Competitive:Grim Range Blaster

Unofficial

Splatoon 2
The Grim Range Blaster, like its Vanilla and Custom variants, is a medium-ranged blaster with good zoning and high splatting potential, and its overall kit complements the main weapon even better than those of the other variants. However, like the other variants, its slow firing rate, poor turfing, and high dependence on landing splats means that it will be at a big disadvantage if its user's team ever loses map control.

Use
The Grim Range Blaster can flex between the slayer and support roles: The instant explosion and good ink efficiency of Burst Bombs offer a Grim Range Blaster user plenty of uses: Tenta Missiles can be used to locate and pressure opponents and force them out of position without having to commit too far forward:
 * Its direct hit range of 145 DU easily exceeds that of short-ranged weapons, such as the Kensa Splattershot (116.99 DU), and barely exceeds that of a few medium-ranged ones, such as the L-3 Nozzlenose (141.36 DU).
 * Factoring in its near and far damage radii of 10 DU and 35 DU gives it splash damage ranges of 155 DU and 180 DU, both which are comparable to the ranges of other medium-ranged weapons, such as the H-3 Nozzlenose (160.396 DU), enabling the Grim Range Blaster to zone out certain opponents.
 * Its shots travel slower than those of rapid-firing weapons — 10.8 units per frame versus 23 units per frame for the Dualie Squelchers, for example. This means that a Grim Range Blaster user has to lead their shots in order to be accurate.
 * The Grim Range Blaster becomes less accurate (by 8 degrees) immediately after jumping.
 * Waiting 25 frames – during the descent of a jump – will allow the outer reticle to shrink back and the accuracy to improve for up to 70 more frames.
 * Main Power Up reduces the shot deviation during a jump by up to 37.5%.
 * The Grim Range Blaster's damage – arguably its greatest asset – widely varies depending on whether a target is hit directly, and if not, how close to the shot's explosion the target is and whether the shot exploded on a solid surface:
 * 125 health points (HP) of damage per direct hit — enough to splat most opponents in one hit
 * 50-70 HP per hit of splash damage if the shot's explosion does not hit a solid surface
 * 25-35 HP per hit of splash damage if the shot's explosion hits a solid surface
 * Thus, when firing up a ledge or around either an obstacle or an opponent's brella shield for splash damage, avoid hitting solid surfaces to maximize damage.
 * The Grim Range Blaster suffers a longer lag time after each shot compared to rapid-firing weapons, making it easily punishable after a miss:
 * The interval between firing and either morphing or using a sub weapon is 30 frames — far longer than the 4 frames of the Splattershot Pro.
 * Its firing rate is 60 frames between shots (1 shot per second) – far slower than the Splattershot Pro's 8 frames between shots (7.5 shots per second)
 * Therefore, unless attacking an opponent up a ledge or around either an obstacle or their brella shield, always go for direct hits.
 * Besides its long lag after each shot, the Grim Range Blaster suffers from other drawbacks:
 * Its movement speed while firing (0.4 units per frame) is slow compared to most weapons of comparable range. Combined with the long lag after shots, the Grim Range Blaster is rather immobile and vulnerable to attack after each shot, so shots must be fired judiciously.
 * Its poor ink efficiency and turfing make it prone to getting surrounded by opposing ink if fired recklessly. Avoid overextending into the opponents' territory.
 * Burst Bombs and Swim Speed Up can help address some of the mobility issues, while Ink Resistance Up reduces the loss of running speed in opposing ink.
 * While not as mobile as other slayer's weapons, the Grim Range Blaster can still be effective at flanking, and its high damage makes it devastating at sharking.
 * The Grim Range Blaster operates best in areas and stages that are highly frequented – such as around the Tower – or less open, such as in an alley or beneath a short ledge, where an opponent has less room to avoid shots and outmaneuver the Grim Range Blaster user.
 * Their quick damage makes them suitable for leading off attacks, breaking opponents' Ink Armor, or finishing off injured opponents who attempt to flee. While not quite as devastating as back in, the Burst Bomb-Grim Range Blaster combo can still be used to confirm splats.
 * They instantly turf inkable surfaces, permitting either a fast pursuit of an opponent or a rapid retreat from an unfavorable situation. This trait is particularly important for the slow firing, poor turfing Grim Range Blaster, providing its user mobility that it would otherwise not have.
 * Opponents hit by Burst Bombs will be surrounded by your team's ink, further crippling their health and mobility.
 * Direct hits will inflict 60 HP of damage, while splash damage will only deliver 25-35 HP. Always go for direct hits whenever possible.
 * Although less powerful than other bombs, a Burst Bomb can still damage or even destroy an opponent's brella shield, Splash Wall, or Baller or the Rainmaker shield, while detonating on contact.
 * Any opponents caught within the Burst Bomb's explosion will get damaged or splatted.
 * It will also inflate or pop a teammate's bubbles but deflate or diffuse an opponent's bubbles, while still detonating on contact.
 * An opponent's Splashdown or Booyah Bomb will defuse any Burst Bombs it comes in contact with, so hold off throwing them until after the special weapon finishes.
 * It is recommended to only activate the Tenta Missiles at a safe distance from opponents, not only because a Tenta Missile user is vulnerable to close-range attacks but also because opponents who are further back are easier to track and home missiles on.
 * Sometimes, it may be more beneficial to target a specific opponent or two instead of all of them, based on their weapons, location, and situation:
 * Opponents wielding heavy, slow firing weapons will have a harder time escaping the missiles.
 * Opponents who are bunched together are more likely to cause their teammates to receive collateral damage than those who are spread apart.
 * Tenta Missiles are also a reliable means of forcing opposing anchors to cede their ground and lose focus while aiming. Sometimes, this is the only reliable means to push back into a zone or another important area of the stage.
 * Tenta Missiles can counter an opponent's Sting Ray or Booyah Bomb if anticipated early enough; an opponent will be forced to either delay or interrupt it to avoid getting splatted by the missiles, throwing off their aim.

