- In-Game Name
- Swag6969
- Discord Name
- Swag#6969
THIS GUIDE IS NO LONGER BEING UPDATED AND HAS SINCE BEEN MOVED TO THE PAINTSQUAD WIKI.
Please do not cite or use info from this post, it's only being kept up for nostalgic purposes.
just a lil guide/documentation (and some other stuff too) im making because most people may not fully know how some things in paintsquad work, so imma dump most of the things i know here. this gets a lot more technical than the guide in the server, but displays a lot of useful information. also join the discord.
as paintsquad gets updated, ill update this post too. keep in mind, this post is never finished, as anything could get added, anytime. keep in mind, paintsquad is in beta, and will be for a while. you should expect to see some bugs here and there.
if anythings too confusing, or you want to know more about something, i can tell you as much as i know on discord @Swag#6969.
if you choose to add and talk to me, please do not ask: if i want to do a j4j, for collaborations, for release dates of content, how to become staff, or to forward something to someone.
also dm me if you notice any potential errors or typos cause i know i aint perfect.
Main Gamemode Info
Turf War ("TW")
Objective
In the simplest mode, Turf War, your objective is to paint more of the ground than the enemy team in 3 minutes. The only thing that counts towards the final score is the amount of ground covered in your team's paint by the end of the match. All new squids should start their fightin' in this mode.
Rewards
Your score is the amount of blocks you painted throughout the match.
Match Outcome -> | Win | Lose |
---|---|---|
Experience | 1000 + score | score |
Coins | 1000 + score * 1.5 | score * 1.5 |
Rainmaker ("RM")
Objective
Rainmaker can sometimes be confusing, but once you understand how it works, you're all set. Your primary goal is to carry the objective (which is in the form of a weapon), known as the "Rainmaker", to the enemy's side of the map. Somewhere near their spawn, there will be a podium (labelled goal). This is where you must carry the Rainmaker to. The closer you get to the goal, the more points you score, up to 100 if you make it on top of the podium. I recommend taking a peek at my post about Rainmaker Pathing and how to score as that will come in very useful.
The Rainmaker
The Rainmaker itself is a powerful weapon, however it is at first protected by a barrier, known as it's shield. You can explode the shield by damaging it in your team's colour using any weapon that can damage it. The shield itself can damage any player, though not by much, so it'll only really splat you if you're already low health. Once the shield is damaged enough, it will explode, splatting any player of the opposing team within its radius. Once the shield is down, any player is able to pick up the Rainmaker and start carrying it towards the goal. (Keep in mind, only one player can have the Rainmaker at a time). If the Rainmaker is left out of its barrier for longer than 30 seconds, it'll reset to the center of the stage, and its barrier will reform.
Since the Rainmaker is a heavy weapon, your run and swim speed are reduced. You are also not able to use your sub or special weapons, or super jump anywhere, while holding the Rainmaker. The Rainmaker itself can be fired by charging up a shot by holding down your use item button (default is Right Click), and you can release the shot by letting go, once it's fully charged. The shot doesn't travel too far, but once it hits a surface (players not included), it will cause an explosion after a short time, insta-splatting any player of the opposing team in the blast radius.
If the player holding the rainmaker gets splatted, it'll drop wherever they died, along with its barrier being reformed. Additionally, if the player holding the Rainmaker has been carrying it for longer than 60 seconds, they will explode, splatting them and any of their teammates nearby. You can see the time until the Rainmaker self-destructs in your actionbar (which is right above your health and hunger bar).
Winning
If a team manages to reach the opposing team's podium, and stand on the middle of it, that team will be rewarded with a knockout win. Otherwise, if neither team won by knockout after the match time of 5 minutes passes, then whichever team brought the Rainmaker closer to their enemy's goal will win. This is considered a non-knockout win.
Overtime
If the team that's losing is in possession of the Rainmaker when the clock hits 0:00, then Overtime will start. Once Overtime starts, it won't end until:
- The losing team takes the lead, in which they will win.
- The losing team loses the Rainmaker.
- 1 minute passes, and the losing team hasn't taken the lead
Rewards
You can get up to 100 points, based on how close you got to the enemy's podium.
Match Outcome -> | K.O. Win | Win | Lose |
---|---|---|---|
Experience | 3000 | 25 per point, max 2475 | 15 per point, max 1470 |
Coins | 3000 | 25 per point, max 2475 | 15 per point, max 1470 |
Splat Zones ("SZ")
Objective
Splat Zones is like a King of the Hill mode, if you've heard of that before. Your objective is to paint 1 or 2 zones, which are marked by glowing shulkers (depending on settings) and particles, located in or near the center of the stage. After successfully painting them, your team is considered "in control" of the zones. Once in control, your goal is to stay in control, for as long as you can.
Controlling the Zones
In order for a zone to be considered "in control", you must paint at least 75% of the zone. Upon gaining control of all the zones on a stage, your team's timer will begin to tick down (at 1 point per 0.85 seconds, or 70.6pts per minute). The longer you're in control, the more points you score. If you lose control of a zone, your timer will stop, and you'll stop gaining points. In order to defuse control of an enemy's zone, ensure you have painted it enough so that they have less than 75% of the zone in their colour.
If a team loses control, and the opposing team takes control, then the team that lost control is given a penalty. This penalty is equivalent to [time in control] * 0.75. The penalty's function is to serve as a punishment for losing control, and stops you from gaining points for a set amount of time after you regain control. After regaining control, your penalty timer will start to tick down before the main one, meaning you won't score any points until your penalty is 0.
Winning
If a team manages to get their counter to 0, that team will be rewarded with a knockout win. Otherwise, if neither team won by knockout after the match time of 5 minutes passes, then whichever team had control for longer (without a penalty) will win. This is considered a non-knockout win.
Overtime
If the team that's losing is in control of every zone when the clock hits 0:00, then Overtime will start. Once Overtime starts, it won't end until:
- The losing team takes the lead, in which they will win.
- The winning team takes control of all zones
- 2 minutes pass, and the losing team hasn't taken the lead
Rewards
You can get up to 100 points, based on how many seconds you were in control for, without a penalty.
Match Outcome -> | K.O. Win | Win | Lose |
---|---|---|---|
Experience | 3000 | 25 per point, max 2475 | 15 per point, max 1470 |
Coins | 3000 | 25 per point, max 2475 | 15 per point, max 1470 |
Tower Control ("TC")
Objective
Tower Control is one of the more straightfoward modes, since all you have to do is stand on the tower, and let it do its job. Your goal is to bring the tower to it's end point, which is located near the enemy base, by standing on it. Once you're on it, it'll automatically move on it's own towards the goal, like a simplistic version of Rainmaker.
The Tower
The Tower, is well, a tower, that starts in the middle of the stage. The path it takes towards its goal can be seen on the ground. The place where the path ends is the tower's knockout zone, and where you aim to get the tower to. You are able to paint, climb, and swim on the tower. Once you're on the tower, it'll follow its path towards the end, at a consistent pace. The closer to the goal you get with the tower, the more points you score, up to 100 of course. While you are on the tower, you cannot use your special, though you're still able to shoot, and recover ink in squid form, as you normally would.
If a team loses the tower (by either dying or falling off), or a player from both teams stands on the tower, it'll start returning to the center of the stage after 5 seconds.
