Competitive:Splattershot Jr.

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.

Splatoon 2
The Splattershot Jr., the first available weapon in the game, is a rapid firing weapon that provides turfing and – with its sub and special weapons – support but lacks accuracy and range. Since Version, it now has a larger ink tank with 10% more capacity, further improving its already excellent ink efficiency.

Use
The Splattershot Jr. is capable of various tasks, but its specific traits make it best suited for a traditional support role: The most reliable way a Splattershot Jr. player can engage an opponent is through constant and coordinated use of Splat Bombs: Ink Armor allows its user's team to either initiate a push, to recapture a Splat Zone for example, or maintain one, such as while locking out the opponent.
 * The Splattershot Jr. has a wide shot spread, enabling it to turf large areas in a short amount of time, which provides two benefits:
 * Turfing allows the team to either gain or maintain map control. This also enables the Splattershot Jr. to quickly capture zones in Splat Zones.
 * It also builds up Ink Armor very quickly, allowing the user's team to mount a push at a moment's notice. If there are no other urgent tasks, just keep turfing so Ink Armor is ready whenever needed.
 * The main tradeoff of the wide shot spread is the resulting poor accuracy, which, along with the short range (103.89 DU, or distance units, or a little over two distance lines away in the Shooting Range), makes the Splattershot Jr. a poor main weapon for directly engaging most opponents.
 * It is still capable of quickly splatting opponents, provided that its user can catch an opponent by surprise and within its short range. However, playing too aggressively risks depriving the user's team both map control and Ink Armor, so be judicious about when to either flank or shark.
 * Otherwise, if a certain matchup is disadvantageous, disengage by dropping a Splat Bomb behind whenever possible and Super Jumping back to the Spawn point if necessary.
 * The Splat Bomb's one-second detonation timer begins as soon as it contacts any surface. Therefore, rolling the Splat Bomb like a bowling ball will produce the quickest explosion for instant area denial.
 * The damage an exploding Splat Bomb inflicts onto a target depends on the distance between them:
 * Targets within 30 DU – a little over half a distance line away in the Shooting Range – will receive 180 damage — more than enough to splat most opponents.
 * Targets between 30 DU and 50 DU – one distance line away – will receive 30 damage, which is sometimes enough to splat weakened opponents.
 * When attacking an opponent's position, try to throw Splat Bombs behind the opponent. This more effectively cuts off the opponent's potential escape routes.
 * Splat Bombs are great at poking at and zoning out opponents during the neutral phase, stalling an opponent's push, or providing cover while fleeing.
 * Carefully lobbing a Splat Bomb at an opposing anchor positioned on their snipe will hinder their ability to control space with their range.
 * Like other lethal bombs, Splat Bombs will instantly detonate upon contact with an opponent's brella shield, Splash Wall, or Baller; any bubbles, whether from a teammate or an opponent; or the Rainmaker shield.
 * Any opponents caught nearby will get splatted.
 * The Splat Bomb will also damage most of the items mentioned above except bubbles, which will either grow or shrink depending on whether a teammate or opponent produced them.
 * An opponent's Splashdown or Booyah Bomb will defuse any Splat Bombs it comes in contact with, so hold off throwing them until after the special weapon finishes.
 * The larger ink tank unique to the Splattershot Jr. allows the player to throw bombs more often.
 * Using any special weapon also provides a free ink tank refill. Therefore, it is possible to throw a bomb or two before and after using the Ink Armor.
 * When beginning a push, especially after activating Ink Armor, throw a Splat Bomb towards the opposing team to provide space to push in.
 * Activate Ink Armor in a safe location, particularly while not under attack. A player activating Ink Armor is locked in place for 30 frames, or 0.5 seconds, and if they get splatted during this time, Ink Armor will not be applied to any of their teammates.
 * Time the activation of Ink Armor carefully; it takes up to two seconds to activate Ink Armor, which lasts for at least six seconds. Waiting too long to use Ink Armor might result in teammates getting splatted before receiving its protection, while applying it too early might not provide enough protection time.
 * Try to activate Ink Armor when most or all teammates are active. Slayers, who risk getting splatted more often, benefit from Ink Armor more than anchors do.
 * Be aware that Ink Armor will make its user and their teammates more visible, particularly within their ink. Therefore, if a teammate has a short-ranged slayer's weapon that relies heavily on sharking (such as a roller or a Sploosh-o-matic), check the map with to see if this teammate is hiding among the opponents.
 * Upon activation, Ink Armor will protect its user and their teammates except for those either carrying the Rainmaker or using either Baller or Booyah Bomb.
 * Also, players protected by Ink Armor lose it upon gaining possession of the Rainmaker.
 * A support player, such as a Splattershot Jr. user, is often expected to carry the Rainmaker while their slayer teammates provide protection up front while turfing a path of ink. Therefore, while Ink Armor will not protect the Rainmaker carrier, it will still benefit their teammates, so cast Ink Armor just before picking up the Rainmaker whenever possible.
 * Any damage onto an armored player that exceeds 100 HP will not only be inflicted onto them – capped at 80 HP of damage – but will also cause significant knockback. Therefore, it is still advisable to avoid getting hit by heavily damaging attacks, such as charger fire or bombs — especially when on a ledge or while riding the Tower.