Synergy
Because blasters are generally poor at turfing, their users will have to rely on their teammates to maintain map control. Not having enough turfing ability – usually from having too many blasters and chargers – presents its own set of problems: While the Grim Range Blaster's Burst Bombs are invaluable for mobility and confirming splats, they lack certain advantages offered by lethal bombs — particularly either Splat or Suction Bombs, which provide their user's team a couple advantages over another team that has no lethal bombs in its composition: To address these first two issues, a Grim Range Blaster user is best accompanied with a teammate whose weapon has both efficient turfing and lethal bombs, such as the Splattershot Jr. or the N-ZAP '85. This ensures that the Grim Range Blaster user will have lethal bomb support and turf to retreat to whenever necessary.
 * A team whose composition lacks enough turfing ability can be rendered immobile if the other team dominates map control.
 * A lack of turfing also makes it difficult to alter the course of a game, even after wiping out the other team.
 * Their one-hit-splat offers its user's team chances of instantly gaining a numbers advantage, from which a game-winning push can arise.
 * Their lethal explosion provides space for its user's team to either push into an area held by the opponent or stall an opponent's push.

While having multiple players on the same team launching Tenta Missiles might seem like a fun and easy means to cause opponents to scramble for cover, having too many players equipped with them – no more than one or two – can reduce the effectiveness of a team composition: Coordinating with your teammates can greatly increase the Tenta Missiles' effect during a battle:
 * Other special weapons, such as Inkjet or Sting Ray, are intended for splatting opponents and more capable at this than are Tenta Missiles.
 * Tenta Missles cannot reliably turf highly contested areas of the stage as well as certain other special weapons, such as Bomb Launcher or Ink Storm.
 * Launching Tenta Missiles just before a push can cause opponents to scatter, giving your team opportunities to pick off any opponents caught fleeing the Missiles.
 * Firing Tenta Missiles on defense can help stall an opponent's push, but make sure that your teammates are nearby the front lines to follow the Missiles up.
 * Launching Tenta Missiles while a teammate is using a special designed to splat opponents, such as Sting Ray or Inkjet, can limit the opponents' escape options and even prevent them from Super Jumping to safety.