Winning
If a team manages to get the tower to its end point in their enemy's base, then that team will be rewarded with a knockout win. Otherwise, if neither team won by knockout after the match time of 5 minutes passes, then whichever team got the tower the closest to its end point will win. This is considered a non-knockout win.
Overtime
If the team that's losing is on the tower when the clock hits 0:00, then Overtime will start. Once Overtime starts, it won't end until:
- The losing team takes the lead, in which they will win.
- The losing team loses the tower, and can't get it back within 5 seconds.
- 2 minutes pass, and the losing team hasn't taken the lead.
Rewards
You can get up to 100 points, based on how close you got the tower to its end point.
Match Outcome -> | K.O. Win | Win | Lose |
---|---|---|---|
Experience | 3000 | 25 per point, max 2475 | 15 per point, max 1470 |
Coins | 3000 | 25 per point, max 2475 | 15 per point, max 1470 |
Deathmatch ("DM")
Objective
Deathmatch is just as simple as Turf War. Instead of painting the ground however, your one and only goal is to splat your enemies. That's it. As simple as that. You get 5 minutes to rack up as many splats as you can.
Winning
If a team manages to score 25 kills total, then that team will be rewarded with a knockout win. Otherwise, if neither team won by knockout after the match time of 5 minutes passes, then whichever team got the most kills will win. This is considered a non-knockout win.
Overtime
If the scores are tied when the clock hits 0:00, then Overtime will start. Once Overtime starts, it won't end until:
- A team scores, in which that team will win.
- 2 minutes pass, in which a random team will be declared the winner.
Rewards
On top of the base rewards, you also get an extra reward depending on how many killstreaks you get. The total rewards for killstreaks are then summed up at the end of the round and given to you.
Killstreak | Experience & Coins |
---|---|
Every KS of 2 | +25 |
Every KS of 3 | +60 |
Every KS of 4 | +100 |
Every kill above 4 | +25 / kill |
Conditions -> | Base Score | Win | Per Kill | Per Assist |
---|---|---|---|---|
Experience | score * 0.5 | +1000 | +50 | +25 |
Coins | score * 0.5 | +100 | +50 | +25 |
*The 100 coins as the win bonus is NOT a typo.
Eightball ("EB")
Objective
Eightball is very similar to Rainmaker in terms of objective, however, instead of carrying an object, you're supposed to push it. Your goal is to guide the Eightball to the goal, near the enemy's base, in order to win. On your journey though, there are a few barriers to stop your progress, requiring you to destroy them before you can progress further.
Eightball & Barriers
Pushing the Eightball is as easy as just shooting it (you're able to use sub and special weapons too). Once shot enough, it'll take the colour of your team, and proceed to leave an ink trail in your team's colour. The closer you push the Eightball to the goal, the more points you score. Keep in mind, you can only score points if the ball is in your team's colour. With enough speed, the ball is actually able to splat players in it's own, rewarding the player who gave it that force one kill for their count.
Throughout the stage, there are a few, normally 2-3 barriers that the Eightball cannot pass. In order to disable these barriers, you must shoot at it's orb, which is located in front of it, to deal enough damage and break the barrier. If the enemy damages your barrier, you're able to heal it in the same way as if you were damaging the enemy's barriers, though it heals only half the damage you deal.
First Orb | 3000 health |
Second Orb | 4000 health |
Third Orb | 5000 health |
Winning
If a team manages to get the Eightball to its goal, then that team will be rewarded with a knockout win. Otherwise, if neither team won by knockout after the match time of 7 minutes passes, then whichever team got the Eightball the closest to their enemy's goal will win. This is considered a non-knockout win.
Overtime
If the Eightball is in the colour of the team that's losing when the clock hits 0:00, then Overtime will start. Once Overtime starts, it won't end until:
- The losing team takes the lead, in which they will win.
- The Eightball takes the colour of the winning team, and stays that way for 10 seconds.
- 2 minutes pass, and the losing team hasn't taken the lead.
Rewards
You can get up to 100 points, based on how close you got the Eightball to the goal.
Match Outcome -> | K.O. Win | Win | Loss |
---|---|---|---|
Experience | 3000 | 25 per point, max 2475 | 15 per point, max 1470 |
Coins | 3000 | 25 per point, max 2475 | 15 per point, max 1470 |
Conquest ("CQ")
Origin
Conquest was proposed as a gamemode by me in early April, you can find that post here. It mostly follows what was suggested, however, there were some modifications to it.
Objective
Conquest is like a mix 'n' match of Deathmatch and Splat Zones. It's probably the most hard to understand mode in PaintSquad, but one of the easiest to get used to, and strategize on, once you know what you're doing. Your goal is to splat enemies, while also having control of various checkpoints around the map. Unlike Splat Zones however, you can capture checkpoints just by being near them. The more checkpoints you have, the faster you can score.
Checkpoints & Scoring
All around the stage, there are a set number of checkpoints that can be captured by you or the enemy. In order to score points, you must splat the enemies, or capture checkpoints. The amount of points you get for each kill is 1 * [amount of checkpoints captured]. You can see how many checkpoints you have captured at the top of your screen, next to your point count. Each checkpoint you capture for the first time, or from an enemy, gives 1 point.
At the start of the round, both teams start with one checkpoint captured. The rest are neutral, and are able to be captured by any team. To capture a checkpoint, all you have to do is be near it, and it'll slowly get captured. If the checkpoint is neutral, you must first get through the neutral stage, then it'll become captured by your team. As long as it's in your team's colour, you've captured it, however, you won't get a point unless it's 100% captured. If you leave the area, and you're not done capturing the checkpoint, while it's neutral, it'll slowly go back up to 100% neutral. When capturing from the enemy team, you must first reset it to neutral before you can capture it.
If there are multiple team members near a checkpoint, it'll capture faster than if there were less. You can see the time it takes to capture checkpoints here:
Players Near Checkpoint -> | 1 Player | 2 Players | 3 Players | 4 Players |
---|---|---|---|---|
Time to capture 100% Capture Speed | 4.545 seconds 22% / second | 3.846 seconds 26% / second | 3.333 seconds 30% / second | 2.941 seconds 34% / second |
Winning
If a team manages to score 100 points, then that team will be rewarded with a knockout win. Otherwise, if neither team won by knockout after the match time of 7 minutes passes, then whichever team scored the most points will win. This is considered a non-knockout win.
Overtime
If the losing team has the same amount, or more checkpoints captured than the winning team when the clock hits 0:00, then Overtime will start. Once Overtime starts, it won't end until:
- The losing team takes the lead, in which they will win.
- The winning team has more checkpoints captured than the losing team for longer than 15 seconds.
- The winning team reaches 100 points, in which they will get a knockout.
- 3 minutes pass, and the losing team hasn't taken the lead.
Additionally, overtime will also start if the scores are tied, and won't end until:
- A team fully captures a checkpoint, awarding them a point, and a win.
- A team, with at least one flag captured, gets a kill.
Rewards
You can get up to 100 points, based on how many points you scored with your captured checkpoints.
Match Outcome -> | K.O. Win | Win | Lose |
---|---|---|---|
Experience | 5000 | 25 per point, max 2475 | 15 per point, max 1470 |
Coins | 5000 | 25 per point, max 2475 | 15 per point, max 1470 |
Clam Blitz ("CB")
This mode is not yet released. Come back later!
