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The Rush (or sometimes named as Glowfly rush) is an event that can happen in Salmon Run, at normal or High Tide, turning the sky a deep black.

Description[]

Right when the wave starts, Mr. Grizz will comment that the Salmonids are restless, then noticing that it is caused by the presence of Glowflies. A player will then be surrounded by those said Glowflies, and massive number of Chums, along with Goldies occasionally, will head toward this player. Both enemies, however, are enraged by the Glowflies, which greatly boosts their speed, but makes them weaker (the Chums will die from almost anything). They also frantically attack as they move, hitting anyone in their way.

The salmonids will only target the player who’s surrounded by Glowflies and no one else, so just staying out of their way is enough to not be attacked (unless it is at this exact moment the Glowflies go to you, if it happens, everyone is dead). The glowflies change target each 15 seconds.

Strategy[]

Rush to the egg basket. All maps now available are "bottlenecked into two lines of rushing Salmonids. This allows you to let all of them come to you, while also ensuring Goldies get close enough to the basket so that you can transport Golden Eggs easily.

-If even one player moves too far from the basket, it's easy for things to snowball quickly. As soon as they get the glowflies, they'll get immediately splatted, which results in less firepower to hold back the rushing onslaught, which in turn easily leads to a team wipe. The person with the glowflies should stay as far back as possible and let the other players collect the Golden Eggs."

One of the perks of this event is that the three Golden Eggs released by the Goldies are expelled way further than usual. If some are thrown too far away, just leave them, since the risks are way too big.

A specific reminder here: you have limited ink against a never ending stream of enemies. Avoid using too much of your ink at once, especially at the start of the wave, since it's possible that your teammates did the same, and in this event, you DO NOT want a forced cease-fire.

Chargers are only good on Marooner's Bay, but only if they use fully charged shots, as they pierce. Aside from that map, they should focus on using bombs.

Rollers are perfect! Lightly moving forward with their weapon allows to kill all chums and do high damage on Goldie while using ink really slowly. If you have dynamo roller, get ink back by not moving, as the ink you lose with a flick is really debilitating and delays the start of your rolling.

Brella's are good on small pathways as the brella part can be shot off and hit multiple enemies while it's moving.

Gallery[]