Countermeasures

 * Bomb Defense Up DX reduces both direct hit and splash damage from Burst Bombs and splash damage from Tenta Missiles, improving its user's survivability against both the sub and special weapons of an opposing Grim Range Blaster user. With just three ability points, or one sub,…
 * …direct hit damage from Burst Bombs is reduced from 60 HP to 57.7 HP.
 * …splash damage from Burst Bombs is reduced from 25-35 HP to 24-33.6 HP.
 * …splash damage from Tenta Missles is reduced from 50 HP to 48.3 HP
 * To engage an opposing Grim Range Blaster user with a shorter range weapon, try to catch it off guard through either careful flanking or sharking, better positioning, or wise use of bombs. Do not forget that the Grim Range Blaster user also has Burst Bombs as their disposal.
 * Even weapons with ranges comparable to that of the Grim Range Blaster should rely on better mobility to get into its blindspot (the area where indirects can't connect) as being inside the blindspot forces the user to either hit a direct or rely on burst bombs - which aren't always accessible - to survive. Both variants of the Dualie Squelchers can easily rush into the Grim Range Blaster's blindspot but may struggle when fighting it outside of it.
 * The Splat Brella and Kensa Undercover Brella and their variants cannot sufficiently protect their users from the splash damage of the Grim Range Blaster, but can occasionally predict where a Grim Range Blaster will shoot to move in a way that makes the shot hit the shield instead of going around it and dealing indirect damage.
 * Whenever possible, exploit the Grim Range Blaster's poor ink efficiency and turfing by surrounding it with ink. Sub weapons and teammates can help accomplish this.
 * It is preferable to engage an opposing Grim Range Blaster in a more open area – where there is more room to outmaneuver it and surround it with ink – than in a closed area. If this is not possible, remain farther back on a ledge or further around a corner to avoid splash damage.
 * A long-ranged weapon, such as a charger or most splatlings, can attack an opposing Grim Range Blaster user from long distance with impunity. However, once the Grim Range Blaster user gets close enough, their one-shot-splat can spell the end for their slower firing opponent.
 * A competent Grim Range Blaster user is likely capable at both flanking and sharking:
 * Keep track of all four members of the opposing team – which ones are present, which ones are splatted, and which ones are back at their spawn point.
 * Check the map periodically for opposing ink forming around flanks to anticipate a flanking attack.
 * To prevent sharking, check suspicious puddles of the opponents' ink, preferably with a thrown sub weapon.
 * Weapons that track opponents, such as Point Sensors, temporarily prevent an opponent from sharking and makes them an easier target for long-ranged teammates to pick off.
 * When pursued by a Grim Range Blaster, using almost any sub weapon (except for Squid Beakons) can either delay their pursuit or deter them from chasing.
 * Be mindful of both when the opponent has Tenta Missiles ready and when the missiles are launched:
 * If an opponent attempts to launch them when nearby you, splat them quickly to reduce or even cancel their deployment.
 * When the opponent deploys their Tenta Missiles, avoid getting close to teammates - even when not targeted, as a targeted player crossing paths with a teammate might cause the other to get injured or splatted.
 * Whenever targeted by opposing Tenta Missles, unless actively engaging an opponent, only move enough to avoid damage and reduce the amount of turfing by the Missiles.

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. As a heavy consumer of ink, the Grim Range Blaster can be fired more often if its user can refill their ink tank at a faster rate. A valuable utility ability for almost any weapon, Ink Recovery Up is invaluable for a Grim Range Blaster user.
 * Six ability points, or two subs, decreases the time needed to fully refill an empty ink while submerged in friendly ink from 180 frames, or 3 seconds, to 169 frames, or 2.82 seconds, effectively increasing the refill rate from 33.33%/s (percent per second) to 35.46%/s.
 * Ten ability points, or one main, further decreases the time needed to fully refill the ink tank to 161 frames, or 2.68 seconds, effectively increasing the refill rate to 37.31%/s.

The Grim Range Blaster uses a large portion of the ink tank per shot. Ink Saver (Main) not only allows it to fire more shots per ink tank but also conserves ink for Burst Bomb use.
 * Six ability points, or two subs, of Ink Saver (Main) are enough to increase the number of shots fired with a full ink tank from barely over nine to just under ten.
 * Thirteen ability points, or one main and one sub, increases the number of shots fired with a full ink tank to barely under eleven.

Ink Saver (Sub) allows more frequent use of Burst Bombs and conserves more ink for the main weapon. Because Burst Bombs play a large role for a Grim Range Blaster user, conserving ink per Burst Bomb use will be beneficial.
 * Just four ability points – achievable with two subs – can reduce the ink consumption per Burst Bomb to 38.98%, which allows the use of two Burst Bombs and two shots from the main weapon.
 * Thirteen ability points, or one main and one sub, further reduces the ink consumption per Burst Bomb to 36.93%.

Quick Respawn shortens respawn time after getting splatted (under specific conditions). Like other slayer's weapons, the Grim Range Blaster benefits from abilities that promote aggressive play, such as Quick Respawn.
 * One main, or 10 ability points, reduces the respawn time by 1.21 seconds.
 * Two mains, or 20 ability points, saves 2.21 seconds for respawning.

Stealth Jump hides its user's Super Jump landing marker from opponents (and allies) who are not too close to it — about three tile lengths in the middle of Inkblot Art Academy. This encourages its user to Super Jump back to the frontlines more often.

Because a Grim Range Blaster user has trouble turfing and is less mobile as a result, they can greatly benefit from Swim Speed Up, which enables its user to better maintain an optimal distance from an opponent, more quickly respond to an opponents' push, or even escape unfavorable situations.
 * 16 ability points – one main and two subs – increase the swim speed from 1.92 DU/f to 2.14 units per frame.