Clam Attack

*Clam Attack* is a new gamemode introduced in the 2.0 update. It is a hybrid of Tower Control and Splatoon 2's Clam Blitz mode, with some unique aspects to it. Players are attempting to transport a mobile clam basket into the enemy's base by fueling it with Clams, and breaking through checkpoints along the path with Power Clams. Players can obtain Clams from Clam Machines scattered around the map.

## Clams and Power Clams

Clams can be obtained by Clam Machines (see below), and are used to either fuel the basket or create a Power Clam. Players automatically form a Power Clam upon collecting 10 Clams, and can use Power Clams to either destroy the basket's barrier, or instantly add a large amount of fuel to the basket. As the opposing team, you may reduce the basket's fuel level by throwing your own Clams or Power Clams into the basket. Players will drop some of their Clams, or their Power Clam, when they are splatted, which can be picked up by either team again. Power Clams can be picked up by the opposing team, however they will only receive 3 clams from it, rather than the entire Power Clam.

## Clam Machines

Clam Machines are placed in consistent locations inside of stages. These machines dispense Clams when any player is within 1.5 blocks of it, and the Clams are immediately given to the nearest player. Depending on how many machines exist on a stage, the maximum number of Clams it can hold will vary (see the table below).

* Machines generate clams at a rate of one Clam **every 4.25 seconds**.
* During the last minute of a match, Machines generate one Clam **every 2.5 seconds** instead.
* Machines dispense one Clam to one player within range **every** **0.3 seconds**.
* Machines cannot generate Clams while a player is within range to withdraw them, even if the Machine is out of clams.

 **50 or more** | 3 Clams

## Clam Basket

The main objective of this mode is the Clam Basket. Using either Clams or Power Clams, players can fuel the Basket in order to push it into the enemy's base. At the beginning of the match, the Basket will have a barrier that players must break with a Power Clam. Upon the barrier being destroyed, 5 fuel is carried over allowing the Basket to start moving. Each fuel corresponds to one point scored, as the Basket will adjust its base speed depending on the length of the path. The actual speed of the Basket can vary depending on certain conditions, see the table below for more information. If the basket runs out of fuel, the team in control will have 7 seconds to add fuel to the Basket before it closes and regenerates its barrier. If the barrier regenerates, the same team cannot break the barrier for 5 seconds, while the opposing team can retaliate immediately. After 5 seconds of the barrier regenerating, the Basket will begin moving back to its initial starting point.

### Clam Basket's Speed Modifiers

 **Basket is travelling back to mid** | 0.67x

### Clam Basket's Fuel Usage

 **Basket is at a checkpoint and has 10 or more fuel** | x0.8

### Clam Basket's Changes in Fuel

 **Power Clam is deposited** | +10 fuel

## Checkpoints

Three checkpoints are required to be broken on the path towards the goal. When the Basket reaches a checkpoint, it will stop, unable to progress until the checkpoint is cleared. In order to clear the checkpoint, players must throw a certain number of Power Clams into the Basket, depending on which checkpoint it is.

* The first checkpoint requires **1 Power Clam** to clear.
* The second checkpoint requires **2 Power Clams** to clear.
* The third checkpoint requires **3 Power Clams** to clear.

The Clam Basket will stay at the checkpoint until either the checkpoint is cleared or the Basket runs out of fuel. If a team has made progress on a checkpoint but failed to clear it, their progress will remain saved. For example, if a team scored one Power Clam at checkpoint 2 and the Basket ran out of fuel, that team will still only require one Power Clam to clear the checkpoint. Clearing the checkpoint will leave the Basket with 5 fuel, regardless of how much it had prior to clearing the checkpoint.

## Overtime

If neither team knocks out within **7 minutes**, then Overtime will start under certain conditions:

* The losing team is in control of the Basket
* The losing team has a Power Clam in possession

If Overtime starts, it will end under the following conditions:

* The winning team is in control of the Basket
	+ Because of this, Overtime can start and end at the same time if the winning team is in control, but the losing team has a Power Clam
* Overtime started because the losing team was in control, and the Clam Basket runs out of fuel
* Overtime started because the losing team had a Power Clam, and they are unable to break the Basket's barrier within 20 seconds