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All 15 Weapon Powers in Splatoon Raiders

Every power with its real numbers, which ones actually carry a build, and how to re-roll the ones you want.

By the SplatAtlas editorial team · Last updated: 2026-08-01

What Are Weapon Powers?

Weapon Powers are the passive abilities rolled onto a weapon when it drops. They are what separates two copies of the same weapon: a ★5 Thermal Brella with Ice Breaker is an endgame build, and a ★5 Thermal Brella with Lifesaver is scrap.

There are 15 of them, and they are not equal. Four are the entire damage economy of the late game, three are flat damage boosts, and the rest are quality-of-life. Knowing which is which stops you burning Weapon Power Shards on rolls that will never matter.

Power names and effect text are Nintendo's, via Game8's English and Japanese databases. Proc rates below come from the Japanese effect text, which prints exact percentages the English pages omit.

How Many Powers Does a Weapon Get?

Powers are rolled at drop time and the number of slots is fixed by rarity. Powers themselves also have star grades: a ★3 power is a stronger version of the same effect, not a different one.

  • ★1 weapon: no powers at all.
  • ★2 weapon: one ★1 power.
  • ★3 weapon: one ★2 power.
  • ★4 weapon: one ★2 + one ★1, or one ★3 + one ★1.
  • ★5 weapon: one ★3 + one ★2 + one ★1, three slots, and the only rarity whose powers can be changed later.

All 15 Weapon Powers, Ranked

Tiers follow Game8's English Weapon Power ranking, which grades on damage contribution, flexibility, and whether the power still does anything on Super Spicy difficulty. Numbers in the effect column are the ★1 values unless stated.

TierPowerEffect
SIce Breaker冷凍カチワリFrozen Salmonids take 3x damage from weapon hits (4x at ★2). The hit ends the Frozen status, so it is one multiplied hit per freeze.
SExplosive Ferment発酵爆発Defeating a Fermented Salmonid with a weapon causes an explosion. Small at ★1, large at ★2; this is the horde-clear power.
AFreeze冷凍2–4% chance on hit to Freeze a Salmonid, which stops it moving. 8–10% at ★2. On its own it is control; with Ice Breaker it is the damage build.
AFerment発酵2–4% chance on hit to Ferment a Salmonid, which makes it take more damage from every source. 4–10% at ★2.
AScorch炙り3% chance on hit to add one level of Scorch, which deals damage over time and stacks to level 3. 6% at ★2.
AIgnite引火Attacking a Scorched Salmonid has a 15% chance to erupt flames that spread to nearby enemies. ★2 makes the eruption wide-ranging.
BConcentrated Attack集中攻撃+10% damage to a Salmonid you have hit 3 or more times in a row. Best on high fire-rate weapons: Shooters, Splatlings, Dualies.
BClose Combatインファイト+10% damage to nearby Salmonids. The melee-class pick: Splatanas, Rollers, Brushes.
BLong Rangeロングレンジ+15% damage to far-off Salmonids: the highest flat number of the three, but only if you actually hold distance. Chargers and Stringers.
CSpeed UpスピードアップSwim and humanoid movement speed up one level (two at ★2). Never wasted, never decisive.
CInk Proインクの達人10% less ink consumption (15% at ★2), and using the weapon inks the ground at your feet. Strong on ink-hungry classes.
CSquid Enduranceイカがまん35% less damage taken in squid form, and taking damage fills a little Showstopper gauge. A survivability pick for deep Buffet floors.
DLifesaverライフセーブHP recovers 10% faster and you recover from downed state 10% faster (15% at ★2).
DSubmerge Recovery Enhanceセンプク回復力強化HP and ink recover 10% faster while submerged in ink.
DRisky Rewardピンチはチャンス+50% attack power while in the danger state. The biggest single number on this page, attached to the condition you spend the whole game avoiding.

Where the English and Japanese pages differ, the Japanese text is the one carrying explicit percentages; for example the English Scorch entry says only "a chance", while the Japanese prints 3%. We have used the Japanese figures and named the star grade they apply to.

Why Ice Breaker and Explosive Ferment Sit Above Everything

The three status effects do almost nothing by themselves. The damage lives in the powers that trigger off them, and that is the whole design:

  • Freeze immobilises. Ice Breaker turns that immobilised enemy into a 3x (or 4x) hit. Freeze without Ice Breaker is crowd control; together they are the highest single-target multiplier in the game.
  • Ferment amplifies incoming damage. Explosive Ferment turns each kill into an explosion, which ferments and kills the next enemy. On a crowded floor it chains.
  • Scorch ticks damage. Ignite makes attacking a scorched target spread flames to its neighbours, the budget version of the Ferment chain.
  • At most two different statuses can be active on one Salmonid at once, so build around a pair, not all three.

The detail most builds get wrong: the Ice Breaker hit consumes the freeze. You get exactly one multiplied hit per proc, not a window of them. That is why Ice Breaker belongs on Brellas, Splatanas, Blasters and Chargers, classes whose single hit is worth multiplying, and why it is close to wasted on a rapid-fire Shooter.

Status Effects

How Do You Change a Weapon's Powers?

You cannot pick a power at drop time. You change it afterwards, with Weapon Power Shards, and only on ★5 weapons.

  • Scrapping unlocks at Hideout Ship level 2 and converts unwanted weapons into Weapon Power Shards.
  • A scrapped ★5 weapon returns 9 shards; a ★4 returns 4. Do not clear out ★1s expecting a payout.
  • Power swapping unlocks after you finish the story, at the ship facility.
  • Feeding a slot shards of the power already in it upgrades that power instead of replacing it; this is how you climb a ★1 power to ★2.
  • Only ★5 weapons can be re-rolled at all. Everything else is what it dropped as.
Splatoon Raiders weapon upgrade and power screen at Frye's weapon stash
Image © Nintendo.

Weapon Powers Stack With Relic Powers

Relic Powers use the same names as Weapon Powers, and matching names add together rather than overwriting. A relic loadout carrying Ice Breaker plus a weapon rolling Ice Breaker is the intended endgame stack, so check what your relics already provide before you spend shards chasing a duplicate you do not need.

Relics & Titles

Which Powers Should You Actually Chase?

A practical priority for a ★5 weapon you intend to keep, assuming you are heading into Super Spicy content:

  1. Slot the ★3 with Ice Breaker if your weapon has a big single hit, or Explosive Ferment if it does not.
  2. Fill the ★2 with the status that feeds it: Freeze for Ice Breaker, Ferment for Explosive Ferment.
  3. Use the ★1 for whichever flat damage power matches your range band: Concentrated Attack, Close Combat or Long Range.
  4. Take Ink Pro or Squid Endurance over Lifesaver if the roll is going to sit there anyway.
  5. Ignore Risky Reward unless you are deliberately building around staying in danger, it is a trap on any run you intend to finish.

Related guides

Sources

Power names, tiers and English effect text: Game8 Weapon Power Tier List and All Weapon Powers List. Exact proc rates and multipliers: Game8 Japan's ブキパワー一覧. Slot counts by rarity: Game8 Japan weapon database. Shard yields and swap unlock: Game8 Japan. Build priority is our reading of those numbers.