Competitive:Splattershot

Unofficial

Use

 * The Splattershot is a slayer that uses its rapid fire to splat opponents, though it is also effective at turfing.

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.

Splatoon 2
The Splattershot is the second available weapon in the game only to the Splattershot Jr. (not counting the Octo Shot Replica, which requires the completion of Octo Expansion). Compared to the Splattershot Jr., the Splattershot has higher damage, a slightly longer range, and nearly as good a firing rate and turfing ability but has less versatile sub and special weapons.

Use
The Splattershot fires rapidly and turfs very well, but its higher damage and slightly longer range than a Splattershot Jr. makes it a slayer's weapon: Burst Bombs provide good utility for the Splattershot but function differently from Splat Bombs: The Splashdown can either turn the tide of a battle or be canceled quite easily.
 * Its damage per shot (35 HP, or health points) is considerably higher than that of the Splattershot Jr. (28 HP), allowing it to splat most opponents in just three hits.
 * However, shots that travel further than its effective range (see below) will suffer falloff until it reaches 17.5 HP of damage after 24 frames, requiring up to six hits to splat opponents.
 * It is still usually more advantageous to fire at opponents from an elevated position – despite any resulting damage falloff – than it is to drop down and engage them at their level. Otherwise, fire at opponents when they are within the effective range to maximize damage output.
 * Its range (116.99 DU, or distance units, or over two distance lines away in the Shooting Range) is slightly longer than that of the Splattershot Jr. (103.89 DU ), giving its user an inherent advantage over shorter-ranged weapons, such as most rollers. Simply maintain your distance from a shorter-ranged opponent while firing at them to minimize the damage taken from them.
 * While middleweight weapons such as the Splattershot generally have average mobility – 0.96 DU/f, or distance units per frame, while running, 1.92 DU/f while swimming – the Splattershot is very mobile in two other ways:
 * Its running speed while firing (0.72 DU/f) is above average among shooters.
 * It has a short interval between firing and either using a sub weapon or morphing into squid or octopus form (4 frames).
 * This extra mobility allows its user to apply pressure onto the opponent — whether head-on or through timely flanking, more quickly respond on defense, and more easily dodge opposing fire.
 * The Splattershot is also faster and more efficient at turfing than most other slayer's weapons, allowing its user to both maintain map control and build up its special weapon more quickly than most other weapons can.
 * The Splattershot has shorter range than most other weapons, such as the Splattershot Pro, sloshers, and especially chargers and splatlings, all which can fire upon a Splattershot user before the latter has a chance to land a shot. Therefore, a Splattershot user has to attack them in a different way than a head-on approach:
 * One way to effectively attack an opponent with a longer ranged weapon is to flank them, or approach them from either the side or behind, while their attention is towards the front lines. If performed correctly, this can either catch the opponent by surprise or at least divert their attention away from the front, allowing your teammate to splat them.
 * Another method to attack a longer-ranged opponent is sharking, or hiding – usually in friendly ink out of the opponents' sight – until the opponent gets within your range before attacking. Sharking can work against any opponent – regardless of their weapon's range – who is caught unawares.
 * They instantly explode upon contact with any surface – such as a wall or floor – or another player — whether a teammate or an opponent. This provides two advantages over Splat Bombs:
 * They can more quickly damage opponents, which makes them suitable for either leading off attacks or finishing off injured opponents who attempt to flee.
 * They instantly turf inkable surfaces, permitting either a fast pursuit of an opponent or a rapid retreat from an unfavorable situation. Also, any opponents hit by Burst Bombs will be surrounded by your team's ink, further crippling their health and mobility.
 * However, their resulting explosion is both weaker and smaller than those of Splat Bombs:
 * Only direct hits will inflict 60 HP of damage, while splash damage will only deliver 25-35 HP. Always go for direct hits whenever possible.
 * Their blast radius is only 30 DU — equal to the lethal blast radius of Splat Bombs. Targets within 25 DU to the Burst Bomb's explosion will take 35 HP of damage, while farther ones will take 25 HP.
 * While Burst Bombs are less effective at area denial than Splat Bombs, their reduced ink consumption (40% of the ink tank per use versus 70%) makes them more readily available to poke at and zone out opponents during the neutral phase or provide cover while fleeing.
 * The most safe way to activate a Splashdown is by super jumping to a teammate. This provides no dealing damage as the user is not through mid-Splashdown but rather through a super jump.
 * Using Super Jump can be a surprise for opponents that are not aware of the UI that indicates specials ready from the opponent team.
 * Some weapons can cancel the special mid-Splashdown, so it is best to make sure that the opponent you are confronting has a weapon that takes multiple shots for a splat or has low range.
 * The Splashdown can cancel formation of Bubbles making it a quick and fast way of removing them.
 * The Splashdown can be used from higher ledges making it more powerful and extending its radius of splash damage.
 * The worst scenario for a Splashdown is when used as a panic button to get out from a sticky situation, as it can be predicted and aimed for it to be canceled.

Countermeasures

 * Use a Charger to outrange a Splattershot.
 * The Splattershot cannot jump while shooting as this significantly lowers the accuracy. This gives you a large advantage in close-range combat.
 * Weapons such a the Splat-o-matic have much better accuracy, allowing you to most likely kill the splattershot first.
 * Watch for when the Splattershot's special is charged, because a Splashdown will kill you if you are surprised by it.
 * Weapons such as the Dapple Dualies have higher damage per second and can kill a Splattershot faster in close range combat.

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.

Allows its user to swim at full speed undetected to help sneak up to longer ranged opponents but also reduces the maximum swimming speed. These are abilities that allow a slayer to play more aggressively. This ability can increase the Splattershot's accuracy, particularly while jumping, preserving more accuracy while jump strafing.
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