N-ZAP '85

The N-ZAP '85 is a main weapon in Splatoon and Splatoon 2. It highly resembles the original North American NES Zapper, an accessory for the Nintendo Entertainment System released in 1985, hence its name.

Splatoon
The N-ZAP '85 was the first weapon to be added post-release. It was released on 2015-06-01 alongside the stage Port Mackerel and Ranked Battles. It's weaker than the Splattershot but it makes up for it with a higher rate of fire. It comes with Splat Bombs and the Echolocator.

Demonstration
https://www.youtube.com/watch?v=_PdR4HIdCzU

Splatoon 2
The N-ZAP '85 returns in Splatoon 2, looking identical to how it did in the first game. It comes with Suction Bombs and Ink Armor.

Quick facts
Role: Support

Strengths: All-around capabilities, mobility, turfing, Ink Armor

Weakness: Is not exceptionally strong in any one of its supportive capabilities

Use

 * As an Ink Armor-based support weapon, the N-ZAP '85 is an all-rounder with no obvious weaknesses.
 * It outranges the Splattershot Jr. and outdamages the Kensa Undercover Brella, allowing it to be more aggressive against opposing slayers than either of the two.
 * It is more ink efficient than either the .96 Gal or the H-3 Nozzlenose D.
 * It is more accurate and mobile than the .96 and has Suction Bombs, while the .96 Gal has no bombs with which to either apply pressure or zone out opponents.
 * It has more mobility and a lower special gauge requirement than the H-3 Nozzlenose D (200 vs. 220).
 * The primary tradeoff for being a Jack-of-all-trades is the lack of a major strength among its supportive capabilities; it is not the most efficient at turfing, the most effective at providing support fire, or the fastest at building up Ink Armor.
 * Ink Saver (Sub) can allow for more frequent Suction Bomb use but not quite enough to spam bombs (without a very high investment).
 * Special Charge Up can speed up the process of building up the special gauge for Ink Armor but not as quickly as with some other Ink Armor-based weapons.
 * One unique advantage the N-ZAP '85 possesses over most other weapons it its inherent mobility, particularly while firing. Use this to strafe while firing to avoid opponents' shots, buying time to splat the opponent with a (usually) weaker main weapon. Run Speed Up can increase this mobility advantage even further.
 * 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.
 * Ink Armor allows its user's team to either initiate a push, to recapture a Splat Zone for example, or maintain one, such as while locking out the opponent.
 * Time the activation of Ink Armor carefully; it takes up to two seconds to activate Ink Armor, which lasts for at least six seconds.
 * Try to activate Ink Armor when most or all teammates are active. Slayers, who risk getting splatted more often, benefit from Ink Armor more than anchors do.

Countermeasures

 * Other Ink Armor-based support weapons each have at least one specific advantage over the N-ZAP '85:
 * The Splattershot Jr. has faster turfing, a lower special gauge requirement, and a larger ink tank, the latter which more easily enables bomb spamming.
 * Both the .96 Gal and H-3 Nozzlenose D outrange and overpower the N-ZAP '85. The .96 Gal also has a lower special gauge requirement.
 * The Kensa Undercover Brella has a shield for protection and Torpedoes for both zoning and distracting opponents.
 * While the N-ZAP '85 stands better against slayer's weapons than the Splattershot Jr., most slayer's weapons still have an advantage in a one-on-one, particularly in terms of damage. However, be wary of any Suction Bomb traps an opposing N-ZAP '85 might plant while retreating, such as around a corner or underneath a grate.
 * Keep an eye on the HUD to know when the opponent's N-ZAP '85 has Ink Armor ready to use, and both watch and listen for when it is activated.
 * The best way to prevent the opponent from using armor is to splat the opponent with the N-ZAP '85 (or any other Ink Armor-equipped weapon). A charger user can prioritize said opponent when sniping, or a slayer can attempt to pick off an unwary N-ZAP '85.
 * Focus fire on armored opponents for longer than usual - preferably with everyone ganging up on one opponent at a time - to compensate for their armor.
 * Object Shredder allows a player to inflict three times damage onto armored opponents, as long as the armor is active. Combining this with Ink Storm can nearly neutralize armored pushes by the opponent.

Demonstration
https://www.youtube.com/watch?v=DWYBF23jid8

Trivia

 * This weapon is based on the 1985 version of the NES Zapper. The name N-ZAP '85 also derives from this.
 * In Splatoon, the N-ZAP '85 is the first post-release weapon to added.

Etymology
N-ZAP '85 is a shortened form of NES Zapper 1985. '85 is based on the year the original NES Zapper model was released.

The N-ZAP '85 has the same name origin in all regions.