Competitive:Splattershot

Unofficial

Use

 * The Splattershot is a slayer that uses its rapid fire to splat opponents, though it is also effective at turfing.

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 is the second available weapon in the game only to the Splattershot Jr. (not counting the Octo Shot Replica, which requires the completion of Octo Expansion). Compared to the Splattershot Jr., the Splattershot has higher damage, a slightly longer range, and nearly as good a firing rate and turfing ability but has less versatile sub and special weapons.

Use
The Splattershot fires rapidly and turfs very well, but its higher damage and slightly longer range than a Splattershot Jr. makes it a slayer's weapon: Burst Bombs provide good utility for the Splattershot but function differently from Splat Bombs: Splashdown can be useful for various purposes, from instantly turfing territory to pushing back opponents, but only if it is used properly at the right time:
 * Its damage per shot (35 HP, or health points) is considerably higher than that of the Splattershot Jr. (28 HP), allowing it to splat most opponents in just three hits.
 * However, shots that travel further than its effective range (see below) will suffer falloff until it reaches 17.5 HP of damage after 24 frames, requiring up to six hits to splat opponents.
 * It is still usually more advantageous to fire at opponents from an elevated position – despite any resulting damage falloff – than it is to drop down and engage them at their level. Otherwise, fire at opponents when they are within the effective range to maximize damage output.
 * Its range (116.99 DU, or distance units, or over two distance lines away in the Shooting Range) is slightly longer than that of the Splattershot Jr. (103.89 DU ), giving its user an inherent advantage over shorter-ranged weapons, such as most rollers. Simply maintain your distance from a shorter-ranged opponent while firing at them to minimize the damage taken from them.
 * While middleweight weapons such as the Splattershot generally have average mobility – 0.96 DU/f, or distance units per frame, while running, 1.92 DU/f while swimming – the Splattershot is very mobile in two other ways:
 * Its running speed while firing (0.72 DU/f) is above average among shooters.
 * It has a short interval between firing and either using a sub weapon or morphing into squid or octopus form (4 frames).
 * This extra mobility allows its user to apply pressure onto the opponent — whether head-on or through timely flanking, more quickly respond on defense, and more easily dodge opposing fire.
 * The Splattershot is also faster and more efficient at turfing than most other slayer's weapons, allowing its user to both maintain map control and build up its special weapon more quickly than most other weapons can.
 * The Splattershot has shorter range than most other weapons, such as the Splattershot Pro, sloshers, and especially chargers and splatlings, all which can fire upon a Splattershot user before the latter has a chance to land a shot. Therefore, a Splattershot user has to attack them in a different way than a head-on approach:
 * One way to effectively attack an opponent with a longer ranged weapon is to flank them, or approach them from either the side or behind, while their attention is towards the front lines. If performed correctly, this can either catch the opponent by surprise or at least divert their attention away from the front, allowing your teammate to splat them.
 * Another method to attack a longer-ranged opponent is sharking, or hiding – usually in friendly ink out of the opponents' sight – until the opponent gets within your range before attacking. Sharking can work against any opponent – regardless of their weapon's range – who is caught unawares.
 * They instantly explode upon contact with any surface – such as a wall or floor – or another player — whether a teammate or an opponent. This provides two advantages over Splat Bombs:
 * They can more quickly damage opponents, which makes them suitable for either leading off attacks or finishing off injured opponents who attempt to flee.
 * They instantly turf inkable surfaces, permitting either a fast pursuit of an opponent or a rapid retreat from an unfavorable situation. Also, any opponents hit by Burst Bombs will be surrounded by your team's ink, further crippling their health and mobility.
 * However, their resulting explosion is both weaker and smaller than those of Splat Bombs:
 * Only direct hits will inflict 60 HP of damage, while splash damage will only deliver 25-35 HP. Always go for direct hits whenever possible.
 * Their blast radius is only 30 DU — equal to the lethal blast radius of Splat Bombs. Targets within 25 DU to the Burst Bomb's explosion will take 35 HP of damage, while farther ones will take 25 HP.
 * While Burst Bombs are less effective at area denial than Splat Bombs, their reduced ink consumption (40% of the ink tank per use versus 70%) makes them more readily available to poke at and zone out opponents during the neutral phase or provide cover while fleeing.