Other Info
Maps & Compatible Modes
This section is to just show which maps each mode supports (as of right now, at least). If you're unsure about what each mode acronym means, they're listed above next to the full mode name. Every map by default supports Turf War and Deathmatch.
Map/Mode | Type | RM | SZ | TC | EB | CQ |
---|---|---|---|---|---|---|
Urchin Underpass | Replica | ✓ | ✓ | ✓ | ✓ | ✓ |
Saltspray Rig | Replica | ✓ | ✓ | ✓ | ✘ | ✘ |
Camp Triggerfish | Replica | ✓ | ✓ | ✓ | ✘ | ✓ |
Tropical | Original | ✓ | ✓ | ✓ | ✓ | ✘ |
Cyberpunk | Original | ✓ | ✓ | ✘ | ✘ | ✘ |
Moray Towers | Replica | ✓ | ✓ | ✓ | ✓ | ✓ |
Dark Laboratory | Original | ✓ | ✓ | ✘ | ✘ | ✘ |
Mars | Original | ✓ | ✓ | ✓ | ✓ | ✓ |
Port Mackerel | Replica | ✘ | ✓ | ✓ | ✘ | ✘ |
Desert | Replica | ✓ | ✓ | ✓ | ✘ | ✘ |
Dragon Temple | Original | ✘ | ✘ | ✘ | ✘ | ✘ |
The Reef | Replica | ✓ | ✓ | ✓ | ✓ | ✓ |
Radioactive | Original | ✘ | ✓ | ✘ | ✘ | ✓ |
Map/Mode | Type | RM | SZ | TC | EB | CQ |
*PaintFest Exclusive
*Temporarily Removed
Bot Difficulties
The bot difficulty calculation works a bit more complicated than I thought it did, but I should be able to sum up everything here. The difficulties of bots determine how much damage they do, their hit accuracy, and aggression. In Public Matches (and PaintFest Matches), the bot difficulties are automatically determined based on the human players' levels. In Private Matches, the difficulties can be customized to one's heart (or you could just not have any bots at all, of course).
Difficulty Effects
Bot Difficulty | Damage | Shot Spread | Aggression | Time/Jump |
Easy | 0.5x | 3x | 50% | 2.5 seconds |
Normal | 0.7x | 2x | 90% | 2 seconds |
Hard | 1x | 1.5x | 130% | 1.5 seconds |
Elite | 1.2x | 1.25x | 150% | 1 second |
Unfair | 1.4x | 1x | 200% | 0.35 seconds |
*Time per Jump applies when bots are in combat. After the displayed amount of time passes, when attacking, the bot will jump.
Calculating Difficulty
Bot difficulties are calculated purely based on the sum of each human players' level. Basically speaking, the higher level your team is, the lower difficulty your team is, and the higher the other one is. First off, PaintSquad gets the lowest possible difficulty using the sum of each players level. The lowest possible difficulty is then applied to the team with a lower level total.
Sum of All Player Levels | Lowest Possible Difficulty |
0 - 25 | Easy |
26 - 45 | Normal |
46 - 59 | Hard |
60+ | Elite |
After that, for every 25 levels more the higher leveled team has then the opposite team, the lower leveled team will be one difficulty higher. Here are some examples: *B = BOT
Team A Levels | A Difficulty | Difference | B Difficulty | Team B Levels |
1 - B - B - B (1 total) | Easy | 1 level | Easy | B - B - B - B (0 total) |
20 - B - B - B (20 total) | Easy | 19 levels | Easy | 1 - B - B - B (1 total) |
30 - 10 - B - B (40 total) | Hard | 31 levels | Elite | 6 - 3 - B - B (9 total) |
20 - 1 - B - B (21 total) | Normal | 0 levels | Normal | 20 - 1 - B - B (21 total) |
20 - 15 - 15 - B (50 total) | Elite | 31 levels | Unfair | 10 - 3 - 1 - B (14 total) |
50 - B - B - B (50 total) | Hard | 50 levels | Unfair | B - B - B - B (0 total) |
50 - B - B - B (50 total) | Elite | 0 levels | Elite | 25 - 25 - B - B (50 total) |
Gear Perks
List of each perk and their effects. Not all perks are stackable, in which some cells will be empty.
Perk | Description | Main Slot | Sub Slot | Max Effect |
Ink Saver Main | Reduces ink consumption for your main weapon. | 8.0% | 2.0% | 42.0% |
Ink Saver Sub | Reduces ink consumption for your sub weapon. | 5.5% | 2.0% | 34.5% |
Ink Recovery Up | Speeds up ink recovery in both squid and human form. | 1.5 | 0.5% | 25.5% |
Ink Resistance Up | Increases mobility in and reduces damage from standing in enemy ink. | 10.0% | 3.0% | 57.0% |
Special Charge Up | Lowers the amount of points needed for your special weapon. | 3.0% | 1.5% | 22.5% |
Special Saver | Reduces amount of special charge lost upon getting splatted. | 3.0% | 1.5% | 22.5% |
Quick Respawn | Reduces respawn time. | 1.25s | 0.35s | 6.9s |
Run Speed Up | Increases movement speed in human form. | 5.3% | 1.4% | 28.5% |
Swim Speed Up | Increases movement speed while swimming in ink. | 4.0% | 1.25% | 23.3% |
Quick Super Jump | Increases super jump speed. | 0.3s | 0.09s | 1.71s |
Bomb Defense Up | Reduces damage taken from bombs. | 3.0% | 1.25% | 20.7% |
Berserker | Increases damage and reduces defense (by the same amount) in the last minute of a match. | 2.0% | 0.6% | 11.4% |
Ink Shield | Increases defense and reduces damage (by the same amount) in the last minute of a match. | 2.0% | 0.6% | 11.4% |
Armored Super Jump | Gain ink armor at the end of a super jump, while reducing super jump speed. | 0.5s | 1.5s | |
Tenacity | Slowly increases special while having less players alive than the enemy team. | 1 less - 4p/s 2 less - 5.5p/s 3 less - 7p/s 4+ less - 9p/s | 9p/s | |
Ink Tracker | Highlights the player that splats you for a short time. | 12s | 12s | |
Ninja Squid | Leaves no trail when swimming, but reduces swim speed. | |||
Stealth Jump | Hides super jump landing point to all players, but reduces super jump speed. | |||
Perk | Description | Per Main Slot | Per Sub Slot | Max Possible |
Weapons
This is a list of every weapon in the game, as of making this edit, sorted by weapon category.
Weapons in a light blue color cannot be purchased in the weapon shop and must be obtained some other way.
