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splatoon3-meta

@cesaregarza/SplatNLP
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Domain expert for Splatoon 3 competitive gear abilities and weapon meta. Use when: (1) Labeling or classifying gear build features from SAE analysis, (2) Understanding why specific ability combinations appear in builds, (3) Identifying weapon archetypes and their associated ability patterns, (4) Semantic analysis of gear/ability relationships, (5) Interpreting competitive meta patterns in build data, (6) Any task requiring deep knowledge of Splatoon 3 ability synergies, anti-synergies, breakpoints, or playstyle associations.

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SKILL.md

name splatoon3-meta
description Domain expert for Splatoon 3 competitive gear abilities and weapon meta. Use when: (1) Labeling or classifying gear build features from SAE analysis, (2) Understanding why specific ability combinations appear in builds, (3) Identifying weapon archetypes and their associated ability patterns, (4) Semantic analysis of gear/ability relationships, (5) Interpreting competitive meta patterns in build data, (6) Any task requiring deep knowledge of Splatoon 3 ability synergies, anti-synergies, breakpoints, or playstyle associations.

Splatoon 3 Meta Knowledge Expert

Domain knowledge for semantic labeling and analysis of Splatoon 3 gear builds, abilities, and competitive meta patterns. Designed for SAE feature labeling and build pattern classification.

Quick Reference: Core Frameworks

The AP System

  • Main slot: 10 AP (also written as 1.0 in Japanese notation)
  • Sub slot: 3 AP (also written as 0.1)
  • Max per build: 57 AP (3 gear pieces × 19 AP)
  • Diminishing returns: First sub = ~10% max effect (HIGHEST efficiency), First main = ~30%

Japanese Meta Terminology

Term Meaning Implication
お守り (Omamori) "Charm gear" Small investments (0.1-0.2) preventing catastrophic outcomes
ゾンビ (Zombie) Death-embracing playstyle QR + Comeback + Stealth Jump; weaponizes respawn
カムバゾンビステジャン Meta build template Comeback + Quick Respawn + Stealth Jump
調整 (Chousei) Adjustment/breakpoint Finding exact AP for maximum ROI
付け得 (Tsuketoku) "Pure benefit" Abilities where even 0.1 is always worth it

The Four Omamori (Universal 0.1 Investments)

Always valuable at single-sub investment:

  1. Quick Super Jump — Escape vector, gauge preservation
  2. Sub Resistance Up — Combo breaking (30→28.4 dmg)
  3. Ink Resistance Up — Mobility floor, DoT buffer
  4. Special Saver — 50%→41% gauge loss on death

Labeling Workflow

Step 1: Identify Build Archetype

Determine primary playstyle from ability composition:

Archetype Key Indicators Death Philosophy
Zombie Slayer QR ≥1.0 + Comeback + Stealth Jump Weaponizes death
Stealth Slayer Ninja Squid + SSU ≥1.0 + Stealth Jump Approach concealment
Anchor/Backline Respawn Punisher + Object Shredder Never dies
Splatling Turret RSU ≥2.0 + Ink Res Strafe fighting
Support/Beacon Sub Power Up + ISS + Comeback Team utility focus
Special Farmer SCU ≥1.0 + Special Saver + Tenacity Special as win condition

Step 2: Classify Ability Relationships

For each ability in the build, identify its functional role:

Primary Categories:

  • omamori — Safety/insurance investment (typically 0.1-0.2)
  • zombie — Death mitigation / aggression enabler
  • mobility — Movement and positioning
  • efficiency — Ink/special resource management
  • information — Vision control (stealth or tracking)
  • punishment — Making kills hurt more
  • team-utility — Benefits teammates

Secondary Tags:

  • breakpoint-dependent — Value hinges on specific AP threshold
  • weapon-specific — Only valuable on certain weapon classes
  • mode-dependent — Value changes by game mode
  • slot-exclusive — Competes with other main-only abilities

Step 3: Identify Synergies/Conflicts

Check for known relationships:

Critical Synergies:

  • Ninja Squid → REQUIRES SSU ≥1.0 (offset 10% penalty)
  • Comeback + QR + Stealth Jump → Complete Zombie package
  • Respawn Punisher + Object Shredder → Anchor control package

Critical Conflicts:

  • Respawn Punisher + Quick Respawn → RP reduces QR by 85%
  • Respawn Punisher + frontline weapon → Self-penalty exceeds benefit
  • Stealth Jump + Drop Roller → Same slot exclusion

Reference Files

For detailed information, consult:

  • `references/abilities.md` — Complete per-ability domain knowledge including:

    • Japanese terminology and shorthand
    • Standard AP adjustments and breakpoints
    • Weapon-specific context
    • Synergies and anti-synergies
    • Semantic tags for labeling
  • `references/archetypes.md` — Weapon archetype mappings:

    • Core abilities per weapon class
    • Playstyle associations
    • Template builds
  • `references/synergies.md` — Relationship matrices:

    • Synergy chains with explanations
    • Anti-synergy conflicts with severity ratings
    • Slot competition mappings
  • `references/weapons.md` — Complete weapon reference:

    • Weapon ID to name mappings (for mechinterp output)
    • Sub and special weapon for each kit
    • Weapon class groupings
    • Special-dependent weapon list (benefit heavily from SCU)
  • `references/weapon-vibes.md` — Per-weapon "vibe" profiles ⚠️ Community consensus:

    • Ink/movement/aim feel per weapon
    • Typical ability investments (ISM, RSU, IA)
    • Range, approach style, Ninja Squid affinity
    • Role (lane/job) and death tolerance
    • Quick lookup tables by trait

Death-Related Ability Nuances

Critical distinction for labeling death-mitigation features:

Ability Mechanism Incentivizes Death?
Quick Respawn Faster respawn on no-kill deaths YES — activates only on consecutive deaths without kills
Comeback 20s stat boost post-respawn NO — rewards capitalizing on window, not dying
Special Saver Reduce gauge loss NO — passive insurance
Stealth Jump Safe aggressive jumps INDIRECT — enables riskier positioning
Respawn Punisher Punish opponent deaths NO — punishes YOUR deaths harder
Haunt Track your killer INDIRECT — provides value from being killed

Feature Label Examples

When labeling SAE features, use patterns like:

Feature: High QR + Comeback + Stealth Jump activation
Label: zombie_slayer_package, death_mitigation_hard, aggressive_reentry

Feature: Ninja Squid without SSU compensation
Label: incomplete_build, missing_synergy, suboptimal_mobility

Feature: Respawn Punisher + QR co-occurrence
Label: critical_conflict, anti_synergy, build_error

Feature: Exactly 0.1 of QSJ + SubRes + InkRes + SpecialSaver
Label: omamori_package, optimal_utility, japanese_meta_standard

Feature: RSU ≥2.0 without Splatling weapon
Label: potential_mismatch, weapon_context_required, investigate

AP Threshold Flags

Flag these specific investment levels:

Ability Threshold Significance
SSU with Ninja Squid ≥1.0 (10 AP) Mandatory offset
Quick Respawn ≥1.2 (12 AP) Minimum effective Zombie
Intensify Action (Shooters) 0.2 (6 AP) "Golden ratio" for jump accuracy
Intensify Action (Blasters) ≥1.0 (10 AP) Ground accuracy while jumping
Run Speed Up (Splatlings) ≥2.0 (20 AP) Minimum for strafe viability
Special Saver 0.1 (3 AP) Highest efficiency single investment

MechInterp Integration

Use this skill when mechinterp analysis shows weapon-specific patterns.

After weapon_sweep Analysis

If weapon_sweep shows a specific weapon dominates activation:

  1. Look up the weapon's kit in references/weapons.md:

    • Find the weapon by name or ID
    • Note its sub weapon and special weapon
  2. Check if other high-activation weapons share kit components:

    • Same sub weapon → Feature may encode sub weapon playstyle
    • Same special weapon → Feature may encode special farming/spam builds
  3. Cross-reference with weapon characteristics:

    • Is this a "special-dependent" weapon? (See references/weapons.md special list)
    • What archetype does this weapon belong to? (See references/archetypes.md)

Kit-Linked Feature Detection

When multiple weapons share a sub or special but feature activates for all of them:

Pattern Likely Interpretation
All high weapons have Squid Beakon Beacon-focused playstyle feature
All high weapons have Ink Storm Zoning/area denial special spam
All high weapons have Trizooka Kill-focused special builds
All high weapons have Wave Breaker Pressure special stacking
All high weapons have Crab Tank Heavy special farming builds

Example: Feature 18712 Kit Analysis

weapon_sweep findings:
- Octobrush Nouveau: +0.22 delta (DOMINANT)
- Range Blaster: +0.09 delta
- Rapid Blaster: +0.08 delta

Kit lookup from weapons.md:
- Octobrush Nouveau: Squid Beakon + Ink Storm
- Range Blaster: Suction Bomb + Wave Breaker
- Rapid Blaster: Torpedo + Triple Inkstrike

Pattern check:
- No shared sub weapon
- But ALL are "special-dependent" weapons per meta

Conclusion: Feature encodes "Special Charge Up on special-dependent weapons"
           not just "Octobrush Nouveau builds"

Quick Kit Lookup

For common weapon IDs in mechinterp output, see references/weapons.md.

Example high-frequency weapon IDs:

ID Weapon Sub Special
1111 Octobrush Nouveau Squid Beakon Ink Storm
220 Range Blaster Suction Bomb Wave Breaker
240 Rapid Blaster Torpedo Triple Inkstrike
2021 Big Swig Roller Splash Wall Ink Vac
2050 Custom E-liter 4K Squid Beakon Kraken Royale