 * A normal Splashdown can be performed from the ground or while in midair after either jumping or dropping from an elevated position. A Super Jumping Splashdown is executed by pressing in the middle of a Super Jump.
 * Pressing before or at the apex of the Super Jump will execute Splashdown immediately upon landing, while pressing  after the Super Jump apex will delay the Splashdown. While the former method is quicker, the latter provides the flexibility of holding onto Splashdown in case it is not needed.
 * As of Version, the windup delay from the time is pressed to the moment Splashdown is detonated is 1.2 seconds for a normal Splashdown and 0.8 seconds for a Super Jump Splashdown.
 * Performing a normal Splashdown while underneath an obstacle (e.g. the grate walkways in Kelp Dome, the grate surrounding the Tower in Tower Control) will reduce the height of the player's jump during the windup but will not affect its duration.
 * A player performing a normal Splashdown is invincible both during the first five frames, or 0.083 seconds, and upon landing for 30 frames, or 0.5 seconds, but is vulnerable to attack during the rest of the special. Opponents will have this brief window of vulnerability to attack the player performing Splashdown – with ranged weapons, bombs (if thrown in advance), and some special weapons.
 * The further an opponent is from a player performing a normal Splashdown, the easier it is for the former to adjust their aim upward to splat the latter and the less likely they will take significant damage (see below).
 * Starting from Version, a player who is splatted in the middle of attempting to perform Splashdown will only suffer a special gauge reduction of 25% (with no Special Saver). However, if splatted by an opponent equipped with either Haunt (when active) or Respawn Punisher, then the special gauge penalty is 40%.
 * Therefore, if you intend to use Splashdown within the range of an opponent, generally do so when close to them.
 * A player executing a Super Jumping Splashdown is invulnerable during its entire duration, making it fully safe if performed in this manner.
 * While this can surprise and splat some opponents who attempt to camp the Super Jump marker, those who pay attention to the HUD will keep their distance from the marker. Super Jumping into Splashdown can still be used to push back the opponents and gain space for teammates.
 * The amount of damage Splashdown inflicts onto a target depends on its distance from the epicenter of the explosion:
 * Targets within the lethal splash radius of about 70 DU – marked by a bright circle that appears as a player initiates Splashdown – receive 180 HP of damage, most likely splatting those not protected by Ink Armor, Baller, or Booyah Bomb armor. The higher Splashdown is activated, the wider the lethal splash radius.
 * Targets that are just outside the splash radius – up to about 100 DU from the center – receive 70 damage, while those that are even further – about 145 DU – receive 55 damage as of Version . These distances are not affected by the height at which Splashdown is activated.
 * In addition, opponents that survive the Splashdown might suffer knockback, especially if they are either wearing Ink Armor or using Baller.
 * The resulting explosion from Splashdown turfs a large area, which is sometimes large enough to instantly cap a single zone in Splat Zones — or at least uncap it from the opposing team.
 * Turfing a path with the main weapon, Burst Bombs, or a combination of the two can enable one to quickly reach the zone for an instant Splashdown. Coordinate with teammates to gain an opportunity to reach the zone, as opponents will quickly splat anyone attempting to rush the zone.
 * Super Jumping to a teammate who manages to get to the middle of the zone can provide a safer, more guaranteed means to cap it.
 * Besides splatting or pushing back opponents, turfing territory, and gaining space for teammates to operate in, Splashdown can be used for other purposes:
 * Destroying the opponent's various means of protection, such as brella shields, Splash Walls, Ballers, and bubbles.
 * Securing possession of the Tower in Tower Control, especially at a checkpoint.
 * Instantly bursting the Rainmaker shield to start or restart a Rainmaker push.

Countermeasures

 * Use a Charger to outrange a Splattershot.
 * The Splattershot cannot jump while shooting as this significantly lowers the accuracy. This gives you a large advantage in close-range combat.
 * Weapons such a the Splash-o-matic have much better accuracy, allowing you to most likely kill the splattershot first.
 * Watch for when the Splattershot's special is charged, because a Splashdown will kill you if you are surprised by it.
 * Weapons such as the Dapple Dualies have higher damage per second and can kill a Splattershot faster in close range combat.

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.

Allows its user to swim at full speed undetected to help sneak up to longer ranged opponents but also reduces the maximum swimming speed. These are abilities that allow a slayer to play more aggressively. This ability can increase the Splattershot's accuracy, particularly while jumping, preserving more accuracy while jump strafing.
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