Shooters
Weapon | Price | Level | Damage | Mobility | Fire Rate | Range |
Splattershot Jr. Burst Bomb / Ink Armor | 0 | 1 | 27% (4-shot-kill) | 82% | 12.5 shots/sec | 8.85 blocks |
Tentatek Splattershot Splat Bomb / Inkjet | 5000 | 2 | 30% (4-shot-kill) | 60% | 8.33 shots/sec | 12.26 blocks |
Splat Dualies Burst Bomb / Tenta Missiles | 5000 | 4 | 23% (5-shot-kill) | 70% | 10 shots/sec | 12.26 blocks |
Dualie Squelchers Point Sensor / Tenta Missiles | 10000 | 8 | 21% (5-shot-kill) | 64% | 8 shots/sec | 15.16 blocks |
Custom Dualie Squelchers Splat Bomb / Ink Storm | 17000 | 15 | 21% (5-shot-kill) | 64% | 8 shots/sec | 15.16 blocks |
Heroshot Replica Classic Splat Bomb / Splashdown | None | 20 | 30% (4-shot-kill) | 60% | 8.33 shots/sec | 12.26 blocks |
Heroshot Replica V2 Burst Bomb / Splashdown | None | 10 | 30% (4-shot-kill) | 60% | 8.33 shots/sec | 12.26 blocks |
Octo Shot Replica Splat Bomb / Inkjet | None | 30 | 30% (4-shot-kill) | 60% | 8.33 shots/sec | 12.26 blocks |
Splattershot Pro Point Sensor / Ink Storm | 15000 | 10 | 27% (4-shot-kill) | 55% | 5 shots/sec | 16.24 blocks |
Aerospray MG Suction Bomb / Curling Bomb Launcher | 30000 | 12 | 15% (7-shot-kill) | 70% | 18.87 shots/sec | 8.94 blocks |
Aerospray RG Sprinkler / Baller | 30000 | 12 | 15% (7-shot-kill) | 70% | 18.87 shots/sec | 8.94 blocks |
Berry Splattershot Pro Suction Bomb / Suction Bomb Launcher | 25000 | 16 | 27% (4-shot-kill) | 55% | 5 shots/sec | 16.24 blocks |
Candy Splattershot Splat Bomb / Inkjet | None | Any | 30% (4-shot-kill) | 60% | 8.33 shots/sec | 12.26 blocks |
Forge Splattershot Pro Suction Bomb / Bubble Blower | 40000 | 22 | 27% (4-shot-kill) | 55% | 5 shots/sec | 16.24 blocks |
Kensa Splattershot Suction Bomb / Tenta Missiles | 10000 | 8 | 27.5% (4-shot-kill) | 60% | 8.33 shots/sec | 12.26 blocks |
Dapple Dualies Squid Beakon / Suction Bomb Launcher | 25000 | 15 | 30% (4-shot-kill) | 70% | 10 shots/sec | 9.26 blocks |
Kensa Splattershot Pro Splat Bomb / Booyah Bomb | 40000 | 20 | 27% (4-shot-kill) | 55% | 5 shots/sec | 16.24 blocks |
Splattershot Classic Splat Bomb / Inkzooka | 14000 | 10 | 27.5% (4-shot-kill) | 60% | 8.33 shots/sec | 12.26 blocks |
Splash-o-matic Toxic Mist / Inkjet | 20000 | 20 | 19% (6-shot-kill) | 70% | 12.5 shots/sec | 9.26 blocks |
Splash-o-matic Neo Burst Bomb / Suction Bomb Launcher | 37000 | 23 | 19% (6-shot-kill) | 70% | 12.5 shots/sec | 9.26 blocks |
Splash-o-matic X Curling Bomb / Inkzooka | 50000 | 27 | 19% (6-shot-kill) | 70% | 12.5 shots/sec | 9.26 blocks |
Sploosh-o-matic Curling Bomb / Splashdown | 15000 | 12 | 24% (5-shot-kill) | 70% | 15.62 shots/sec | 7.34 blocks |
Sploosh-o-matic Neo Squid Beakon / Tenta Missiles | 19000 | 15 | 24% (5-shot-kill) | 70% | 15.62 shots/sec | 7.34 blocks |
Sploosh-o-matic X Suction Bomb / Bubble Blower | 19000 | 20 | 24% (5-shot-kill) | 70% | 15.62 shots/sec | 7.34 blocks |
Jet Squelcher Toxic Mist / Tenta Missiles | 39000 | 17 | 24% (5-shot-kill) | 60% | 4.55 shots/sec | 17.53 blocks |
Dual Squelcher Classic Splat Bomb / Echolocator | 57000 | 24 | 21% (5-shot-kill) | 60% | 6.9 shots/sec | 17.1 blocks |
Xen-Zap Suction Bomb / Ink Armor | 10000 | 10 | 19% (6-shot-kill) | 80% | 11.11 shots/sec | 12.26 blocks |
Xen-Zap 23/16 Autobomb / Tenta Missiles | 18000 | 14 | 19% (6-shot-kill) | 80% | 11.11 shots/sec | 12.26 blocks |
.52 Gal Point Sensor / Baller | 14900 | 16 | 42% (3-shot-kill) | 60% | 4.35 shots/sec | 12.8 blocks |
.96 Gal Sprinkler / Ink Armor | 26500 | 21 | 48% (3-shot-kill) | 60% | 3.33 shots/sec | 15.59 blocks |
Aerospray PG Burst Bomb / Booyah Bomb | 43200 | 30 | 15% (7-shot-kill) | 70% | 18.87 shots/sec | 8.94 blocks |
Weapon | Price | Level | Damage | Mobility | Fire Rate | Range |
Chargers
Weapon | Price | Level | Damage | Charge Time | Range |
Splat Charger Splat Bomb / Sting Ray | 5000 | 3 | 180 | 1 second | 17.5 blocks |
Classic Squiffer Point Sensor / Ink Armor | 10000 | 12 | 180 | 0.7 seconds | 13.5 blocks |
Fresh Squiffer Suction Bomb / Inkjet | 15000 | 15 | 180 | 0.7 seconds | 13.5 blocks |
Xen Squiffer Curling Bomb / Booyah Bomb | 25000 | 20 | 180 | 0.7 seconds | 13.5 blocks |
E-liter 4K Autobomb / Ink Storm | 20000 | 17 | 220 | 1.7 seconds | 30 blocks |
E-liter Octo Curling Bomb / Booyah Bomb | 50000 | 21 | 220 | 1.7 seconds | 30 blocks |
Sting Charger Curling Bomb / Inkjet | 15000 | 13 | 180 | 1 second | 17.5 blocks |
Hero Charger Replica Splat Bomb / Inkzooka | None | 50 | 180 | 1 second | 17.5 blocks |
Goo Tuber Suction Bomb / Splashdown | 32000 | 20 | 180 | 1.3 seconds | 17.5 blocks |
Custom Goo Tuber Curling Bomb / Inkjet | 60000 | 29 | 180 | 1.3 seconds | 17.5 blocks |
Weapon | Price | Level | Damage | Charge Time | Range |
Blasters
Weapon | Price | Level | Damage | Radius | Fire Rate | Range |
Blaster Toxic Mist / Splashdown | 10000 | 6 | 110% | 3.75 | 1.39 shots/second 0.71 seconds/shot | 5.5 blocks |
Ice Blaster Suction Bomb / Bubble Blower | 20000 | 12 | 110% | 3.75 | 1.39 shots/second 0.71 seconds/shot | 5.5 blocks |
Custom Blaster Autobomb / Inkjet | 30000 | 17 | 110% | 3.75 | 1.39 shots/second 0.71 seconds/shot | 5.5 blocks |
Luna Blaster Splat Bomb / Baller | 30000 | 20 | 130% | 4.2 | 1.54 shots/second 0.65 seconds/shot | 4.35 blocks |
Kensa Blaster Suction Bomb / Booyah Bomb | 25000 | 17 | 110% | 3.75 | 1.39 shots/second 0.71 seconds/shot | 5.5 blocks |
Rapid Blaster Ink Mine / Splat-Bomb Launcher | 17800 | 15 | 65% | 2.75 | 1.6 shots/second 0.63 seconds/shot | 8 blocks |
