Cross-checked

Gadget Part Builds: What to Roll, and What It Costs

Every build guide names the gadgets and stops there. This page carries the layer underneath: the actual per-slot sheets, itemised against the cost budget that decides whether you can run them at all.

By the SplatAtlas editorial team · Last updated: 2026-08-15

Official render of a Blaster weapon on the beach in Splatoon Raiders

The Question Every Build Guide Skips

Ask what to run at floor 800 of the Bottomless Buffet and you will get three gadget names. Ask what goes on those gadgets and the guides go quiet. That gap matters more than it sounds: a gadget with no parts is one of three buttons, and a gadget with the right parts is most of your build. Our gadgets guide covers how the part system works, meaning parts are gadget-specific, each costs points, and your tank has a cost cap. This page covers what people actually put in those slots at depth.

Two kinds of evidence sit here, and they are kept apart. The itemised sheets below are the recommended builds published by the Japanese databases, with each part's cost as they print it. The field build after them is one runner's own 800F+ loadout, published with every roll listed. They were assembled independently, and they agree, which is the most useful thing on this page.

The Cost Cap Is the Real Gate

Here is the arithmetic nobody states plainly. Your tank has a gadget-part cost cap, and it starts at 10. GameWith's recommended six-part sheet for the Torqscrew totals 40. Their sheet for the Jump Bomb totals the same 40. That is one gadget, at four times the cap you begin with, and a deep-floor build runs three loaded gadgets at once.

So the honest answer to "why can't I run the meta build" is usually not that you are missing parts. It is that you cannot afford the ones you already have. Cost cap is a tank upgrade line, which means it is progression, not drop luck, and it is shared across every tank, so the investment is not stranded if you switch. Read the cap before you farm for parts.

  • ·Cost cap starts at 10 and is raised through tank upgrades, alongside health, weapon damage and gadget damage.
  • ·One published single-gadget sheet costs 40. Three loaded gadgets is well past that again.
  • ·Costs are printed in each part's own name in-game, so you can budget before you commit.
  • ·Tank upgrades are shared, so raising the cap is never wasted; only the parts already socketed are lost when you switch tanks.

Published Part Sheets, Itemised

GameWith's recommended builds for the two gadgets that appear in almost every deep-floor loadout. Costs and effect values are theirs, as printed. Nothing here is rounded or reconciled.

Torqscrew (マキアゲスクリュー)

GameWith, read 2026-08-15
PartCostEffect
渦サイズアップ(ヨコ): vortex size, horizontal5+42%
吸引力アップ: suction strength6Large
浮遊モード: floating mode6ON
発酵: ferment830%
持続時間アップ: duration8+60%
デカイクラ回収: Mega Power Egg collection7ON

Total cost: 40, stated on the source page

Jump Bomb (ジャンプボム)

GameWith, read 2026-08-15
PartCostEffect
冷凍: freeze8100%
ストックアップ: extra stock8+1
ゆっくり落下: slow fall5ON
攻撃力アップ(フライ): damage while airborne8+60%
インク回復: ink recovery4+20%
ガジェットリチャージ(他): recharge other gadgets710%

Total cost: 40, our arithmetic on their per-part costs

Game8 ranks the Torqscrew parts by priority rather than cost, and puts 渦ダメージアップ, both 渦サイズアップ axes, ダメージ軽減 and 発酵 in its top tier, with 吸引力アップ and プロペラダメージアップ a step below. Where the two disagree is instructive: GameWith spends 6 cost on 浮遊モード, and Game8 warns it can work against you on certain enemies. The field build below drops it.

A Field Build at Floor 800+, Printed As Published

On 2026-08-15 the guide channel わぽ published a full 800F+ Bottomless Buffet loadout with every roll listed: weapon, weapon powers, and all three gadgets slot by slot. It is reproduced here exactly as given, with nothing added and nothing optimised. This is the runner publishing their own sheet, not a third party reading someone else's record screen.

Weapon
絶品プロパンブラスター: Butane Blaster at Primo (★5)
Weapon powers
冷凍カチワリ (Ice Breaker) · 炙り (Scorch) · 発酵爆発 (Explosive Ferment)

ジャンプボム: Jump Bomb

冷凍 100% · 待ち時間短縮 -30% · 攻撃力アップ(フライ) +60% · ストックアップ +1 · ガジェットリチャージ(他) 10% · ゆっくり落下 ON · インク回復 30% · 爆発サイズアップ +23%

マキアゲスクリュー: Torqscrew

渦サイズアップ(ヨコ) +100% · 発酵 30% · 待ち時間短縮 -30% · 持続時間アップ +60% · デカイクラ回収 ON · 吸引力アップ Large · 渦サイズアップ(タテ) Medium · プロペラダメージ +38 · 渦ダメージアップ +12%