Synergy
The Splattershot Jr. is great at turfing and building up Ink Armor but poor in splatting. Therefore, it makes a great complement to – and is well complemented by – a slayer, particularly one whose weapon has trouble turfing, such as a Splattershot Pro or a blaster. While a team might get away with having one or two users of short-ranged weapons, such as the Splattershot Jr., having a team composition with too many short-ranged weapons and no longer-ranged weapons to provide support fire is often disadvantageous for a number of reasons: Multiple Ink Armors used by the same team do not stack. Therefore, it would be redundant for a team to have more than two Ink Armor users. While special weapons used in combination are beneficial in general, the combination of Ink Armor with either Inkjet or Ultra Stamp is particularly invaluable for the user of the latter special, improving their survivability:
 * Turfing while following a teammate builds up Ink Armor and provides friendly turf to which a teammate can retreat whenever needed.
 * Cooperate with the teammate using primarily Splat Bombs when engaging an opponent: attack from different angles, or force the opponent to come within range of the teammate's weapon.
 * If your teammate gets splatted and the opponent(s) is/are still present, then consider retreating instead of risking getting splatted and losing Ink Armor progress.
 * An opponent with a long-ranged weapon can more aggressively position themselves to zone out the entire shorter-ranged team.
 * The opposing slayers can play more aggressively, knowing that there is no long-ranged threat to pick them off from afar.
 * Because the Splattershot Jr. is both arguably the quickest weapon at farming Ink Armor and one of the weakest main weapons, if another Ink Armor user is on the team, it is advised for the other Ink Armor user to be more capable in splatting, such as an N-ZAP '85 or a Tri-Slosher.
 * In general, when two Ink Armor-based weapons are on a team, the user of the more aggressive weapon should activate Ink Armor first, freeing them to engage the opponent without potentially losing both a potential Ink Armor and special gauge progress. Therefore, a Splattershot Jr. user should pay attention to the HUD and refrain from using Ink Armor if their teammate also has Ink Armor ready.
 * Because an Ink Armored player can withstand more damage — especially from an opponent's charger, an armored Inkjet pilot can fly more aggressively.
 * An armored Ultra Stamp user is also more difficult for opponents to splat while swinging the hammer. However, they are easier to spot when submerged in their ink.

