User:SilverNouveau/Sandbox

Unofficial

Splatoon 3
Like Splatana Wiper, Wiper Deco fills a similar role to the vanilla kit, however with a less aggressive loadout and a lack of a poking bomb, this kit plays more of a supporting role rather than a pure aggressive skirmisher.

Use
The Splatana Wiper as a main weapon, with its consistent long-range damage, high mobility, and close ranged one shot fit the role of a skirmisher.

The Splatana Wiper has two different ways of attacking:


 * Charged slashes deal consistent 60 damage when not close, allowing reliable splatting if the user can track the opponent.
 * Opponents up close to a Splatana Wiper user can be splatted in one hit with a charged slash, which can be useful against flankers.
 * They also ink a solid trail of ink, allowing the weapon to paint fairly well.
 * If holding the L stick forward while doing a charged slash, the user will dash forward before performing the slash. Use this to get close to opponents, although be careful of any bombs in the way.
 * Uncharged slashes, while quicker, deal less damage at 30. While not the main way to splat opponents, the user can combo 2 uncharged slashes with a charged slash for a quicker splat time. In addition, Splatana Wiper Deco can combo either a charged slash (or two uncharged) with the 50 damage hit of missiles for a quicker splat time. The user can also combo three changed slashed with the 30 damage missiles hit.
 * At point blank range, the damage scales up to 45, making the kill time one slash faster. It isn't recommended to do this, however, unless your enemy has run out of ink.
 * Uncharged slashes will leave a trail of ink with no gaps in between. This along with its fast strafe speed, will help enhance its mobility, paint and to capture zones in Splat Zones.
 * With its range and no falloff damage, users should stay close to the frontlines, but not too close to take advantage of its range to splat opponents.


 * Be careful of any walls that may be above an opponent, as the ink flung from the Splatana Wiper will disappear as it touches a wall, shortening the range.
 * Another strength of the Splatana Wiper is its mobility, allowing the user to evade ink shots quickly.

The Splatana Wiper Deco also has some weaknesses.


 * Its linear ink line from the charged slash is very thin. The user will have to be accurate in order to finish opponents.
 * The kill time with the uncharged slashes is relatively slow compared to other weapons of the same range, this isn't helped by a lack of a poking bomb meaning it needs to rely on its special or teammates for help with its kill time.
 * A lack of a poking bomb also means it needs to rely on its Tenta Missiles upon retake if its beakons get destroyed.
 * It is not viable to run two weapons with Squid Beakons in the same weapon composition. As such in a coronated environment, running Wiper Deco effectively locks compositions out of common weapons such as Tenta Brella and Custom Dualie Squelchers

Squid Beakon
Squid Beakon's, despite not being a bomb, has unique synergy with the weapon.


 * Out of all the weapon sets with Squid Beakon's, Splatana Wiper Deco has some of the best mobility. This allows it to very quickly set up beakons in annoying positions on the map.
 * In addition, Beakons allow it to jump back into good skirmishing positions upon respawning.
 * Beakons also allow the user to jump behind the enemy team, which can be useful in team fights.


 * Beakons allow it to jump out and reposition without super jumping back to spawn, meaning it doesn't have to get out of spawn and back into position.
 * Running 1 sub each of Quick Super Jump and Sub Power Up reduces its vulnerable jump frames to its Beakons from 80 frames to 49, a faster jump-out time decreases the chances of the user being splatted mid-jump.
 * Beakons allow a wiped team to quickly jump back into a fight, preventing the match from snowballing into a knockout
 * Beakons provide a location effect, enemy players near a friendly Squid Beakon will be displayed on the map. This allows the user and their teammates to gain intel on the enemy player's position in addition to knowledge of if an enemy player is in the area before jumping to one.
 * Squid Beakons can function as bait, place one in an open area and hide near it
 * This won't work for longer-ranged weapons, as they can destroy the Beakon from a distance
 * As a general rule of thumb place Beakons in hidden areas with lots of stage geometry to protect jumps and make it difficult for enemies to access and break the Beakon.
 * Placing Beakons in spawn is not recommended as the player can Super Jump to spawn at any time by pressing down on the D-Pad
 * In addition, placing beakons right before going into an engagement is discouraged, due to its 75% ink cost, player may not always go into the engagement with a full ink tank

Tenta Missiles
Tenta Missiles if used correctly can easily flip the game into the user's team's favor.


 * Wiper Deco struggles against longer ranged weapons, such as E-Liter(scope), Ballpoint Splatling and Jet Squelcher. coincidentally these weapons struggle against Tenta Missiles and other forms of displacement.
 * The amount of Tenta Missiles fired depends on how many targets were locked on upon launch
 * One Target - Ten Missiles
 * Two Targets - Five Missiles each
 * Three to Five - four Missiles each
 * To displace an enemy anchor, it is recommended to only lock onto them, firing 10 missiles directly at them, this should give the user an opening in which to push without the anchor putting pressure on them.
 * Locking onto two - four targets is recommended during offensive pushes or defensive stops.
 * Locking onto enemy players to push them off of the objective (or to directly chip the carrier in Rainmaker) can also be useful. Especially during Overtime.
 * During, and temporarily after firing Tenta Missiles provide a location effect for the user, similar to Thermal Ink or Echolocator. In a coronated environment with callouts, this allows the user to get recon on 1-4 enemy players, and callout their position to their teammates.
 * Even in solo play, this recon can still be useful for checking and preventing enemy players from flanking
 * Due to the nerf in Splatoon 3 Version 2.0, Tenta Missiles have a 10 second cool down between activating the special and being able to build another missiles; because of this it is advised to use Missiles with purpose rather than mindlessly spam them. Don't immediately activate the special as soon as it is fully charged.