ダッシュボム: Dash Bomb

ストックアップ +1 · ブキ強化 100% · 待ち時間短縮 -30% · 爆発追加(後) Extra Large · ガジェットリチャージ(他) 10%

One reading, ours and marked as such: this is an uptime build, not a burst build. 待ち時間短縮 -30% appears on all three gadgets and ガジェットリチャージ(他) 10% on two of them, which is a lot of budget spent on nothing but getting the gadgets back. The damage comes from the weapon-power triangle: freeze, then Ice Breaker's multiplier, with Explosive Ferment chaining through the pack the Torqscrew has already gathered. The gadgets exist to keep that loop running, which is why the author frames it as the build for people who bounce off the harder frontier weapons.

Where the Sources Agree, and Where They Do Not

The field build and the database recommendations were produced independently. Checking them against each other is the whole reason to print both, and they line up further than we expected: the agreement is not just on which parts, but on their numbers.

  • +Freeze at 100% and Ferment at 30%: identical values in both.
  • +Damage while airborne at +60%, extra stock at +1, recharge-other-gadgets at 10%: identical in both.
  • +Slow fall ON, duration +60%, Mega Power Egg collection ON: identical in both.
  • +The Jump Bomb thesis matches outright: slow fall extends airtime, which is what the airborne-damage part pays off, with freeze at 100% feeding an Ice Breaker weapon.
  • ~Part count. GameWith's sheets carry six parts per gadget; the field build carries eight and nine. Higher cap, more slots, which is the budget argument in practice.
  • ~Ink recovery reads 30% in the field build against GameWith's 20%. Different grades of the same part, most likely, but neither source says so and we are not going to assume it.
  • ~Cooldown reduction at -30% is on all three field gadgets and features in neither database sheet.
  • ~Floating mode: GameWith spends 6 cost on it, Game8 flags it as situational, and the field build omits it. When two databases and a runner split three ways, treat the slot as genuinely open.

None of this makes the field build correct. It makes it corroborated, which is a different and weaker claim, but it is the strongest claim available for a build nobody can verify against a record screen. Treat the agreed values as the settled core and the divergences as the parts still being argued about.

Gadget Parts FAQ

What actually gates a deep-floor gadget build?

The cost cap, in most cases. One published single-gadget sheet costs 40 points and the cap starts at 10, so players who own the right parts routinely cannot equip them. Cost cap is one of the four tank upgrade lines, so it is bought with progression rather than farmed for.

Do gadget parts carry across gadgets?

No. Parts are gadget-specific: a cooldown-reduction part for one gadget will not fit another, even though the effect is described the same way. This is why it is worth settling on your gadgets before farming parts seriously; otherwise most of what drops is dead stock for gadgets you do not run.

Is a higher star grade always the better part?

No, and cost is the more useful number to read. Grade and cost are not locked together, so a cheap part can rewrite a gadget's behaviour while an expensive one buys a percentage. Our gadgets guide records the grade scale as ★1–★4; GameWith's listings show grades above that, and we have not been able to reconcile the two, so this page budgets by cost and ignores grade entirely.

Should I copy the field build exactly?

Copy the values that two independent sources agree on: freeze 100%, airborne damage +60%, stock +1, recharge 10%, slow fall ON, ferment 30%, duration +60%. Treat the rest as one strong player's preference. The published sheet is a real 800F+ loadout, but it is one loadout, and no record screen exists that we can check it against.

How many parts can one gadget hold?

No source we have found states a slot limit. The constraint that shows up in practice is the shared cost cap, not a per-gadget slot count. The sheets on this page range from six parts to nine on the same gadget, which is consistent with cost being the binding limit rather than slots.

Related guides

Sources

Sources: GameWith's マキアゲスクリュー and ジャンプボム recommended-parts pages and its 最強ガジェットパーツおすすめ構成 page, plus Game8 JP's マキアゲスクリュー parts page and ガジェットパーツ一覧, all read 2026-08-15. The field build is わぽ【レイダース攻略】, "無限食堂800F↑ 簡単スピード炙りブラスターのビルド構成と立ち回り解説", published 2026-08-15, reproduced from the author's own published part list. The Torqscrew total of 40 is stated by GameWith; the Jump Bomb total is our arithmetic on their per-part costs and is labelled as such. Cost cap starting at 10 and the four tank upgrade lines come from our gadgets guide, which sources them to Nintendo's official site. Every part name was checked against our own gadgets, gadget-combos, builds and farming databases; the five not already present were confirmed against Game8 JP and GameWith independently before use. The star-grade discrepancy between our gadgets guide and GameWith is disclosed above rather than resolved.