMR vs 1819 MMR. Therefore, the chance for either team to win is an almost even split of 53% for Team Alpha or 47% for Team Bravo to win the game.​

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Team Alpha's Individual MMR:

Heavy Splatling 2107.0 MMR, Rapid Blaster Pro WNT-R 1720.7 MMR, Order Shot Replica 1691.0 MMR, REEF-LUX 450 MIL-K 1839.7 MMR. 

 

Team Bravo's Individual MMR:

Aerospray MG 1736.2 MMR, Splattershot Jr (New Player) 2000.0 MMR, Ballpoint 1850.8 MMR, Tri-Stringer 1687.8 MMR

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Because the new player has an inflated MMR of 2000, by simply having Splatoon 2 save data, the reality of the match is unfair. Remember, 2000 Turf War MMR is similar to that of a Top 10 player in X Rank.

 

In the game below, the the new player splatted one enemy and got splatted 13 times. The overall team got wiped out 14 times.

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Turf War:
Fair Skill. Unfair Paint Output.

Unlike X Battles in version 11.1.0, Turf War never considers Weapon Category nor Weapon Range when matchmaking. Ironically, Turf War doesn't look at the Paint Output either.

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In the match below, the average skill level on both sides is fairly the equal: 1819 MMR vs 1809 MMR. Therefore, the chance for either team to win is an almost even split of 51% for Team Alpha or 49% for Team Bravo to win the game.

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Team Alpha's comp: Bulbz Tri-Stringer, Custom Blaster, Tentatek Splattershot and Tri-Slosher ASH-N

​Team Bravo's comp: 1 N-ZAP '89, 1 Goo Tuber and 2 E-liter 4K.

 

The reality of this match is lopsided because the Team Bravo's paint output is much worse than Team Alpha's paint output leading to Team Alpha being able to make or take space easier and faster than Team Bravo.

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Disconnects:
Poor NetCode or Rage Quits

Unlike Splatoon 2, which used Nintendo’s older NEX backend, Splatoon 3 uses Nintendo’s proprietary NPLN services through gRPC for matchmaking. Once connected through Nintendo’s proprietary peer-to-peer network library, PIA, consoles exchange gameplay packets directly over UDP. Because each player’s connection affects the session, high latency or packet loss from one console can contribute to visible lag, de-sync or disconnections during a match.

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If one or more players disconnect after the first 60 seconds of a Turf War or Splatfest battle, the match will continue. However, in ranked modes the disconnect timer is changed to the first 30 seconds as of version 11.2.0. In either situation, the match will not count as a loss for the losing team.​​

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Since Splatoon has skill based matchmaking (SBMM), we can make a hypothetical scenario to better illustrate the impact disconnects can affect a match.

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Below is a hypothetical scenario where each player in the lobby has an MMR of 1500. As players on one team disconnect, the MMR gap between the two teams increases, lowering that team’s probability of winning the match:

Number of Disconnects
MMR Difference
Higher Team Win Chance
Lower Team Win Chance
4
0% (Game Ends)
0% (Game Ends)

This hypothetical scenario isn’t perfect. In real games, you might lose your strongest or weakest player, or a player filling an important role such as: a frontline slayer, a painter, or backline anchor. Regardless of who disconnects, the scenario illustrates how quickly a match can become lopsided, though not technically impossible to win, because of poor connections or rage quits.

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