User:SilverNouveau/Sandbox

Unofficial

Splatoon 3
Like Splatana Wiper, Wiper Deco fills a similar role to the vanilla kit, however with a less aggressive loadout and a lack of a poking bomb, this kit plays more of a supporting role rather than a pure aggressive skirmisher.

Use
The Splatana Wiper as a main weapon, with its consistent long-range damage, high mobility, and close ranged one shot fit the role of a skirmisher.

The Splatana Wiper has two different ways of attacking:


 * Charged slashes deal consistent 60 damage when not close, allowing reliable splatting if the user can track the opponent.
 * Opponents up close to a Splatana Wiper user can be splatted in one hit with a charged slash, which can be useful against flankers.
 * They also ink a solid trail of ink, allowing the weapon to paint fairly well.
 * If holding the L stick forward while doing a charged slash, the user will dash forward before performing the slash. Use this to get close to opponents, although be careful of any bombs in the way.
 * Uncharged slashes, while quicker, deal less damage at 30. While not the main way to splat opponents, the user can combo 2 uncharged slashes with a charged slash for a quicker splat time. In addition, Splatana Wiper Deco can combo either a charged slash (or two uncharged) with the 50 damage hit of missiles for a quicker splat time. The user can also combo three changed slashed with the 30 damage missiles hit.
 * At point blank range, the damage scales up to 45, making the kill time one slash faster. It isn't recommended to do this, however, unless your enemy has run out of ink.
 * Uncharged slashes will leave a trail of ink with no gaps in between. This along with its fast strafe speed, will help enhance its mobility, paint and to capture zones in Splat Zones.
 * With its range and no falloff damage, users should stay close to the frontlines, but not too close to take advantage of its range to splat opponents.


 * Be careful of any walls that may be above an opponent, as the ink flung from the Splatana Wiper will disappear as it touches a wall, shortening the range.
 * Another strength of the Splatana Wiper is its mobility, allowing the user to evade ink shots quickly.

The Splatana Wiper Deco also has some weaknesses.


 * Its linear ink line from the charged slash is very thin. The user will have to be accurate in order to finish opponents.
 * The killtime with the uncharged slashes is relatively slow compared to other weapons of the same range, this isn't helped by a lack of a poking bomb meaning it needs to rely on its special or teammates for help with its kill time.
 * A lack of a poking bomb also means it needs to rely on its Tenta Missiles upon retake if its beakons get destroyed.
 * It is not viable to run two weapons with Squid Beakons in the same weapon composition. As such in a coronated environment, running Wiper Deco effectively locks compositions out of common weapons such as Tenta Brella and Custom Dualie Squelchers

Squid Beakon
Squid Beakon's, despite not being a bomb have unique synergy with the weapon.


 * Out of all the weapon sets with Squid Beakon's, Splatana Wiper Deco has some of the best mobility. This allows it to very quickly set up beakons in annoying positions on the map.
 * In addition, Beakons allow it to jump back into good skirmishing positions upon respawning.
 * Beakons also allow the user to jump behind the enemy team, which can be useful in team fights.


 * Beakons allow it to jump out and reposition without super jumping back to spawn, meaning it doesn't have to get out of spawn and back into position.
 * Running 1 sub each of Quick Super Jump and Sub Power Up reduces its vulnerable jump frames to its Beakons from 80 frames to 49, a faster jump out time decreases the chances of the user being splatted mid jump.
 * Beakons allow a wiped team to quickly jump back into a fight, preventing the match from snowballing into a knockout
 * Beakons provide a location effect, enemy players near a friendly Squid Beakon will display on the map. This allows the user and their teammates to gain intel on the enemy players position in addition to knowledge of if a enemy player is in the area before jumping to one.
 * Squid Beakons can function as bait, place one in an open area and hide near it
 * This won't work for longer ranged weapons, as they can destroy the Beakon from a distance
 * As a general rule of thumb place Beakons in hidden areas with lots of stage geometry to protect jumps and make it difficult for enemies to access and break the Beakon.
 * Placing Beakons in spawn is not recommended as the player can Super Jump to spawn at any time by pressing down on the D-Pad

Tenta Missiles
Tenta Missiles if used correctly can easily flip the game into the users teams favor.


 * Wiper Deco struggles agaisnt longer ranged weapons, such as E-Liter(scope),Ballpoint Splatling and Jet Squelcher. coincidentally these weapons struggle against Tenta Missiles and other forms of displacement.
 * The amount of Tenta Missiles fired depends on how many targets where locked on upon launch
 * One Target - Ten Missiles
 * Two Targerts - Five Missiles each
 * Three to Five - Four Missiles each
 * To displace an enemy anchor, it is recommend to only lock onto them, firing 10 missiles directly at them, this should give the user an opening in which to push without the anchor putting pressure on them.
 * Locking onto two - four targets is recommended during offensive pushes or defensive stops.
 * Locking onto enemy players to push them off of the objective (or to directly chip the carrier in Rainmaker) can also be useful. Especially during Overtime.
 * During, and temporary after firing Tenta Missiles provide location effect for the user, similar to Thermal Ink or Echolocator. In a coronated environment with callouts, this allows the user to get recon on 1-4 enemy teammates and callout their position to their teammates.
 * Even in solo play, this recon can still be useful for checking and preventing enemy players from flanking

Builds
builds