Rapid Blaster Pro Toxic Mist / Ink Storm | 24900 | 19 | 65% | 2.75 | 1.25 shots/second 0.8 seconds/shot | 9.5 blocks |
Chroma Blaster Ink Mine / Ink Armor | 46500 | 23 | 15.33%/shot 46% max | 3.25 | 2.7 shots/second 0.37 seconds/shot | 5.5 blocks |
Weapon | Price | Level | Damage | Radius | Fire Rate | Range |
Rollers
Weapon | Price | Level | Damage | Mobility | Range |
Splat Roller Curling Bomb / Splashdown | 5000 | 4 | 120 | 102.5% | 10.87 blocks |
Krak-On Splat Roller Squid Beakon / Baller | 15000 | 10 | 120 | 102.5% | 10.87 blocks |
Carbon Roller Autobomb / Ink Storm | 17000 | 9 | 75 | 108.5% | 10.87 blocks |
Carbon Roller Deco Burst Bomb / Autobomb Launcher | 34000 | 14 | 75 | 108.5% | 10.87 blocks |
Hero Roller Replica Curling Bomb / Splashdown | None | 40 | 120 | 102.5% | 10.87 blocks |
Weapon | Price | Level | Damage | Mobility | Range |
Brushes
Weapon | Price | Level | Damage | Mobility | Range |
Inkbrush Splat Bomb / Splashdown | 7000 | 7 | 30% (4-hit-kill) | 125% | 9.58 blocks |
Octobrush Autobomb / Inkjet | 10000 | 10 | 40% (3-hit-kill) | 110% | 9.8 blocks |
Weapon | Price | Level | Damage | Mobility | Range |
Splatlings
Weapon | Price | Level | Damage | Charge Time | Range |
Heavy Splatling Sprinkler / Sting Ray | 15000 | 8 | 24% (5-shot-kill) | 2.15 seconds | 16.51 blocks |
Heavy Splatling Remix Point Sensor / Booyah Bomb | 10000 | 8 | 24% (5-shot-kill) | 2.15 seconds | 16.51 blocks |
Mini Splatling Burst Bomb / Tenta Missiles | 25000 | 18 | 17.5% (6-shot-kill) | 0.9 seconds | 13.01 blocks |
Zink Mini Splatling Curling Bomb / Ink Storm | 35000 | 22 | 17.5% (6-shot-kill) | 0.9 seconds | 13.01 blocks |
Weapon | Price | Level | Damage | Charge Time | Range |
Sloshers
Weapon | Price | Level | Damage | Mobility | Range |
Slosher Suction Bomb / Tenta Missiles | 7000 | 5 | 70% (2-hit-kill) | 72.5% | 9.8 blocks |
Tri-Slosher Burst Bomb / Ink Armor | 15000 | 15 | 52% (2-hit-kill) | 72.5% | 8.19 blocks |
Tri-Slosher Nouveau Splat Bomb / Ink Storm | 20000 | 18 | 52% (2-hit-kill) | 72.5% | 8.19 blocks |
Slosher Deco Sprinkler / Baller | 12000 | 9 | 70% (2-hit-kill) | 72.5% | 9.8 blocks |
Pumpkin Slosher Suction Bomb / Inkzooka | None | Any | 70% (2-hit-kill) | 72.5% | 9.8 blocks |
Weapon | Price | Level | Damage | Mobility | Range |
Bows
Weapon | Price | Level | Damage | Mobility | Range |
Inkbow α Suction Bomb / Inkjet | 10000 | 7 | 45% per arrow 135% max | 90% | 14.63 blocks |
Inkbow β Burst Bomb / Bubble Blower | 15000 | 9 | 45% per arrow 135% max | 90% | 14.63 blocks |
Harp Bow α Curling Bomb / Tenta Missiles | 36500 | 19 | 30% per arrow 180% max | 80% | 15.7 blocks |
Harp Bow β Ink Mine / Ink Storm | 48000 | 26 | 30% per arrow 180% max | 80% | 15.7 blocks |
Magma Bow Sprinkler / Ink Armor | 67500 | 28 | 70% direct 40% explosion | 72% | 13.55 blocks |
Weapon | Price | Level | Damage | Mobility | Range |
Sub Weapons
Splat Bomb
Detonates after a few seconds while on the ground.
- Cooldown: 0.6 seconds
- Radius: 4.5 blocks
- Damage: 160
- Ink Consumption: 65%
Burst Bomb
Explodes on contact with any player or surface.
- Cooldown: 0.25 seconds
- Radius: 4 blocks
- Damage: 30
- Ink Consumption: 35%
Curling Bomb
Slides on the ground leaving an ink trail, and detonates after a while.
- Cooldown: 0.6 seconds
- Radius: 4.5 blocks
- Damage: 180
- Ink Consumption: 65%
- Duration: 4.5 seconds
Autobomb
Follows any player within a radius, and explodes once it reaches them or takes too long doing so. Explodes sooner if no target is found.
- Cooldown: 0.5 seconds
- Radius: 4.25 blocks
- Damage: 140
- Ink Consumption: 55%
Sprinkler
Sprays ink within a certain radius until destroyed.
- Cooldown: 0.6 seconds
- Damage: 10 per bullet
- Ink Consumption: 65%
- Max per player: 2 sprinklers
Squid Beakon
Acts as a marker that anyone on your team can super jump to. Breaks once used.
- Ink Consumption: 75%
- Max per player: 2 squid beakons
Ink Mine
Detonates after an enemy walks over it, or it was painted in enemy ink. Explodes automatically after a while if neither condition is met.
- Ink Consumption: 65%
- Max per player: 3 ink mines
Toxic Mist
Deals no damage, but negatively affects enemies that walk through it.
- Cooldown: 0.6 seconds
- Radius: 2.5 blocks
- Ink Consumption: 65%
- Duration: 6 seconds
Point Sensor
Highlights enemies that are caught within its radius.
- Cooldown: 0.6 seconds
- Radius: 4 blocks
- Ink Consumption: 45%
- Tracking Time: 1.75 seconds
Special Weapons
Bomb Launchers
Allows you to repeatedly throw sub weapons for a set time.
- Duration: 6 seconds
Baller
A hamster-ball-type weapon that protects you, and explodes after a while.
- Duration: 12 seconds (-1 second per click)
- Explosion Damage: 140
- Roll Damage: 10
Booyah Bomb
A "super ball" that creates a slow, but huge explosion if charged up fully.
- Duration: 10 seconds (+1 second activation time)
- Armor: 400 HP
- Max Radius: 10 blocks
- Damage: 150 per second (regardless of charge level)
Bubble Blower
Blows bubbles that act like the rainmaker shield - shoot them to explode them, splatting any nearby enemies.
- Duration: 7 seconds
- Bubbles: 3
- Initial HP: 150 (despawns at 0 / explodes at 420)
Shoot to increase HP, enemy damage decreases it. - Explosion Radius: 5.5 blocks
- Explosion Damage: 250
- Damage On Contact: 20
Echolocator
Highlights the enemy team once used.
- Duration: 8 seconds
Ink Storm
Creates a heavy rain cloud when thrown, and causes ink droplets to fall for a short while.
