Competitive:Neo Splash-o-matic

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. Equipping Bomb Range Up to extend distant with Burst Bombs to close the distant against long range weapons, due to the short range of the Neo Splash-o-matic. Increasing damage allows users to splat opponents easier with Burst Bombs. With Ink Saver (Sub), Users are able to throw Burst Bombs at a more frequent rate during combat. Increasing Special Charge Up allows users to more frequently pull out the inkzooka to take out opponents from range.

Splatoon 2
Like the Vanilla Splash-o-matic, the Neo Splash-o-matic is a short-ranged, rapid firing weapon with the best accuracy among all shooters — its shots never deviate from the inner reticle. However, its kit provides it more versatility than its Vanilla variant.

Use
The Neo Splash-o-matic has elements of both a slayer's and support weapon: The instant explosion and good ink efficiency of Burst Bombs offer plenty of uses: When used at the right time, the Suction-Bomb Launcher can turn the tide of a battle:
 * Its near-perfect accuracy and high rate of fire make it very efficient at splatting opponents within its range.
 * Its lightweight nature and Burst Bombs make it very mobile, more so than the Splash-o-matic in, allowing its user to more effectively flank their opponents.
 * The rapid firing rate and excellent ink coverage of the Neo Splash-o-matic make it an excellent turfing weapon, allowing it to more easily maintain map control, capture Splat Zones, and build up its special gauge for Suction-Bomb Launcher.
 * However, the Neo Splash-o-matic cannot excel as either a slayer or a support without a significant investment in specific abilities:
 * However, compared to most other slayer's weapons, the Neo Splash-o-matic is lacking in both damage (28 HP per shot) and range (110.03 DU, particularly compared to the Kensa Splattershot (35 HP per shot, 116.99 DU).
 * Main Power Up can increase the damage of the Neo Splash-o-matic up to 33.3 HP but will require a substantial amount of ability points (see below).
 * To offset the lack of range, refrain from engaging most opponents head-on and rely more on flanking and sharking to sneak up close to your opponents.
 * The Neo Splash-o-matic also has a higher special gauge requirement (210p) than most other support weapons, offsetting its rapid turfing. Special Charge Up can further hasten building up the special gauge, allowing for more Suction-Bomb Launcher use.
 * Because of its heavy dependence on specific abilities, it is generally recommended to focus on one role – slayer or support – and plan a gear build based off of its playing style. A Neo Splash-o-matic user who attempts to fill both roles simultaneously will be outclassed by other slayer's and support weapons.
 * The quick explosion of ink will instantly turf inkable surfaces, permitting either a fast pursuit of an opponent or a rapid retreat from an unfavorable situation.
 * Their quick damage makes them suitable for either leading off attacks or finishing off injured opponents who attempt to flee.
 * 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.
 * Using any Bomb Launcher too close to an opponent will leave its user vulnerable to attack, so activate it outside the range of (most of) the opponents' main weapons. Don't forget that the main weapon may still be used during the duration of the special in case an opponent does get close.
 * Either capturing or holding onto a zone or other important area of the map while forcing opponents away.
 * Either leading or stopping a Tower, Rainmaker, or Power Clam push by clearing opponents out of the way.
 * Quickly popping the Rainmaker's shield to instantly start or restart a Rainmaker push.

Synergy
While one user of a short-ranged weapon such as the Neo Splash-o-matic might be able to do without significant range, having too many short-ranged weapons on a team without a longer-ranged weapon to provide support fire is often disadvantageous for a number of reasons: The Neo Splash-o-matic is great at turfing but lacking in range. Therefore, it makes a great complement to – and is well complemented by – a medium-ranged slayer that has trouble turfing, such as a Splattershot Pro or a blaster.
 * 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.
 * Turfing while following a teammate builds up Suction-Bomb Launcher and provides friendly turf to which a teammate can retreat whenever needed.
 * Cooperate with the teammate using primarily Burst 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 determine how weakened they are before deciding whether to continue engaging or retreat. If more than one opponent is present, then consider retreating – via super jumping if necessary – to maintain Suction-Bomb Launcher progress.

Countermeasures

 * Having shorter range and weaker damage than most other typical slayer's weapons, the Neo Splash-o-matic would be at a disadvantage against them:
 * All variants of the Splattershot, the L-3 Nozzlenose, and the Splattershot Pro outrange the Neo Splash-o-matic. Most sloshers and some blasters also have longer range than the Neo Splash-o-matic.
 * Rollers and most blasters overpower the Neo Splash-o-matic. However, they each require its user to get get within range and land their shots.
 * However, do not overlook its Burst Bombs, as they can provide its user more damage and range than expected from the main weapon.
 * Any mid-ranged or long-ranged weapon, such as chargers and splatlings, can fire upon the Neo Splash-o-matic with impunity unless it gets too close.
 * A competent Neo Splash-o-matic user will likely attack its longer-ranged opponents through either flanking or 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.
 * Splashdown and Booyah Bomb, if timed properly, can negate the Suction Bombs of a Suction-Bomb Launcher.
 * A counter Bomb Launcher can nullify the effects of Suction-Bomb Launcher, preventing its user's team from either capping a zone or continuing a push.

