Splatoon Raiders First Raid Route
The Mechanic exploring the Spirhalite Islands in Splatoon Raiders

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.

Last updated 2026-07-24Released · July 23, 2026Back to Splatoon Raiders hub
Raid checkpoints9

Loadout through repeat test

Tank families3

Speed, Power, Tactical

Spend gateRepeat

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.

9 matches First-raid route checklist
Raid checkpoint · Loadout

Name the mission job

Current version

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
Player job

Complete the movement job before the raid adds another pressure point.

Use now

Choose the job before choosing the Gadget.

Safe next action

Mark the checkpoint complete only when the same setup survives a repeat attempt.

Risk

A favorite Gadget can become an answer to a problem the mission does not have.

Raid checkpoint · Loadout

Choose the Tank family

Current version

Speed changes movement, Power adds direct pressure, and Tactical creates field control.

Raid phase
Loadout
Player job
Movement
Tank fit
Speed, Power, Tactical
Player job

Complete the movement job before the raid adds another pressure point.

Use now

Pick the family that solves the named mission job.

Safe next action

Mark the checkpoint complete only when the same setup survives a repeat attempt.

Risk

Treating one Tank as universal hides the mission-specific advantage of swapping.

Raid checkpoint · Loadout

Keep one familiar weapon

Current version

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
Player job

Complete the wave clear job before the raid adds another pressure point.

Use now

Change the Tank or Gadget while keeping the weapon role stable.

Safe next action

Mark the checkpoint complete only when the same setup survives a repeat attempt.

Risk

Changing weapon and Gadget together makes the useful upgrade impossible to identify.

Raid checkpoint · Exploration

Check traversal before combat

Current version

A route can fail because the loadout reaches threats or objectives too slowly.

Raid phase
Exploration
Player job
Movement
Tank fit
Speed, Tactical
Player job

Complete the movement job before the raid adds another pressure point.

Use now

Test movement, turning, and recovery on the first safe traversal section.

Safe next action

Mark the checkpoint complete only when the same setup survives a repeat attempt.

Risk

Ignoring traversal can make a high-damage loadout arrive late to every problem.

Raid checkpoint · Combat

Test the first repeated wave

Current version

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
Player job

Complete the wave clear job before the raid adds another pressure point.

Use now

Use the Gadget once, then repeat the same job without spending every resource.

Safe next action

Mark the checkpoint complete only when the same setup survives a repeat attempt.

Risk

A one-time clear does not prove the loadout can survive the next wave.

Raid checkpoint · Combat

Protect a boss pressure answer

Current version

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
Player job

Complete the boss pressure job before the raid adds another pressure point.

Use now

Save one Gadget or weapon answer for the readable boss opening.

Safe next action

Mark the checkpoint complete only when the same setup survives a repeat attempt.

Risk

Spending every tool on early adds can leave no answer for the main target.

Raid checkpoint · Return

Track what salvage solved

Current version

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
Player job

Complete the salvage job before the raid adds another pressure point.

Use now

Write down the one mission failure the next spend should fix.

Safe next action

Mark the checkpoint complete only when the same setup survives a repeat attempt.

Risk

Upgrade decisions made only from rarity can reinforce the wrong route.

Raid checkpoint · Return

Use the Hideout as a reset point

Current version

The Hideout connects raid results to gear, weapon, Gadget, and facility decisions.

Raid phase
Return
Player job
Salvage
Tank fit
Speed, Power, Tactical
Player job

Complete the salvage job before the raid adds another pressure point.

Use now

Review the raid before purchasing the next improvement.

Safe next action

Mark the checkpoint complete only when the same setup survives a repeat attempt.

Risk

Immediate spending removes the chance to compare what actually failed.

Raid checkpoint · Return

Repeat the same loadout once

Current version

A second raid separates a repeatable answer from a lucky first result.

Raid phase
Return
Player job
Wave clear
Tank fit
Speed, Power, Tactical
Player job

Complete the wave clear job before the raid adds another pressure point.

Use now

Run the same mission job again before a deep upgrade.

Safe next action

Mark the checkpoint complete only when the same setup survives a repeat attempt.

Risk

One clean clear can hide poor consistency.

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.

  1. 1
    Name where the raid failed

    Traversal, wave pressure, armor, boss window, or resource recovery are different problems.

  2. 2
    Keep one stable piece

    Hold the weapon or Tank family constant so the next comparison stays readable.

  3. 3
    Change one Gadget job

    Add movement, burst, tracking, area control, or crowd clear based on the failure.

  4. 4
    Repeat 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.

SituationActionWhy
The objective is always reached lateTest Speed or mobilityDamage does not repair travel time.
Waves surround the playerAdd area control or crowd clearSingle-target pressure cannot own every lane.
The boss survives every openingProtect one Power or tracking answerThe loadout needs repeatable boss pressure.
Salvage is scarceRepeat the proven loadoutConsistency produces safer upgrade evidence.

Next step

Keep this answer connected to the game

Return to the hub or open another page only when it serves the next player job.

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.