- Duration: 13 seconds
- Speed: 0.25 blocks per tick
- Damage: 25 per droplet
- Radius: 4.5 blocks
- Droplet Rate: 50 per second
Inkjet
A jetpack that comes with a blaster-type weapon.
- Duration: 9 seconds
- Shot Cooldown: 1.2 seconds
- Damage: 120
- Radius: 2-4 blocks
Ink Armor
Gives your entire team armor for a short while. Can be broken by enemy damage.
- Activation Time: 2 seconds
- Armor: 180 HP
Inkzooka
A bazooka/grenade launcher hybrid that allows you to shoot a few powerful explosive projectiles.
- Duration: 10 seconds
- Shots: 3
- Radius: 4.5 blocks
- Damage: 120
Splashdown
A weapon that brings you up into the air and smashes the ground, causing a huge explosion.
- Max Duration: 10 seconds
- Armor: 75 HP
- Radius: 6.5 blocks
- Damage: 140
Sting Ray
A heavy weapon that shoots a beam capable of cutting through walls. Causes many speed debuffs, but also highlights enemies you damage.
- Duration: 7.15 seconds
- Highlight Duration: 1 second upon activation and damage
- Range: 64 blocks
- Damage: 80 per second
Tenta Missiles
A cannon that launches missiles upon enemies you lock on to.
- Duration: 5 seconds
- Missile Count:
1 target - 10
2 targets - 10 (5 per target)
3 targets - 12 (4 per target)
4 targets - 16
5 targets - 20 - Explosion Radius: 2.3 blocks
- Explosion Damage: 120
Levels
This section is for showing information about levelling up in PaintSquad. You can see your level in game on the right side of your screen in the lobby, as well as the progression to the next level in %. You can also see your level in your exp bar at the bottom of your screen.
You get experience by playing matches, and the amount is all listed in the Main Gamemode sections, under Rewards. Keep in mind you only get 35% experience from Private Battles.
Main Levels
Level | Title | Exp To Next Level | Total Exp | Level Rewards |
Level 1 | Recruit | 5,000 | 0-5,000 | - Splattershot Jr. |
Level 2 | Recruit | 6,000 | 5,000-11,000 | - 1 token |
Level 3 | Recruit | 7,000 | 11,000-18,000 | - 1 token |
Level 4 | Recruit | 8,000 | 18,000-26,000 | - 1 token |
Level 5 | Beginner | 9,000 | 26,000-35,000 | - 1 token |
Level 6 | Beginner | 10,000 | 35,000-45,000 | - 1 token |
Level 7 | Beginner | 11,000 | 45,000-56,000 | - 1 token |
Level 8 | Beginner | 12,000 | 56,000-68,000 | - 1 token |
Level 9 | Beginner | 13,000 | 68,000-81,000 | - 1 token |
Level 10 | Beginner | 14,000 | 81,000-95,000 | - Heroshot V2 - 25000 coins - 11 tokens |
Level 11 | Regular | 15,000 | 95,000-110,000 | - 1 token |
Level 12 | Regular | 16,000 | 110,000-126,000 | - 1 token |
Level 13 | Regular | 17,000 | 126,000-143,000 | - 1 token |
Level 14 | Regular | 18,000 | 143,000-161,000 | - 1 token |
Level 15 | Regular | 19,000 | 161,000-180,000 | - 1 token |
Level 16 | Regular | 20,000 | 180,000-200,000 | - 1 token |
Level 17 | Regular | 21,000 | 200,000-221,000 | - 1 token |
Level 18 | Regular | 22,000 | 221,000-243,000 | - 1 token |
Level 19 | Regular | 23,000 | 243,000-266,000 | - 1 token |
Level 20 | Regular | 24,000 | 266,000-290,000 | - Heroshot V1 - 25000 coins - 11 tokens |
Level 21 | Regular | 25,000 | 290,000-315,000 | - 1 token |
Level 22 | Regular | 25,000 | 315,000-340,000 | - 1 token |
Level 23 | Regular | 25,000 | 340,000-365,000 | - 1 token |
Level 24 | Regular | 25,000 | 365,000-390,000 | - 1 token |
Level 25 | Regular | 25,000 | 390,000-415,000 | - 1 token |
Level 26 | Regular | 25,000 | 415,000-440,000 | - 1 token |
Level 27 | Expert | 25,000 | 440,000-465,000 | - 1 token |
Level 28 | Expert | 25,000 | 465,000-490,000 | - 1 token |
Level 29 | Expert | 25,000 | 490,000-515,000 | - 1 token |
Level 30 | Expert | 25,000 | 515,000-540,000 | - Octoshot Replica - 50000 coins - 11 tokens |
Level 31 | Expert | 25,000 | 540,000-565,000 | - 1 token |
Level 32 | Expert | 25,000 | 565,000-590,000 | - 1 token |
Level 33 | Expert | 25,000 | 590,000-615,000 | - 1 token |
Level 34 | Expert | 25,000 | 615,000-640,000 | - 1 token |
Level 35 | Expert | 25,000 | 640,000-665,000 | - 1 token |
Level 36 | Expert | 25,000 | 665,000-690,000 | - 1 token |
Level 37 | Expert | 25,000 | 690,000-715,000 | - 1 token |
Level 38 | Expert | 25,000 | 715,000-740,000 | - 1 token |
Level 39 | Expert | 25,000 | 740,000-765,000 | - 1 token |
Level 40 | Expert | 25,000 | 765,000-790,000 | - Hero Roller Replica - 1 token |
Level 41 | Legend | 25,000 | 790,000-815,000 | - 1 token |
Level 42 | Legend | 25,000 | 815,000-840,000 | - 1 token |
Level 43 | Legend | 25,000 | 840,000-865,000 | - 1 token |
Level 44 | Legend | 25,000 | 865,000-890,000 | - 1 token |
Level 45 | Legend | 25,000 | 890,000-915,000 | - 1 token |
Level 46 | Legend | 25,000 | 915,000-940,000 | - 1 token |
Level 47 | Legend | 25,000 | 940,000-965,000 | - 1 token |
Level 48 | Legend | 25,000 | 965,000-990,000 | - 1 token |
Level 49 | Legend | 25,000 | 990,000-1,015,000 | - 1 token |
Level 50 | Legend | 25,000 | 1,015,000-1,040,000 | - Hero Charger Replica - "True Legend" achievement - 1 token |
Lv50, 99.9% | Legend | Max Level | 1,040,000+ | - Player Satisfaction |
PaintFests
PaintFests are a roughly-once-per-month festival type of event. Each PaintFest, a "topic" is picked where players can decide to pick between 2 different teams. Once on a team, you can't change it, and you must fight for your team's victory. During PaintFests, the amount of experience you can get from matches (not including Private Matches) is increased by 50%.
The winning team is decided by the sum of each player's PaintFest level on that team. Whichever team has more total PaintFest levels wins. Levelling up your PaintFest level offers rewards that are listed below.
PaintFest Levels
PaintFest levels work the same as normal levels, however they can only be earned in PaintFest matches, and not Private Battles. During PaintFests, you get 150% more exp (does not apply to Private Battles) to both normal and PaintFest levels.
