Competitive:Classic Squiffer

Unofficial

Splatoon 2
The Classic Squiffer is a charger that, compared to the Splat Charger, has a shorter charge time and more ink efficiency at the cost of some range and damage. Compared to its other variants, it has a kit – including Ink Armor with the lowest special gauge requirement in all of – that enables its user to also play a supportive role on their team.

Use
While the Squiffer series can flex between slayer's and anchor's weapons, the Classic Squiffer comes with a supportive kit:
 * Like most other chargers, it can fire three different types of shots that vary in charge time, base range from the muzzle, and damage:
 * In general, use tap shots for turfing, partially charged shots for close quarters combat, and fully charged shots for sniping.
 * Like most other chargers without a scope, the Classic Squiffer can store a full charge while submerged in ink, providing its user more mobility and making left-side peeking more viable in.
 * Unique to the Squiffer series is the ability to charge a shot at full speed while in midair, allowing a Squiffer user to snipe at opponents from underneath a short ledge — a position more associated with slayers.
 * While not as immobile or slow-charging as most other chargers, the Classic Squiffer is still poor at close range compared to a rapid-firing weapon. Keep your distance from opponents and always watch for any flanking attempts by the opposing team.

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.