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. If used by a slayer, the Neo Splash-o-matic, due to its short range, requires its user to be in close quarters with the opponent, who might be inclined to use bombs for zoning out the Neo Splash-o-matic user. Ever since its introduction in Version 4.3.0, Bomb Defense Up DX will not only reduce the damage taken from opposing sub and special weapons that are not one-hit-splat but will also reduce the duration of the tracking effects of certain opponent's sub and special weapons, such as Point Sensors and Ink Mines, allowing the user of this ability to evade detection more easily.

Any good slayer using a short-ranged weapon like the Neo Splash-o-matic is expected to come in contact with the opponent's ink on various surfaces, which can both be damaging and reduce mobility. Ink Resistance Up not only partially offsets the reduction in mobility but also delays the damage taken from contact with opposing ink.

Ink Saver (Sub) allows more frequent use of Burst Bombs and saves ink for the main weapon after each Burst Bomb used. A Neo Splash-o-matic user depends on their Burst Bombs on both offense and defense to compensate for the main weapon's short range, so having the ability to more frequently use Burst Bombs is often valuable.
 * Just 10 ability points – one main – reduce the ink consumption per Burst Bomb from 40% of the ink tank to 37.58%.

With a base damage of just 28 HP per shot, the Neo Splash-o-matic is one of the weakest weapons in. Fortunately, it is also one of the few weapons whose damage can be increased with Main Power Up, increasing its effectiveness.
 * 31 ability points – achievable with either one main and seven subs or two mains and four subs – are enough to reach the Neo Splash-o-matic's damage cap of 33.3 HP. 30 ability points – three mains – increase the Neo Splash-o-matic's damage output to 33.2 HP.
 * For a smaller but nearly-effective investment, 21 ability points – reached with seven subs, one main and four subs, or two mains and one sub – are enough to exceed 32 HP of damage, while 15 ability points – either five subs or one main and two subs – will exceed 30 HP.
 * While slayers should definitely invest a good portion of their allotted ability points – at least 21 – into Main Power Up to shorten splatting times, a player in a support role can also benefit from inflicting extra damage.

Ninja Squid reduces detection by opponents while swimming on non-vertical surfaces. It allows its user to swim at full speed undetected at the cost of about 20% of the maximum swimming speed as of Version 3.0.0. Because a Neo Splash-o-matic user has difficulty attacking most opponents head-on, Ninja Squid can make it easier for its user to shark and more safely approach opponents.
 * As of Version 3.0.0, Ninja Squid reduces the maximum swim speed of the Neo Splash-o-matic from 2.02 units per frame to 1.81 units per frame.

Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging a slayer using the Neo Splash-o-matic to remain aggressive even after getting splatted.
 * 16 ability points – two mains and two subs – are enough to reduce the respawn time from 8.5 seconds to 6.67 seconds.

Special Charge Up accelerates building up the special gauge for Suction-Bomb Launcher. In order for a support player using the Neo Splash-o-matic to have Suction-Bomb Launcher available for pushes and counter-pushes, they have to devote a sizable portion of their available ability points to Special Charge Up to offset the high special gauge requirement.
 * 20 ability points – two mains – are enough to reduce the special gauge requirement to below 181p.

When splatted, half of the special gauge progress is lost. For example, a player with 140p of special gauge out of 210p upon getting splatted will lose 70p of the special gauge. Special Saver allows its user to keep more of their special gauge progress whenever they are splatted. This allows a support player using the Neo Splash-o-matic to more quickly build up Suction-Bomb Launcher after respawning.
 * 6 ability points – two subs – are enough to increase the amount of special gauge progress saved from 50% to 64.6%.

Super Jumping to a teammate after respawning carries the risk of getting splatted upon landing, due to the appearance of a Super Jump indicator. When equipped, Stealth Jump better covers this indicator from long distance opponents, allowing its user to more safely return to the front lines and maintain pressure on the opponent.

As a short-ranged weapon that excels at flanking, the Neo Splash-o-matic greatly benefits if it is able to swim faster. Swim Speed Up enables its user to more quickly close the distance towards 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 2.02 to 2.19 units per frame.
 * Swim Speed Up can reduce the swim speed penalty from Ninja Squid. However, it takes at least 28 ability points – either one main and six subs or about two mains and three subs – of Swim Speed Up for a Neo Splash-o-matic user to fully offset the swimming speed penalty of Ninja Squid.
 * Therefore, a Neo Splash-o-matic user with Ninja Squid will have to decide between either having fewer ability points available for other abilites or swimming at less than the base maximum speed. For example, just 13 ability points – one main and one sub – are enough to restore the swim speed of a Neo Splash-o-matic user with Ninja Squid to 1.92 units per frame.