Level | Exp To Next Level | Total Exp | Level Rewards |
Level 1 | 5,000 | 0-5,000 | Start level. |
Level 2 | 10,000 | 5,000-15,000 | - 1 token - 5,000 coins - 1 Surprise Crate |
Level 3 | 30,000 | 15,000-45,000 | - 3 tokens - 5,000 coins - 1 Gold Rush Crate |
Level 4 | 40,000 | 45,000-85,000 | - 3 tokens - 10,000 coins - Honey Splattershot Pro - 1 Helmet Crate |
Level 5 | 50,000 | 85,000-135,000 | - 3 tokens - 20,000 coins - 1 Combat Crate - 1 Chestplate Crate |
Level 6 | 60,000 | 135,000-195,000 | - 3 tokens - 20,000 coins - 1 Boots Crate |
Level 7 | 100,000 | 195,000-295,000 | - 5 tokens - 30,000 coins - 1 Combat Crate |
MAX Level | - | 295,000+ | - 5 tokens - 30,000 coins - Pumpkin Slosher - 1 Defense Crate |
Past PaintFests
Teams | Participants | Experience | Levels | Dates |
---|---|---|---|---|
Team Squid Team Octopus | 22 players 34 players | 697,203 exp 1,112,117 exp | 47 PF Levels 68 PF Levels | May 1st May 2nd |
Team Florian Team Sky | 19 players 18 players | 272,655 exp 846,606 exp | 37 PF Levels 53 PF Levels | May 28th May 30th |
Team Mars Team Earth | 64 players 89 players | 4,206,139 exp 2,394,569 exp | 181 PF Levels 198 PF Levels | June 18th June 20th |
Team Rollers Team Chargers | 25 players 17 players | 847,854 exp 1,825,965 exp | 61 PF Levels 63 PF Levels | July 30th August 2nd |
Team Humans Team Robots | 25 players 20 players | 846,482 exp 163,775 exp | 57 PF Levels 27 PF Levels | August 20th August 23rd |
Team Ghosts Team Skeletons | 18 players 23 players | 1,707,090 exp 379,443 exp | 47 PF Levels 39 PF Levels | October 29th November 1st |
Team Showman Team Polar Bear | 16 players 8 players | 108,815 exp 757,109 exp | 21 PF Levels 24 PF Levels | December 31st January 2nd |
Golden Clams
Golden Clams ("GCs") are collectables found in every match during an event. Up to 5 Golden Clams can spawn anywhere on the stage in a match and can be picked up by any human player (you can see how many Golden Clams exist at the start of the match). Upon returning to the lobby, you can deposit your Clams in exchange for rewards in the form of coins, tokens, weapons, and more. For the duration of the Halloween Event, here are the rewards:
Level | Clams Needed | Rewards |
Level 1 | 10 Clams | - 5,000 coins - 3 tokens |
Level 2 | 25 Clams | - 10,000 coins - 6 tokens |
Level 3 | 45 Clams | - Pumpkin Slosher - 15,000 coins |
Level 4 | 75 Clams | - Pet Bat - 20,000 coins - 3 tokens |
Level 5 | 115 Clams | - Pet Flying Pumpkin - 30,000 coins - 5 tokens |
Level 6 | 165 Clams | - 100,000 coins - 20 tokens |
Level 7 | 240 Clams | - Candy Splattershot - 50,000 coins - 10 tokens |
Pets
Pets are a new edition to PaintSquad that serve as a booster item. Pets can be bought from the Pet Shop in the lobby and boost the amount of experience and coins from battles, depending on your pets level. You can also give your pet a nickname (so long as it doesn't break the rules), that will be shown in the lobby next to its level.
Pet | Requirements |
Bee | - 30,000 coins - 3 tokens - Level 10 |
Fox | - 40,000 coins - 6 tokens - Level 10 |
Blob | - 50,000 coins - 9 tokens - Level 10 |
Smallfry | - 9 tokens - Level 15 |
Furret | - 10 tokens - Level 10 - Premium Rank |
Shiny Furret | - 15 tokens - Level 15 - Premium Rank |
Retro Furret | - 20 tokens - Level 20 - Premium Rank |
Arctic Fox | - 5 tokens - Level 10 - Premium Rank |
Flying Pumpkin | - 115 Golden Clams |
Bat | - 75 Golden Clams |
Pets take 5% of experience you gain from matches (not including experience from pet bonuses) to level itself up. The higher level your pet is, the more experience and coins you get from battles (both Public and Private). You can only have one pet active at a time, meaning you can't combine boosters.
Level | Exp Needed | Actual Exp | Total Exp | Boost |
Level 1 | 100 | 2,000 | 0-100 | +0% |
Level 2 | 200 | 4,000 | 100-300 | +1% |
Level 3 | 300 | 6,000 | 300-600 | +2% |
Level 4 | 400 | 8,000 | 600-1,000 | +3% |
Level 5 | 600 | 12,000 | 1,000-1,600 | +4% |
Level 6 | 800 | 16,000 | 1,600-2,400 | +5% |
Level 7 | 1,000 | 20,000 | 2,400-3,400 | +6% |
Level 8 | 1,200 | 24,000 | 3,400-4,600 | +7% |
Level 9 | 1,400 | 28,000 | 4,600-6,000 | +8% |
Level 10 | 1,800 | 36,000 | 6,000-7,800 | +9% |
Level 11 | 2,000 | 40,000 | 7,800-9,800 | +10% |
Level 12 | 2,200 | 44,000 | 9,800-12,000 | +11% |
Level 13 | 2,400 | 48,000 | 12,000-14,400 | +12% |
Level 14 | 2,600 | 52,000 | 14,400-17,000 | +13% |
Level 15 | 2,800 | 56,000 | 17,000-19,800 | +14% |
Level 16 | 3,000 | 60,000 | 19,800-22,800 | +15% |
Level 17 | 3,200 | 64,000 | 22,800-26,000 | +16% |
Level 18 | 3,400 | 68,000 | 26,000-29,400 | +17% |
Level 19 | 3,600 | 72,000 | 29,400-33,000 | +18% |
Level 20 | 3,800 | 76,000 | 33,000-36,800 | +19% |
Level 21 | MAX | MAX | 36,800 | +20% |
Ink Tanks
As of 1.8.9.0, you can get special ink tanks that look sliiightly different from your usual Ink Tank. They don't provide any bonuses to ink consumption or recovery, they are only for looks. You can purchase Ink Tanks from the Gadget NPC in the Weapon Shop, and equip your skins in the character editor by using /settings.
Skin | Requirements |
Ink Tank Classic | - 50,000 coins - 5 tokens |
Hero Ink Tank | - Free for Premium Users |
Cyber Ink Tank | - Free for Premium Users |
Ink Tank Octo | - 88,888 Coins - 8 Tokens |
Daily Missions
Daily Missions were added in 1.8.0.0 and serve as a way to get extra experience, coins, and tokens by coming back every day and completing tasks. Every day at 12:00am (00:00) CEST, the Daily Missions reset. You are given 3 every day, in ranging difficulties. Higher difficulties give higher rewards. The missions, difficulties, and rewards are picked randomly, and cannot be rerolled (until the day ends). After completing all of the Daily Missions, you can claim a "final reward", and must wait for the next day to do missions again.
