Competitive:Super Chump

Unofficial

Splatoon 3
The Super Chump is a special in Splatoon 3. A great tool for weapons who support, such as the N-Zap '89, it can be used to help players start a push.

Use

 * The Super Chump grants the user a cannon, which is then used to launch the special like the Wave Breaker or Ink Storm:
 * The cannon scatters ten bombs after the user chooses its area of effect. The bombs land in random locations and detonate roughly 3 seconds after touching the ground, each with slight differences in timing.
 * The cannon cannot be used in the air.
 * Unlike other specials that must be deployed before taking effect, the Super Chump's special gauge depletes even when the user is holding it.
 * The Super Chump's special gauge must be depleted before it can fill again, similar to the Tenta Missiles.
 * Each individual bomb has 30 HP.
 * A Super Chump is a multifarious tool that has many uses in different game modes:
 * A Super Chump can cover a lot of turf at once in Turf War, and its projectiles are spread out so that the resulting blasts are harder to clean up.
 * Using a Super Chump works well as a way to defend Splat Zones, as the blasts from the undestroyed bombs can undo the enemy's work filling the zone.
 * Launching a Super Chump in an area filled with Clams can help drive off opponents or distract them, leaving the clams open for your team to take.
 * Conversely, the Super Chump
 * The bombs take a relatively long time to explode, and
 * The erratic pattern of Super Chumps is very easily recognizable, and very distinct from the one or two Super Jump markers that are usually present.

Synergy
The Super Chump pairs well with backline anchors that are good at turfing, such as the Hydra Splatling or Jet Squelcher. The bombs force the opponents out into the open to either flee or destroy them, leaving the anchor able to pick them off with ease.