Competitive talk:N-ZAP '89

Gear abilities
The recent rise of the N-ZAP '89 in the Version 5.5 meta (due to the importance of Tenta Missiles) has increased the need for advice on this weapon, including which abilities to pair it with. However, as of this post, only 244 N-ZAP '89 builds (in contrast to over 1300 for the N-ZAP '85) are present on Sendou.ink — none posted this year. Therefore, justification for each gear ability included on the N-ZAP '89 strategy will have to rely less on statistical popularity and more on proper justification.

Besides the Big Three Subs (Bomb Defense Up DX, Ink Resistance Up, and Quick Super Jump), Object Shredder (to counter Ink Armored opponents), Run Speed Up, Swim Speed Up (both to further improve mobility), and Main Power Up (to improve turfing and ground accuracy) seem justified based on the main weapon's performance. While reaching the two Autobomb threshold with either Ink Saver (Sub) or Last-Ditch Effort is easier than with Suction Bombs, spamming Autobombs might not be as valuable as spamming Suction Bombs. Finally, Special Charge Up can hasten Tenta Missile farming, but N-ZAPs are great at farming in general, so not too much investment is needed.

I am interested in the feedback from others involved in the Competitive page writing. What do you think?

DaDoc540 (talk) 03:59, 23 May 2022 (UTC)


 * Many of the abilities listed here I do agree with. The main abilities on the page right now that I find not necessary is Sub Saver (For the reasons you said) and Special Saver because N-Zaps aren't dying all the time (They're mainly supports, not slayers) and the meta focusing on less aggressiveness and having people more alive. Last-Ditch Effort I can see having some use for Autobomb Spamming but then again not as effective. It is still better than Sub Saver I think. Everything you said here I do agree with.  ChessMaster   [TALK]  12:47, 23 May 2022 (UTC)