Competitive:Jet Squelcher

Unofficial

Splatoon 2
The Jet Squelcher returns from the original, fulfilling a similar role as before: a long-ranged, turfing special weapon farmer. While it lacks both the one-hit-splat and range of a charger and the raw firepower of a splatling, it does not require any charging time, making it more mobile than most anchor's weapons, enabling its user to more readily move up with their teammates.

Use
The long range, turfing, and special weapon output enable the Jet Squelcher to serve as both as an anchor and a support: While Toxic Mist cannot damage opponents, it can cripple their ability to advance, attack, or flee: Tenta Missiles can be used to locate and pressure opponents and force them out of position without having to commit too far forward:
 * Its range of 212.64 DU – while shorter than that of many chargers (e.g., 240.37 DU for the Splat Charger) and the long range mode of the Ballpoint Splatling (225.04-237.094 DU) – is comparable to that of the Heavy Splatling (178.05-218.37 DU), allowing its user to zone out most opponents, provide support fire, and turf from a relatively safe distance.
 * The Jet Squelcher fires at a much higher rate than an Explosher and, unlike a charger or splatling, does not need to charge, making it less vulnerable in close-quarters combat. Still, avoid close-quarters combat against a rapid-firing, short-ranged weapon.
 * Its good turfing allows its user to help their team maintain map control and – thanks to its low special gauge requirement – quickly farm Tenta Missiles.
 * The primary weaknesses of the Jet Squelcher are its middling fire rate (8 frames between shots, no better than that of the Splattershot Pro) and relatively low ink efficiency (1.6% worse than that of the .52 Gal's 1.3%). Be wary of any opponents who attempt to flank or shark, and pay close attention to the ink tank.
 * Throwing Toxic Mist in front of the opponents' positions can either slow their offensive rush or prevent them from quickly reacting on defense. However, beware of any opponents' bombs thrown into or through the Mist.
 * Ink-guzzling weapons – such as chargers, splatlings, sloshers, and most blasters – are most affected by its ink tank-draining effects.
 * Throwing Toxic Mist onto areas frequented by opponents, such as their snipe or the Tower, can dissuade them from remaining there.
 * Dropping a Toxic Mist behind while fleeing an unfavorable situation can buy precious time to escape.
 * Opponents wielding heavyweight weapons – including the Explosher, the Tenta Camo Brella, and especially the Rainmaker – are extremely vulnerable to attack if caught in Toxic Mist. Note that the Rainmaker does not depend on its wielder's ink tank and can still fire shots while within a Toxic Mist.
 * Starting from Version, opposing dualie wielders will have to spend 3.5 times the usual amount of ink to perform a dodge roll, reducing their ability to strafe, rush forward, or zone out targets.
 * As of Version onwards, Toxic Mist can also slow opponents using a Baller, preventing them from taking over space for their teammates.
 * It is recommended to only activate the Tenta Missiles at a safe distance from opponents, not only because a Tenta Missile user is vulnerable to close-range attacks but also because opponents who are further back are easier to track and home missiles on.
 * Sometimes, it may be more beneficial to target a specific opponent or two instead of all of them, based on their weapons, location, and situation:
 * Opponents wielding heavy, slow firing weapons will have a harder time escaping the missiles.
 * Opponents who are bunched together are more likely to cause their teammates to receive collateral damage than those who are spread apart.
 * Tenta Missiles are also a reliable means of forcing opposing anchors to cede their ground and lose focus while aiming. Sometimes, this is the only reliable means to push back into a zone or another important area of the stage.
 * Tenta Missiles can counter an opponent's Sting Ray or Booyah Bomb if anticipated early enough; an opponent will be forced to either delay or interrupt it to avoid getting splatted by the missiles, throwing off their aim.

Synergy
The Jet Squelcher's long range and good turfing allow it to provide support fire and help maintain maintain map control. Therefore, it is generally redundant to have more than one long-ranged weapon on a team for a few reasons: The Jet Squelcher's lack of lethal bombs can also be a liability to a team composition. Lethal bombs – particularly either Splat or Suction Bombs – provide their user's team a couple advantages over another team that has no lethal bombs in its composition: While having multiple players on the same team launching Tenta Missiles might seem like a fun and easy means to cause opponents to scramble for cover, having too many players equipped with them – no more than one or two – can reduce the effectiveness of a team composition: Coordinating with your teammates can greatly increase the Tenta Missiles' effect during a battle:
 * A team with too many long-ranged weapons will have fewer mobile weapons that can more quickly capture turf and wrest control of the objective, hindering its ability to begin an effective push into the opponents' territory. Such a team will also have difficulty breaking out of an opponent's spawn camp.
 * Longer-ranged weapons, including the Jet Squelcher, are generally less effective at close range, so a team with too many long-ranged weapons is more prone to getting flanked and sharked by the opponent than usual.
 * Their one-hit-splat offers its user's team chances of instantly gaining a numbers advantage, from which a game-winning push can arise.
 * Their lethal explosion provides space for its user's team to either push into an area held by the opponent or stall an opponent's push.
 * Other special weapons, such as Inkjet or Sting Ray, are intended for splatting opponents and more capable at this than are Tenta Missiles.
 * Tenta Missles cannot reliably turf highly contested areas of the stage as well as certain other special weapons, such as Bomb Launcher or Ink Storm.
 * Launching Tenta Missiles just before a push can cause opponents to scatter, giving your team opportunities to pick off any opponents caught fleeing the Missiles.
 * Firing Tenta Missiles on defense can help stall an opponent's push, but make sure that your teammates are nearby the front lines to follow the Missiles up.
 * Launching Tenta Missiles while a teammate is using a special designed to splat opponents, such as Sting Ray or Inkjet, can limit the opponents' escape options and even prevent them from Super Jumping to safety.

Countermeasures

 * While less vulnerable than a charger, splatling, or Explosher at short range, the Jet Squelcher is still at a disadvantage against a rapid-firing weapon in close-quarters combat, such as any variants of the Splattershot or the Splash-o-matic.
 * Matchups between the Jet Squelcher and other anchor's weapons are generally situational, due to the former's better mobility and slight advantage in close-quarters combat. Zoning out the opposing Jet Squelcher is usually recommended.
 * All variants of the Splat Charger and E-liter 4K – with or without scope – both outrange and overpower the Jet Squelcher.
 * Both variants each of the Hydra Splatling and the Ballpoint Splatling's second stage both outrange, outfire, and out-turf the Jet Squelcher.
 * All variants of the Heavy Splatling share the same range (168 units) with the Jet Squelcher and both outfire and out-turf it but are outmaneuvered by it.
 * If an opposing Splash-o-matic user uses Toxic Mist to restrict your team's movement, consider throwing bombs either into or beyond the Mist to prevent them from travelling through it.
 * Be mindful of both when the opponent has Tenta Missiles ready and when the missiles are launched:
 * If an opponent attempts to launch them when nearby you, splat them quickly to reduce or even cancel their deployment.
 * When the opponent deploys their Tenta Missiles, avoid getting close to teammates - even when not targeted, as a targeted player crossing paths with a teammate might cause the other to get injured or splatted.
 * Whenever targeted by opposing Tenta Missles, unless actively engaging an opponent, only move enough to avoid damage and reduce the amount of turfing by the Missiles.

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. Strategy, synergy, viability, and purpose may be written here. Accelerates building up the special gauge for Tenta Missiles.