Custom Jet Squelcher

The Custom Jet Squelcher is a main weapon in Splatoon and Splatoon 2. It is the version of the.

Splatoon
The Custom Jet Squelcher is identical to the, but has the as a sub weapon and the  as a special.

Demonstration
https://www.youtube.com/watch?v=hjylz2-rh0I

Splatoon 2
The Custom Jet Squelcher returns in Splatoon 2 looking identical to how it did in the first game. It was released on 2017-11-03 at July 27, 2024. It comes with s and.

Use

 * The long range and build of the Custom Jet Squelcher make it a backline anchor's weapon. While it lacks the one-hit-splat damage and range of a Charger, the quick turfing and firing rate of a Splatling, and the heavy damage and turfing of either variant of the Explosher, the Custom Jet Squelcher's primary advantage over all three is its mobility.
 * Burst Bombs allow for quicker movement around the stage, especially when fleeing an opposing slayer.
 * Unlike a Charger or Splatling, the Custom Jet Squelcher does not need to charge in order to fire—at a much higher rate than an Explosher, making it less vulnerable in close-quarters combat (although its user should still avoid close-quarters combat against a frontline weapon).
 * The primary weaknesses of the Custom Jet Squelcher are its slow fire rate (no better than that of the Splattershot Pro), relatively low ink efficiency (worse than that of the .52 Gal), and mediocre turfing. Pay close attention to the ink tank, focus on splatting with the main weapon, and use the Burst Bombs when turfing.
 * Thanks to their instant explosion and good ink efficiency, Burst Bombs have a variety of uses:
 * Quickly turfing various inkable surfaces for quick maneuvering and building of the Special gauge.
 * Pelting opponents that get too close before splatting them with the main weapon.
 * The Sting Ray excels on stages that are long, narrow, closed, and relatively flat, especially Port Mackerel and Walleye Warehouse, particularly in Tower Control and Rainmaker.  and  can help hasten the building of the Special gauge.
 * Before starting the Sting Ray, it is advised to keep a safe distance from battles, as firing a Sting Ray too close to an enemy can leave one vulnerable to attack.  can help quickly return to the Spawn point, whose surroundings are usually safe to fire Sting Ray from.
 * When firing the Sting Ray, if an opponent escapes from the ray, bring up the map with . An opponent who has taken any damage will be visible on the map until completely healed.  Redirect the Sting Ray until the popping sound is heard.

Countermeasures

 * While less vulnerable than a Charger, Splatling, or Explosher at short range, the Custom Jet Squelcher is still at a disadvantage against a frontline weapon in close-quarters combat, such as any variants of the, the , or the.
 * Some other backline weapons outrange the Custom Jet Squelcher, while others overpower it:
 * All variants of the and  – with or without scope – both outrange and overpower the Custom Jet Squelcher.
 * Both variants each of the and the 's second stage both outrange and outfire the Custom Jet Squelcher.
 * All variants of the outfire the Custom Jet Squelcher but are outranged and outmaneuvered by it.
 * Always be aware of when the opposing team's Custom Jet Squelcher has Sting Ray fully charged on the HUD, particularly when pushing the Tower or Rainmaker.
 * Fight fire with fire by using a Sting Ray against an opponent's.
 * are a quick way to either counter or disrupt an opposing Sting Ray user.
 * A properly launched and piloted can splat an enemy Sting Ray user while being relatively safe from the beam.
 * Quickly swimming away from the Sting Ray's beam is generally the best way to avoid getting splatted without using Specials, as users turn relatively slowly while the Sting Ray is active. This is a useful tactic in Tower Control to maintain a Tower push.

Demonstration
https://youtu.be/iX1jp1ZTiVU