Counter-play
pika is a big meanie :(

but he is based, he like tacticooler and tri

Gear Abilities
Gear abilities provide different effects in battle that benefit the player with their equipped weapon. This is a guide to gear abilities in relation to the weapon.

Recommended Abilities
These abilities are recommended to be run as primary abilities.

Comeback
Splatana Wiper Deco, like Splatana Wiper, can expect to be splatted a lot, especially if playing the weapon as a skirmisher. Even well playing as a support, the user can still expect to be splatted a lot. As such Comeback can be useful as when equipped it provided 10 AP of the following abilities for 20 seconds:

Special Charge Up and Swim Speed up are especially useful, as the 10 AP of Swim Speed allows the user to reposition quicker and be more mobile during engagements and the 10 AP's worth of Special charge up reduces its points for special to 175p, allowing it to get off a set of missiles quickly after respawning.

Last-Ditch Effort


Last-Ditch Effort applies the following abilities incrementing between 1-18 AP when the enemy team counter is below 51, or the full 18 AP during the final 30 seconds of a match or during Overtime:





Last-Ditch effort can increase the weapons ability to paint before needing to refill its Ink. Well Comeback is generally considered the better ability, Last-Ditch Effort still can provide utility to the weapon, especially for gear builds that are more support oriented.

Stealth Jump


Super Jumping to a teammate carries the risk of being splatted, and after Splatoon 2, destroyed Beakons now display a super jump marker when a player is jumping to it. Stealth Jump can minimize the chances of being splatted after landing.


 * Unlike Splatoon 1, Stealth Jump doesn't completely hide the users marker, only to players within 3 Inkblot Art Academy tiles worth of distance away from it . So players are still recommended to use caution when super jumping into areas where enemy players are likely.
 * Because of this, if a short ranged weapon destroys the users Squid Beakon, it is very likely the user will be splatted. However Stealth Jump will protect the user if a weapon destroys the beakon from a distance.

Quick Respawn
Quick Respawn shortens the users respawn time when being repeatedly splatted without getting any splats. This allows the user to play aggressively even well being repeatedly splatted and works well with skirmisher weapons who typically get splatted repeatedly without splatting anybody


 * Most popular builds run anywhere between 16-28 AP of Quick Respawn due to it needing to be run in large amounts to see any noticeable effects.
 * If running a Quick Respawn build, it is recommended not to run Special Charge Up as Quick Respawn builds want to play aggressively and get splatted alot, well Special Charge Up Builds want to stay alive and use its special alot.

Special Charge Up


10 AP of Special Charge Up reduces Splatana Wiper Deco's Points for Special from a base of 190p to 175p, an additional main further reduces it to 164p. A constant output of Tenta Missiles can easily swing the match in the user's favor and create holes in the enemy defense for them and their teammates to exploit.


 * A recommended load-out is Comeback paired with a main slot (10 AP) of Special Charge up.
 * This will give the user a consistent 175p Missiles throughout the entirety of the match, which will be further reduced to 164p for 20 seconds upon respawn . In addition to all of the benefits provided by Comeback.

Recommended Utility Subs
Utility Subs are abilities that are only run as 1-2 sub-slots (3-6AP). Running more can be useful in niche situations but it is generally recommended to stick with 1-2 sub slots.

Quick Super Jump
Quick Super Jump is considered to be the best ability in the game. All weapons benefit from one sub (3 AP) of Quick Super Jump, no matter their role.


 * One Sub saves 22 frames before leaving the ground (These are the frames that the user is vulnerable)
 * Two subs saves 30 frames before leaving the ground.
 * Running Quick Super Jump allows the player to quickly get out of unfavourable matchups quickly and jump back in after respawning.

Sub Power Up
Sub Power Up on Squid Beakon gives players the effects of Quick Super Jump to all players jumping to them.


 * One Sub of Sub Power Up gives users 4AP of Quick Super Jump when jumping to Beakons. This saves 25 frames before leaving the ground.
 * Two Subs of Sub Power Up gives users 9AP of Quick Super Jump when jumping to Beakons. This saves 35 Frames before leaving the ground.
 * This effect stacks with effects of Quick Super Jump.

Ink Resistance Up
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Sub Resistance Up
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Swim Speed Up
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Special Saver
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Not Recommended Abilities
These abilities are not recommended for users to run on their builds, as they provide little to no benefit to the user, and in some cases are either outclassed or outright hammers Splatana Wiper Deco

Respawn Punisher
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Ability Doubler
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Drop Roller
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Run Speed Up
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