Competitive:Splattershot

Unofficial

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.

Use

 * The Splattershot is a slayer weapon, made to splat opponents quickly with its rapid fire, high damage, and short to medium range.
 * Offensively, its good mobility allows its user to apply pressure onto the opponent – whether head-on or through timely flanking – eliminating key defenders during a push. Swim Speed Up can further help either close the distance towards an opponent or flee from an unfavorable matchup.
 * Defensively, its rapid rate of fire makes it great at both sharking to pick off unaware opponents and turfing to maintain map control.
 * Ninja Squid allows its user to swim at full speed undetected to help sneak up to longer ranged opponents but also reduces the maximum swimming speed.
 * Comeback, Quick Respawn, and Stealth Jump are abilities that allow a slayer to play more aggressively.
 * Main Power Up can further increase its accuracy, particularly while jumping, preserving more accuracy while jump strafing.
 * The Splattershot is faster and more efficient at turfing than most other slayer weapons, allowing its user to both maintain map control and build up its special weapon more quickly than most other weapons.
 * The instant explosion and good ink efficiency of Burst Bombs offer plenty of uses.
 * Their quick damage makes them suitable for either leading off attacks or finishing off injured opponents who attempt to flee.
 * Direct hits will inflict 60 health points (HP) of damage, while splash damage will only deliver 25-35 HP.
 * A direct Burst Bomb hit plus the main weapon's damage can cripple any opponent.
 * The Splashdown can either turn the tide of a battle or be canceled quite easily.
 * 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.
 * Most 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.

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.