Competitive:Neo Splash-o-matic

Unofficial

Quick facts
A.k.a.: Splash

Role: Slayer /Support Flex

Strengths: Accuracy, mobility, turfing, Bomb Launcher farming

Weaknesses: Short range, dependent on abilities to increase either damage or special usage rate

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 main weapon damage up to 33.3. This is useful in a slayer build. Swim Speed Up increases swimming speed for both pursuing and fleeing from opponents. This is useful in a slayer build. Ink Saver (Sub) allows more frequent use of Burst Bombs. This is useful in a support build. Special Charge Up accelerates building up the special gauge for Suction-Bomb Launcher. This is useful in a support build.

Use

 * The Neo Splash-o-matic has elements of both a slayer's and support weapon:
 * 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.
 * 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 the special gauge.
 * However, the Neo Splash-o-matic cannot excel as either a slayer or a support without a significant investment in abilities:
 * Compared to most other slayer's weapons, the Neo Splash-o-matic is lacking in both damage and range:
 * Main Power Up can increase the damage of the Neo Splash-o-matic, capping off at 33.3 health points (HP) with 31 ability points — achievable with either one main and seven subs or two mains and four subs. 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 10 ability points, or one main, will exceed 30 HP.
 * To offset the Neo Splash-o-matic's short range, it user will have to rely more on flanking and sharking rather than charging opponents head-on. Swim Speed Up can help either close the distance towards an opponent or flee from an unfavorable matchup, while Ninja Squid allows its user to swim along non-vertical surfaces at full speed undetected at the cost of some swimming speed.
 * While it can benefit from Comeback, Quick Respawn, and Stealth Jump, Main Power Up and Swim Speed up are a higher priority for the Neo Splash-o-matic to keep up with other typical slayer's weapons.
 * The Neo Splash-o-matic has a higher special gauge requirement than most other slayer's weapons, offsetting its rapid turfing. Special Charge Up can further hasten building up the special gauge, allowing for more Suction-Bomb Launcher use.
 * It is recommended to choose one role – slayer or support – and plan a build based off of its playstyle. A Neo Splash-o-matic user who attempts to fill both roles simultaneously will be outclassed by other slayer's and support weapons.
 * The instant explosion and good ink efficiency of Burst Bombs offer plenty of uses:
 * 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 friendly ink (which is hostile to the opponent), further crippling the opponent's health and mobility.
 * Direct hits will inflict 60 health points (HP) of damage, while splash damage will only deliver 25-35 HP. Always go for direct hits whenever possible.
 * Ink Saver (Sub) allows the player to throw bombs more often and conserve more ink for the main weapon.
 * Sub Power Up can increase the throwing range of Burst Bombs, compensating for the short range of the Neo Splash-o-matic.
 * When used at the right time, the Suction-Bomb Launcher can turn the tide of a battle:
 * Using any Bomb Launcher too close to an opponent will leave its user vulnerable to attack, so activate Bomb Launcher 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.

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 N-ZAP '85, the L-3 Nozzlenose, and the Splattershot Pro outrange the Neo Splash-o-matic.
 * Blasters, rollers, and sloshers easily overpower the Neo Splash-o-matic.
 * 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.
 * Check the map periodically for opposing ink forming around flanks to anticipate a flanking attack.
 * To prevent sharking, keep track of all four opponents – particularly which ones have neither been splatted nor super jumped to their spawn point – and turf suspicious puddles of opposing ink, preferably with a sub weapon. Point Sensors, while unable to turf, can expose any sharking opponents.
 * 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.