DaBoss
Pro Squid
I think I've gotten a grasp of how Gear Abilities will work. Big thanks to @LinkJr for his theory that makes this all fall into place.
For starters, here is a list of things we know about abilities:
- Each piece of gear (not including the weapon) can have a total of 4 abilities (1 main ability and 3 sub-abilities)
- The main ability is set in stone (so that Tennis Headband will always have the main ability Comeback)
- Sub-abilities are not set in stone (randomized)
- You get sub-abilities by using your gear and eventually leveling it up after an EXP threshold is met
- You can get additional sub-ability slots or re-roll sub-abilities by giving Spyke a Super Sea Snail
- What each gear ability does: http://i.imgur.com/KMFQ9La.png
This is a list of abilities can be accessed on the Gamepad when you are in Inkopolis (main hub world). Was from this video.
This kind of supports this theory by how it groups/orders the abilities.
I think there are two kinds of abilities, "Stackable Abilities" and "Utility Abilities". These are terms I'm gonna use in the thread cause that's kind of how I've been referring to them, feel free to call them something else if you wish. I'll explain how I've come to this conclusion afterwards.
There is one defining characteristic for this distinction and that is Utility Abilities can only be main abilities on gear. This also means it isn't stackable. Here's a list of which abilities fall into which category.
Stackable Abilities (13):
Damage Up
Defense Up
Ink Saver (Main)
Ink Saver (Sub)
Ink Recovery Up
Run Speed Up
Swim Speed Up
Special Charge Up
Special Duration Up
Quick Respawn
Special Saver
Quick Super Jump
Bomb Range Up
Utility Abilities (11):
Opening Gambit
Last-Ditch Effort
Tenacity
Comeback
Cold-Blooded
Ninja Squid
Haunt
Recon
Bomb Sniffer
Ink Resistance Up
Stealth Jump
There are many things that have lead me to believe this. Most notably is this:
Checked every frame and the Utility Abilities did not appear in here at all.
I've watched a lot of Splatoon videos and have never seen those as sub-abilities.
And then there is the first image in this post that seems to have deliberately grouped the abilities which is hard to ignore as just a coincidence.
Stackable abilities on the other hand can be main abilities or sub-abilities. As for how they stack is something I can't determine and isn't going to be discussed in this post.
However, there seems to be one more thing about Utility Abilities that makes them special and changes the one would view the ability system further. This theory is by @LinkJr which I think is correct.
The theory is that Utility Abilities are tied to a specific type of gear. Here's a list to give an idea of what I'm talking about:
Headgear: Opening Gambit, Last-Ditch Effort, Tenacity, Comeback
Clothing: Cold Blooded, Ninja Squid, Haunt
Shoes: Recon, Bomb Sniffer, Ink Resistance Up, Stealth Jump
For example, if you wanted to have the Haunt ability, you would need to obtain Clothing (the in-game term for shirt/top) with the main ability Haunt. You would not be able to get Shoes or Headgear with the Haunt ability.
And again, looking at the first image in the post, you can again see that the ordering/grouping seems to be deliberate.
You can refer to this album of gear grouped by abilities to see how this list came about: http://imgur.com/a/JQRrD
I think this will help people determine set ups that are actually possible.
So yea, that's pretty much it. This is just a theory, so please post your thoughts about it or point out something I may have missed.
For starters, here is a list of things we know about abilities:
- Each piece of gear (not including the weapon) can have a total of 4 abilities (1 main ability and 3 sub-abilities)
- The main ability is set in stone (so that Tennis Headband will always have the main ability Comeback)
- Sub-abilities are not set in stone (randomized)
- You get sub-abilities by using your gear and eventually leveling it up after an EXP threshold is met
- You can get additional sub-ability slots or re-roll sub-abilities by giving Spyke a Super Sea Snail
- What each gear ability does: http://i.imgur.com/KMFQ9La.png
This is a list of abilities can be accessed on the Gamepad when you are in Inkopolis (main hub world). Was from this video.

This kind of supports this theory by how it groups/orders the abilities.
I think there are two kinds of abilities, "Stackable Abilities" and "Utility Abilities". These are terms I'm gonna use in the thread cause that's kind of how I've been referring to them, feel free to call them something else if you wish. I'll explain how I've come to this conclusion afterwards.
There is one defining characteristic for this distinction and that is Utility Abilities can only be main abilities on gear. This also means it isn't stackable. Here's a list of which abilities fall into which category.
Stackable Abilities (13):
Damage Up
Defense Up
Ink Saver (Main)
Ink Saver (Sub)
Ink Recovery Up
Run Speed Up
Swim Speed Up
Special Charge Up
Special Duration Up
Quick Respawn
Special Saver
Quick Super Jump
Bomb Range Up
Utility Abilities (11):
Opening Gambit
Last-Ditch Effort
Tenacity
Comeback
Cold-Blooded
Ninja Squid
Haunt
Recon
Bomb Sniffer
Ink Resistance Up
Stealth Jump
There are many things that have lead me to believe this. Most notably is this:

Checked every frame and the Utility Abilities did not appear in here at all.
I've watched a lot of Splatoon videos and have never seen those as sub-abilities.
And then there is the first image in this post that seems to have deliberately grouped the abilities which is hard to ignore as just a coincidence.
Stackable abilities on the other hand can be main abilities or sub-abilities. As for how they stack is something I can't determine and isn't going to be discussed in this post.
However, there seems to be one more thing about Utility Abilities that makes them special and changes the one would view the ability system further. This theory is by @LinkJr which I think is correct.
The theory is that Utility Abilities are tied to a specific type of gear. Here's a list to give an idea of what I'm talking about:
Headgear: Opening Gambit, Last-Ditch Effort, Tenacity, Comeback
Clothing: Cold Blooded, Ninja Squid, Haunt
Shoes: Recon, Bomb Sniffer, Ink Resistance Up, Stealth Jump
For example, if you wanted to have the Haunt ability, you would need to obtain Clothing (the in-game term for shirt/top) with the main ability Haunt. You would not be able to get Shoes or Headgear with the Haunt ability.
And again, looking at the first image in the post, you can again see that the ordering/grouping seems to be deliberate.
You can refer to this album of gear grouped by abilities to see how this list came about: http://imgur.com/a/JQRrD
I think this will help people determine set ups that are actually possible.
So yea, that's pretty much it. This is just a theory, so please post your thoughts about it or point out something I may have missed.