Competitive:Kensa Splattershot

Unofficial

Quick facts
A.k.a.: Kensa Shot, K-Shot

Role: Slayer

Strengths: Splatting, mobility, turfing, safe Anchor pressure (via Tenta Missiles), flexible with abilities

Weakness: Slightly short range compared to some other slayer's weapons

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. Main Power Up increases accuracy while either on the ground or in mid-air. Quick Respawn shortens respawn time after getting splatted (under specific conditions).

Use

 * The Kensa Splattershot is a slayer weapon, designed to splat an opponent in as few as three hits with its rapid firing, good accuracy, and short to medium range.
 * Offensively, its good mobility allows its user to apply pressure onto the opponent – whether head-on or through timely flanking – eliminating key defenders during a push. Swim Speed Up can further help either close the distance towards an opponent or flee from an unfavorable matchup.
 * Defensively, its rapid rate of fire makes it great at both sharking to pick off unaware opponents and turfing to maintain map control. Its good overall ink efficiency also allows its user to more readily use Suction Bombs to keep opponents at bay.
 * Ninja Squid allows its user to swim at full speed undetected to help sneak up to longer ranged opponents but also reduces the maximum swimming speed.
 * Comeback, Quick Respawn, and Stealth Jump are abilities that allow a slayer to play more aggressively.
 * Main Power Up can further increase its accuracy, particularly while jumping, preserving more accuracy while jump strafing.
 * The Kensa Splattershot is faster and more efficient at turfing than most other slayer weapons, allowing its user to both maintain map control and build up its special weapon more quickly than most other weapons.
 * Suction Bombs can be used similarly as Splat Bombs, including clearing areas, such as perches or the Tower, of opponents. However, there are key differences:
 * They can attach to surfaces, allowing both more room for error when aiming and the planting of craftier traps, such as underneath a grate.
 * They take two seconds after attaching to a surface to detonate, as opposed to one second for a Splat Bomb.
 * They inflict more damage from a direct hit and have a larger overall radius of damage.
 * The Tenta Missiles can be used to pressure opponents and force them out of position without having to commit too far forward:
 * 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.
 * After activating the Tenta Missiles, use its tracking phase as a pseudo-Echolocator to determine the opponents' locations and maximize the number of targets.
 * 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.

Countermeasures

 * Matchups between Kensa Splattershots on opposing teams are determined by each player's skill, positioning, turf control, and the presence of any teammates.
 * Any weapon that has a combination of longer range, better accuracy, or higher damage output without sacrificing too much mobility can counter a Kensa Splattershot. For example, both the Splattershot Pro and L-3 Nozzlenose and their respective variants meet all of these requirements.
 * A long-ranged weapon, such as a charger or most splatlings, can attack a Kensa Splattershot from long distance with impunity. However, once the Kensa Splattershot gets close, the tables are turned, as it can outmaneuver and outdraw its less mobile, slower firing opponent.
 * A competent Kensa Splattershot 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 Kensa Splattershot, using almost any sub weapon (except for Squid Beakons) can either delay their pursuit or deter them from chasing.
 * When pursuing an opposing Kensa Splattershot, be wary of any Suction Bomb traps the opponent may have planted, such as around a corner or underneath a grate.
 * Be mindful of both when the opponent has Tenta Missiles ready and when the missiles are launched. When the opponent deploys them, avoid teammates - even when not targeted, as a targeted player crossing paths with a teammate might cause the other to get injured or splatted.