Countermeasures

 * Because the Splattershot Jr. is generally a poor main weapon for splatting, almost any weapon with longer range, better accuracy, or higher damage can defeat it in a one-on-one with relative ease. However, watch out for the Splattershot Jr.'s Splat Bombs.
 * When using another support weapon while engaged in a one-on-one against a Splattershot Jr., a prolonged battle tends to favor the latter due to its larger ink tank. In general, pursue the opposing Splattershot Jr. user while evading any of their Splat Bombs and try to splat them rather than attempt to out-turf them.
 * A Splattershot Jr. will most likely assist a teammate armed with a more formidable weapon; that opponent is usually the higher priority. Trying to engage against both is usually a poor idea, so either find a teammate to assist or try to lure the Splattershot Jr.'s teammate to stray too far from them to receive assistance.
 * Keep an eye on the HUD to know when the opponent's Splattershot Jr. has Ink Armor ready to use, and both watch and listen for when it is activated.
 * The best way to prevent the opponent from using armor is to splat the opponent with the Splattershot Jr. (or any other Ink Armor-equipped weapon). A charger user can prioritize said opponent when sniping, or a slayer can attempt to pick off a lone Splattershot Jr.
 * Focus fire on armored opponents for longer than usual - preferably with everyone ganging up on one opponent at a time - to compensate for their armor.
 * Object Shredder triples damage inflicted onto armored opponents. Combining this with Ink Storm can nearly neutralize armored pushes by the opponent.

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. Ink Saver (Sub) allows more frequent use of Splat Bombs and saves ink for the main weapon after each Splat Bomb used. Because a Splattershot Jr. user depends on their sub weapon more than most other weapon users do on both offense and defense, having the ability to more frequently use Splat Bombs is invaluable.
 * 23 ability points – two mains and one sub – enable a Splattershot Jr. user to throw two consecutive Splat Bombs with a full ink tank, thanks to the larger ink tank.
 * Combining enough ability points of Ink Saver (Sub) with the free ink tank refill from using the Ink Armor can create a pseudo-Splat-Bomb Launcher; a player can throw two Splat Bombs, activate Ink Armor, then throw two more Bombs.

Last-Ditch Effort is a Headgear-exclusive ability that, under specific conditions, grants its user 1 to 24 ability points each of the following abilities: These abilities only begin to take effect under either of the following conditions: Like other support weapons whose builds include bombs, the Splattershot Jr. can greatly benefit from the reduced ink consumption per Splat Bomb used, allowing its user to spam Splat Bombs during either a crucial defensive stand or a late attempt to reclaim the lead.
 * There are at most 30 seconds remaining on the game clock, or Overtime has begun in a Ranked Battle, at which the maximum 24 ability points will be granted for each of the above abilities.
 * In a Ranked Battle, the opposing team's countdown has at most 50 points remaining. The effects of Last-Ditch Effort increase as the opposing team's countdown decreases from 50 to 30 points remaining, starting with 1 ability point for each ability and maxing out to 24 ability points.

Main Power Up increases ink coverage by up to 20.2%, allowing for more efficient turfing and faster special gauge buildup for more frequent use of Ink Armor.

Quick Super Jump decreases both the "charge" time before and the travel time of a Super Jump. A Splattershot Jr. player will be outmatched by most opponents, and Quick Super Jump can help them escape unfavorable situations more quickly, which avoids getting splatted, maintains a presence on the stage, and preserves precious special gauge progress.
 * One sub, or 3 ability points, of Quick Super Jump decreases the "charge" time by 22 frames, or 0.36 seconds.

Special Charge Up accelerates building up the special gauge for Ink Armor. As arguably the quickest weapon at farming Ink Armor, constantly having Ink Armor available for teammates ensures more successful pushes and counter-pushes.
 * 16 ability points – one main and two subs – are enough to reduce the special gauge requirement to below 160p.

When splatted, half of the special gauge progress is lost. For example, a player with 120p of special gauge out of 180p upon getting splatted will lose 60p of the special gauge. Special Saver allows its user to keep more of their special gauge progress whenever they are splatted. This allows a Splattershot Jr. user to more quickly build up Ink Armor after respawning.
 * 6 ability points – two subs – are enough to increase the amount of special gauge progress saved from 50% to 64.6%.