Competitive:Heavy Splatling Remix

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 Heavy Splatling Remix is a long ranged anchor's weapon, similar to chargers, albeit not as long ranged: While unable to inflict any damage onto opponents, the Point Sensor can aid its user and their teammates if used wisely: The Booyah Bomb can either turn the tide of a battle or fully tilt it in the team's favor, but only if used properly.
 * Like most chargers, the Heavy Splatling Remix needs to charge before it can fire:
 * When barely charged, its effective range is only 84 units — shorter than that of a Splattershot. Finishing the first full level of charge will increase the range to its maximum of 168 units.
 * Charging takes 50 frames (about 0.83 seconds) to reach the first full level and an additional 25 frames (about 0.42 seconds) to reach the second level.
 * Due to both the long charging time and the reduced range when not fully charged, the Heavy Splatling Remix is vulnerable to attack from shorter ranged weapons while charging, so it is generally advised to remain out of sight from the opponent (e.g. behind an obstacle) and not too close to opposing ink while charging.
 * Partly charging a Heavy Splatling Remix will reduce its effective range but also allow it to fire more quickly – especially in a tight situation.
 * Once charged, the Heavy Splatling Remix's high firing rate (4 frames between shots, or 15 shots per second), moderate damage (30 health points, or HP), and long range allow it to mow down opponents near and far:
 * While the Heavy Splatling Remix's firepower is devastating up close, it is still recommended to keep shorter ranged opponents from getting too close, where their fast shot velocity and high DPS will allow them to either trade or win a confrontation outright.
 * Despite its long range, the Heavy Splatling Remix has a slower initial shot velocity (21 units per frame) than do some other weapons, such as the Jet Squelcher (33.6 units per frame) and the Splat Charger (48 units per frame). Therefore, a Heavy Splatling Remix user should lead their shots to hit their targets.
 * The Heavy Splatling Remix's high firing rate and excellent ink coverage give it an advantage over chargers and the Jet Squelcher in terms of turfing:
 * Combined with its long range, the Heavy Splatling Remix can either gain or maintain map control and capture or hold zones in Splat Zones from a relatively safe distance while simultaneously watching for any flanking opponents.
 * It also makes a great complement to poorly turfing weapons, such as a Splattershot Pro or a blaster, providing both support fire and turfing.
 * Due to the time spent charging and firing their weapon, a Heavy Splatling Remix user spends a larger proportion of their time in humanoid form than do users of most other weapon classes.
 * While a Heavy Splatling Remix user has decent running speed (0.7 units per frame while firing, 0.62 units per frame while charging) compared to users of other weapons (e.g. Jet Squelcher at 0.6 units per frame while firing), its time spent running instead of swimming makes it comparably slower and more vulnerable to attack, especially from opposing chargers.
 * Both Run Speed Up and Ink Resistance Up can improve the mobility during charging and firing, particularly while strafing.
 * Weapons that outrange the Heavy Splatling Remix (e.g. most chargers and the Ballpoint Splatling) are its most difficult matchups since it has neither the range nor the mobility to challenge them. Remain out of range from these weapons and instead focus on helping teammates splat other opponents, allowing your teammates to challenge the long-ranged opponents.
 * It temporarily makes an opponent an easier target for more mobile teammates to pursue.
 * It can check around corners for flanking opponents and scan behind obstacles or within suspicious puddles of the opponents' ink for any sharking opponents.
 * If you are about to get splatted, or if you fall into any unwinnable situation, tagging the opponent with a Point Sensor will track your would-be splatter, providing your teammates the opportunity for a revenge splat.
 * In general, activate the Booyah Bomb in a relatively safe place, as even a Splattershot Jr. within range can break the Booyah Bomb armor.
 * The Booyah Bomb can force opponents – particularly anchors – to move out of position or delay an opponent's offensive push.
 * The explosion of the Booyah Bomb places enough ink to uncap most Splat Zones and single-handedly capture some smaller Splat Zones.
 * Often, a Booyah Bomb will not be enough to fully capture a zone. Coordinating with teammates and their specials, such as Bomb Launcher and Baller, can better ensure capturing a zone.
 * When deployed, the Booyah Bomb is capable of protecting oneself and one's teammates from attacks - including bombs - and clearing an area of opponents, whether forcing them to flee or splatting them outright.
 * Because the Booyah Bomb can nullify an opponent's bombs, it serves as a great counter to an opponent's Bomb Launcher, particularly when maintaining control over a zone.
 * When aimed at the Tower in Tower Control, the Booyah Bomb covers a large area around its point of detonation for a brief amount of time, as opposed to the Sting Ray, which fires a narrow line for a more sustained period. There are situations where a Booyah Bomb is preferable over a Sting Ray in stopping or slowing down the Tower and other situations where a Sting Ray is more effective.

Countermeasures

 * Users of other anchor's weapons each have to confront a Heavy Splatling Remix differently:
 * Most chargers and some splatlings (i.e. the Ballpoint Splatling and Hydra Splatling) outrange the Heavy Splatling Remix user and can simply zone them out.
 * The Custom Jet Squelcher has an equal effective range (168 units) and better mobility but less firepower than the Heavy Splatling Remix, so outmaneuvering it is more effective than a direct approach.
 * The heavyweight Explosher is less mobile and far slower firing than the Heavy Splatling Remix and would also lose a direct encounter. Use the terrain and any obstacles to provide cover while lobbing accurate shots to cover the area around the opponent in ink to demobilize them.
 * Unless a Heavy Splatling Remix user is caught charging, approaching one directly with a shorter ranged weapon usually leads to a one-way trip back to the spawn point. Rely on flanking or sharking to get within range of an opponent wielding a Heavy Splatling Remix.
 * When tagged with an opponent's Point Sensor, either briefly keep a distance from opponents to avoid getting splatted or lure the opponents away from the objective or an important area of the stage, allowing teammates to reclaim turf, push the objective, or ambush opponents.
 * Regularly watch the HUD to know when an opposing Heavy Splatling Remix's Booyah Bomb is fully charged, and both watch and listen for when it is activated.
 * If an opponent activates a Booyah Bomb in an unsafe position, try attacking them, particularly with bombs and chargers.
 * Tenta Missiles can splat a Booyah Bomb user in three direct hits.
 * A Splashdown within range can severely damage Booyah Bomb armor if not destroy it outright.
 * While an opponent charges a Booyah Bomb, any of their teammates who help in powering up the special might expose their positions.

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. Because a Heavy Splatling Remix user spends comparatively more time in humanoid form charging and firing their weapon, they can be easier targets for opponents to splat. Run Speed Up increases the running speed of a Heavy Splatling Remix user, including while charging and firing.
 * 15 ability points – either five subs or about one main and two subs – are enough to increase run speed while firing above 0.8 units per frame; 23 ability points – two mains and one sub – increase it above 0.85 units per frame.
 * 13 ability points – one main and one sub – are enough to increase run speed while charging above 0.7 units per frame; 23 ability points increase it above 0.75 units per frame.

Special Charge Up accelerates building up the special gauge for Booyah Bomb, which can prove invaluable for either capturing or holding the zone or either stopping or slowing the Tower.
 * 13 ability points – one main and one sub – effectively reduce the special gauge requirement to just above 170p.