Points
Difficulty | Amount Needed |
Easy | 10,000p or 15,000p |
Normal | 20,000p or 25,000p |
Hard | 30,000p or 40,000p |
Win Matches
Difficulty | Amount Needed |
Easy | 3 wins |
Normal | 5 wins or 7 wins |
Hard | 7 wins or 10 wins |
Play Matches
Difficulty | Amount Needed |
Easy | 5 matches or 7 matches |
Normal | 10 matches or 13 matches |
Hard | 15 matches or 20 matches |
Get Knockouts
Difficulty | Amount Needed |
Easy | 1 KO or 2 KOs |
Normal | 3 KOs or 4 KOs |
Hard | 5 KOs or 6 KOs |
Splat Enemies
Difficulty | Amount Needed |
Easy | 5, 7, or 10 kills |
Normal | 15, 20, or 25 kills |
Hard | 30, 40, or 50 kills |
Rewards
Difficulty | Possible Rewards |
Easy | - 5,000 or 7,500 coins - 1 token - 2,000 or 4,000 exp |
Normal | - 10,000 or 12,500 coins - 2 tokens - 6,000 or 8,000 exp |
Hard | - 15,000 to 20,000 coins - 3 to 5 tokens - 12,000 or 16,000 exp |
Gear Ordering
After every match you play (that includes human players), those players then appear in your lobby as NPCs (up to 50). You are able to then Right Click on the player to view their gear, report them, or look at their stats.
When viewing a player you recently played with, you can order their gear using the Diamond Block buttons. Upon ordering a piece of gear, it'll be put into your queue which you can view at the Mystery Chest. Depending on how many ongoing orders you have, it'll take 4-12 hours for your gear to arrive.
No Gear Pieces in Queue | 4 hours of waiting until gear arrives |
One Gear Piece in Queue | 8 hours of waiting until gear arrives |
Two Gear Pieces in Queue | 12 hours of waiting until gear arrives |
Upon receiving your gear, you can purchase it at the Mystery Chest. The cost of which will be equal to its shop price (what the original player bought it for). The perks of the gear you ordered have a chance of matching the original piece, or being blank (meaning you need to re-level up the gear).
Main Perk | Guaranteed. |
+ 1 Sub Slot | 50% chance |
+ 2 Sub Slots | 25% chance |
All Matching Slots | 12.5% chance |
Achievements
A list of the obtainable achievements in game, and how to get them. Achievements cannot be obtained in Private battles, only in Public Matches or PaintFest Matches.
Achievement | Requirement(s) |
Revenge | Splat an enemy after getting splatted |
First Blood | Be the first to splat an enemy |
Boom! | Splat 2 or more enemies with one bomb |
Octo-Triumph! | Win a match as an octoling *Octoling Form is unlocked at 88,888 points |
Flattened | Splat a player by rolling over them *Must be a human player |
Tapped | Splat a player with a charger without a fully charged shot |
Favorite Server | Vote for Xenyria |
Killer | Get 15 splats in one match |
Knockout! | Win a match by knockout |
Turf Machine | Ink 1500p in one Turf War match |
Close Call | Win a Turf War match by 1% |
How dare you | Splat a member of the Xenyria server staff |
Too slow! | Get splatted by the Rainmaker explosion after the time runs out |
Blast | Splat 3 players with one Rainmaker shot |
Shield Popper | Splat a player with the Rainmaker shield *Must be a human player |
Bone Crusher | Splat an enemy with the Eightball |
Wet Floor | Get splatted by falling in the water |
True Legend | Reach Level 50 |
PaintSquad Veteran | Win 100 matches |
All I do is win | Win 1000 matches |
Millionaire | Ink 1,000,000 lifetime points |
Turfinator | Ink 100,000 lifetime points |
Time for new weapons | Buy a new weapon |
Time for new hats | Buy a new helmet |
Time for new shirts | Buy a new chestplate |
Time for new shoes | Buy a new pair of shoes |
Weapons expert | Splat 100 players with one weapon |
Merchant | Perform a trade with another player (using /trade) |
Fear the unexpected | Splat a player with a sprinkler |
Sphere Destroyer | Destroy a players baller |
No need for a headache | Splat a player in an inkjet |
Booo! | Splat a player while they're using a booyah bomb |
Colorful | Play Turf War |
Take Control | Play Tower Control |
They see me rollin' | Play Eightball |
Make it rain! | Play Rainmaker |
Let's conquer | Play Conquest |
Heads will roll | Play Deathmatch |
Take the zones | Play Splat Zones |
Fair Play | Type "gg" into chat |
Vandalism | Destroy a barrier in Eightball |
Surprise! | Open a crate |
Assistant | Rack up 100 assists |
Flying Terror | Splat 3 players in one inkjet use |
Regular player | Play PaintSquad for 20 hours |
Superjump | Superjump to a player or spawn using the firework item |
Treasure seeker | Buy a rare piece of gear |
Surprise from above | Splat a player with Tenta Missiles |
SMASH! | Splat a player with a Splashdown *Must be a human player |
Leaderboard
Leaderboard directly from the top 10 room in-game, sorted by total points inked. I'll attempt to update this as much as possible, just so you don't have to join whenever you want to see the leaderboard. Also includes information like total experience, average points per match, kill/death ratio, and winrate.
Last Updated: January 4th - 20:16 UTC+2
Rank | Player | Level | Turf Inked | Kills / Assists / Deaths | Wins - Losses |
---|---|---|---|---|---|
1st | Helper Swag6969 | Level 167 7,433,369exp | 3,822,970p Avg 1458.6p | 34,072K / 5,844A / 7,611D 4.477 K/D | 2,276W - 345L 86.8% WR |
2nd | Premium ZeraABXY | Level 109 3,386,859exp | 1,317,745p Avg 1028.7p | 6,955K / 1,638A / 3,784D 1.838 K/D | 1,015W - 266L 79.2% WR |
3rd | OdinSchnalle715 | Level 83 2,160,480exp | 1,068,956p Avg 1144.5p | 3,911K / 615A / 2,116D 1.848 K/D | 705W - 229L 75.5% WR |
4th | Helper EpiccoHD | Level 104 3,156,757exp | 1,007,810p Avg 928.0p | 7,079K / 1,546A / 2,150D 3.293 K/D | 988W - 73L 92.9% WR |
5th | Zwei_Verrater | Level 79 1,991,246exp | 638,656p Avg 1026.8p | 5,152K / 1,018A / 2,313D 2.227 K/D | 555W - 207L 72.8% WR |
6th | Premium Dedf1sh_ | Level 65 1,467,647exp | 746,687p Avg 1152.8p | 2,708K / 456A / 1,349D 2.007 K/D | 502W - 147L 77.3% WR |
7th | Alex2216 | Level 72 1,713,829exp | 664,327p Avg 965.6p | 4,703K / 676A / 1,342D 3.504 K/D | 605W - 83L 87.9% WR |
8th | Developer _Trasher | Level 68 1,563,800exp | 654,875p Avg 987.7p | 4,359K / 768A / 2,144D 2.033 K/D | 508W - 132L 78.9% WR |
9th | Felix_Schriever | Level 68 1,554,486exp | 503,899p Avg 765.8p | 2,089K / 420A / 1,337D 1.562 K/D | 559W - 99L 85.0% WR |
10th | Admin xprimephoenix | Level 39 744,946exp | 416,599p Avg 929.9p | 1,919K / 446A / 1,371D 1.400 K/D | 281W - 167L 62.7% WR |
*Levels are displayed as if the 50-level cap was increased. Anyone above 50 will be shown as 50 in game, until 2.0.