Loadout through repeat test

Loadout, exploration, combat, and return checklist
Splatoon Raiders First Raid Route
Name the failed mission job, choose Speed, Power, or Tactical to answer it, carry a weapon and Gadget with separate responsibilities, bring salvage home, and change only one part of the loadout before the next raid.
Speed, Power, Tactical
Upgrade after the job works twice
Raid Checklist
First-raid route checklist
Name the failed mission job, choose Speed, Power, or Tactical to answer it, carry a weapon and Gadget with separate responsibilities, bring salvage home, and change only one part of the loadout before the next raid.
Name the mission job
The raid should begin with a named blocker: travel, waves, armor, boss pressure, or field control.
- Raid phase
- Loadout
- Player job
- Movement
- Tank fit
- Speed, Power, Tactical
Complete the movement job before the raid adds another pressure point.
Choose the job before choosing the Gadget.
Mark the checkpoint complete only when the same setup survives a repeat attempt.
A favorite Gadget can become an answer to a problem the mission does not have.
Choose the Tank family
Speed changes movement, Power adds direct pressure, and Tactical creates field control.
- Raid phase
- Loadout
- Player job
- Movement
- Tank fit
- Speed, Power, Tactical
Complete the movement job before the raid adds another pressure point.
Pick the family that solves the named mission job.
Mark the checkpoint complete only when the same setup survives a repeat attempt.
Treating one Tank as universal hides the mission-specific advantage of swapping.
Keep one familiar weapon
The first Gadget test is easier to read when the weapon remains familiar.
- Raid phase
- Loadout
- Player job
- Wave clear
- Tank fit
- Speed, Power, Tactical
Complete the wave clear job before the raid adds another pressure point.
Change the Tank or Gadget while keeping the weapon role stable.
Mark the checkpoint complete only when the same setup survives a repeat attempt.
Changing weapon and Gadget together makes the useful upgrade impossible to identify.
Check traversal before combat
A route can fail because the loadout reaches threats or objectives too slowly.
- Raid phase
- Exploration
- Player job
- Movement
- Tank fit
- Speed, Tactical
Complete the movement job before the raid adds another pressure point.
Test movement, turning, and recovery on the first safe traversal section.
Mark the checkpoint complete only when the same setup survives a repeat attempt.
Ignoring traversal can make a high-damage loadout arrive late to every problem.
Test the first repeated wave
The opening wave reveals whether the loadout needs burst, tracking, lanes, or area coverage.
- Raid phase
- Combat
- Player job
- Wave clear
- Tank fit
- Power, Tactical
Complete the wave clear job before the raid adds another pressure point.
Use the Gadget once, then repeat the same job without spending every resource.
Mark the checkpoint complete only when the same setup survives a repeat attempt.
A one-time clear does not prove the loadout can survive the next wave.
Protect a boss pressure answer
A boss route needs one reliable damage or control window that does not remove the escape.
- Raid phase
- Combat
- Player job
- Boss pressure
- Tank fit
- Power, Tactical
Complete the boss pressure job before the raid adds another pressure point.
Save one Gadget or weapon answer for the readable boss opening.
Mark the checkpoint complete only when the same setup survives a repeat attempt.
Spending every tool on early adds can leave no answer for the main target.
Track what salvage solved
Salvage has more value when it upgrades a repeated job rather than the newest blueprint.
- Raid phase
- Return
- Player job
- Salvage
- Tank fit
- Speed, Power, Tactical
Complete the salvage job before the raid adds another pressure point.
Write down the one mission failure the next spend should fix.
Mark the checkpoint complete only when the same setup survives a repeat attempt.
Upgrade decisions made only from rarity can reinforce the wrong route.
Use the Hideout as a reset point
The Hideout connects raid results to gear, weapon, Gadget, and facility decisions.
- Raid phase
- Return
- Player job
- Salvage
- Tank fit
- Speed, Power, Tactical
Complete the salvage job before the raid adds another pressure point.
Review the raid before purchasing the next improvement.
Mark the checkpoint complete only when the same setup survives a repeat attempt.
Immediate spending removes the chance to compare what actually failed.
Repeat the same loadout once
A second raid separates a repeatable answer from a lucky first result.
- Raid phase
- Return
- Player job
- Wave clear
- Tank fit
- Speed, Power, Tactical
Complete the wave clear job before the raid adds another pressure point.
Run the same mission job again before a deep upgrade.
Mark the checkpoint complete only when the same setup survives a repeat attempt.
One clean clear can hide poor consistency.
Try loadout, exploration, combat, return, or a Tank family.
Failure recovery
Recover a raid that fails before the loadout is understood
Keep the mission job and change only the first system that failed it.
- 1Name where the raid failed
Traversal, wave pressure, armor, boss window, or resource recovery are different problems.
- 2Keep one stable piece
Hold the weapon or Tank family constant so the next comparison stays readable.
- 3Change one Gadget job
Add movement, burst, tracking, area control, or crowd clear based on the failure.
- 4Repeat before spending
Prove the fix on another run before committing salvage.
Decision table
Fix the first failed raid job
Use the action column as the next test, not as a claim about hidden game values.
| Situation | Action | Why |
|---|---|---|
| The objective is always reached late | Test Speed or mobility | Damage does not repair travel time. |
| Waves surround the player | Add area control or crowd clear | Single-target pressure cannot own every lane. |
| The boss survives every opening | Protect one Power or tracking answer | The loadout needs repeatable boss pressure. |
| Salvage is scarce | Repeat the proven loadout | Consistency produces safer upgrade evidence. |
Player questions
First Raid Route FAQ
Use the current game panel before spending rare resources on a value that can change.
Which Tank should I use first?
Use Speed for movement problems, Power for direct pressure, and Tactical for field control. The failed raid job decides the family.
Should the weapon and Gadget do the same thing?
Usually no. Give them separate jobs so the loadout covers more than one mission pressure.
When should I change the loadout?
Return with the result, identify the first repeated blocker, and change only one Tank, weapon, or Gadget variable.
Does the checklist save progress?
Yes. Completed route steps persist in this browser until Reset clears them.