Charger



Chargers are one of the main weapon classifications in the Splatoon series. Chargers have the ability to charge up their shot, which can take enemies out immediately with a long-ranged attack, as well as a "tap shot", which is a partially charged shot that does not deal as much damage. It is an ideal weapon for players who like to support from the back lines of battle. In Splatoon 2, the ability for most chargers to store a charge was added. By holding while swimming in ink, a charge can be held for a few seconds, along with a "piercing mechanic" for full charges in which multiple opponents can be splatted with one shot. The former isn't available for all scoped chargers plus the Grizzco Charger, while the latter includes them. The Bamboozler 14 Mk I and its variants are the exceptions for both.

With the Inkling Girl amiibo, the player can use the Hero Charger for Octo Valley missions to win a Hero Charger Replica, which can be used in multiplayer matches.

Tips

 * The reticle turns into an X when it is over an enemy that is not hiding in ink inside the charger's range.
 * If an enemy has taken some damage already, a fully charged shot may not be necessary to splat them.
 * If an enemy is closing in or launches a surprise attack, it is a good idea to run away; chargers are weak at close-quarters combat.
 * If cornered, shooting a few well-aimed semi-charged shots at the opposing player may help the user to stay alive. Spamming shots (especially when playing with motion controls) can throw a player's aim off, and, more than likely, the other player may have taken a bit of damage. It is faster to hit them with one well-aimed charged shot than multiple uncharged shots.
 * Chargers show a thin glowing line when aiming a charged shot, revealing one's position. This can make it easier for enemies to dodge, so it is advised to limit the amount of time spent aiming.
 * An effective way around this is to hold the reticle off to a side, and at the last second, quickly move it and fire in order to stop the enemy from dodging the shot.
 * It is also possible to scare opposing teammates into going a different direction by using the laser sight.
 * In, storing one's charge makes the laser disappear from the sight of other players while a faint, translucent reticle remains on the user's screen and show where they are aiming.
 * Keeping some distance from the main area where the battle is taking place and finding a comfortable spot to shoot from are necessary to play chargers to the best of their ability.
 * As a result, it is advised to stay out of close-quarters situations, as chargers perform poorly in these scenarios.
 * As a charger user, it is important to have an eye on the surrounding area - sneak attacks are very dangerous.
 * It is best to cover lots of turf around the user so they do not get stuck on un-inked turf in case of a surprise attack.
 * Jumping and shooting can help to level a player's aim in certain situations, allowing them to splat more players.
 * It can also be used to hide the charger's laser sight.
 * Sometimes as a charger user, it is best to make short cuts and try not to cover tons of ground.
 * If using a charger, the player's main focus is to splat people, not cover ground. This way, it is possible to get more splats and ground coverage. Let the rollers, sloshers, shooters, and splatlings cover ground.
 * If ground must be covered, do not spam shots to try and cover turf. It is more effective to charge a shot up and shoot it forward in a straight line.
 * Even with low ink, chargers can still charge up to a full shot with the same power.

Countering

 * If targeted by a charger, moving erratically may cause them to miss.
 * Jumping is a bad tactic to avoid chargers, as changing velocity while jumping is really hard and usually leads to the charger user getting an easy splat.
 * A charger's weakest spots are behind them and beneath them; surprising them from an unexpected angle is almost a guaranteed splat.
 * Closing in on chargers quickly gives them little time to react.
 * Forcing a charger user out of their chosen position and into one where they are vulnerable is a great way to give a player the advantage over chargers.
 * One way to do this is to stay just out of their range or line of sight, forcing them to give chase.
 * Another way is through the use of special weapons, such as the Inkstrike or Killer Wail in or the Sting Ray or Tenta Missiles in, which, when directed at their chosen spot, will either catch them by surprise or make them move out of the way.
 * In the case of attentive chargers that are good at dodging special weapons and foiling sneak attacks, another option is to simply avoid them. Go ink a different area, one that they are not paying attention to.
 * In, if there is a glowing, white circle inside enemy ink, it is advised to stay hidden, as this is an enemy charger that is currently storing their charge and may be aiming to splat someone.
 * The glowing, white circle also shows the charger's current location while they are storing their charge. One can use this to their advantage if attempting to splat the charger.

Splatoon

 * There are no chargers with the Seeker as their sub weapon.
 * Inklings close one eye when aiming with a charger.
 * However, if they are moving while aiming, both of their eyes remain open.

Splatoon 2

 * There are no chargers with Torpedo or Burst Bomb.
 * There are no chargers with Booyah Bomb or Ultra Stamp.