Competitive:Slosher

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.

Splatoon 2
The Slosher – along with the Hero Slosher Replica – is the first available weapon in the Slosher class. Its unique mechanics differ greatly from those of a shooter but allow it to more easily hit certain targets that a shooter cannot easily reach, such as an opponent hiding behind a wall.

Use
The Slosher has the traits of a powerful slayer's weapon: high damage and medium range. However, its kit allows it to also play a support role as well. Suction Bombs can be used in a similar fashion to Splat Bombs. However, there are key differences: The Tenta Missiles can be used to pressure opponents and force them out of position without having to commit too far forward:
 * Each tap of flings a large globule of ink in an arcing trajectory followed by a thin trail of ink:
 * This trajectory enables a Slosher user to more easily attack opponents who are up on a ledge or up an incline, making a Slosher very effective at sharking beneath the opponents' perch, leading a push up walls or slopes, and taking flanking routes that require a considerable amount of climbing.
 * The arc-like trajectory also travels over obstacles that are not too tall, enabling a Slosher wield to hit opponents hiding behind them.
 * So long as a Slosher user is firing at at target that is not below them, the large globule consistently inflicts 70 HP of damage – just enough to splat most opponents weakened by a bomb's splash damage – while the thin ink trail inflicts 50 HP.
 * Unlike most other weapons, such as shooters, the Slosher only suffers damage falloff if the target is below the Slosher wielder, reducing the damage by as much as 50%. Main Power Up can reduce this damage falloff.
 * Regardless of any damage falloff, the large globule always delivers more damage than the thin trail of ink. Whenever possible, aim the reticle at your opponent to hit them with the large globule.
 * In addition to its high damage, the Slosher also has good range for a slayer's weapon (about 140 DU). Although this weapon has low range when aiming the reticle at the default position, you can always aim higher to maximize your range. — enough to outrange most shooters and dualies.
 * The Slosher suffers from a few notable drawbacks: slow firing rate, low mobility, and low ink efficiency.
 * Its slow firing rate (12-16 frames before first shot, 30 frames between shots) allows a fully healthy opponent using a rapid firing shooter to potentially absorb one Slosher shot and still splat the Slosher wielder before the latter can fire their second shot.
 * A Slosher wielder is slowed down during (0.4 DU/f while firing) and after firing a shot (16 frames until either using a sub weapon or morphing into squid/octopus form) more than most shooter users are, making it a sitting target for opponents to exploit.
 * The Slosher's ink consumption (7%) is rather high for a slayer's weapon. Repetitive tapping of – particularly after throwing a Suction Bomb – will quickly deplete the ink tank. Watch the ink tank and avoid traveling too far in the opponents' turf.
 * 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, so plant Suction Bombs earlier than usual.
 * They inflict more damage from a direct hit and have a larger overall radius of damage.
 * Throw a Suction Bomb forward to lead pushes into a Splat Zone or any other important area of the stage, such as the opponents' street or platform.
 * They can also flush out opposing anchors from perches and clear other critical areas, such as the Tower.
 * They can also be used to poke at and zone out opponents during the neutral phase, stall an opponent's push, or provide space to escape.
 * Like other lethal bombs, Suction Bombs will instantly detonate upon contact with an opponent's brella shield, Splash Wall, or Baller; any bubbles, whether from a teammate or an opponent; or the Rainmaker shield.
 * Any opponents caught nearby will get splatted.
 * The Suction Bomb will also damage most of the items mentioned above except bubbles, which will either grow or shrink depending on whether a teammate or opponent produced them.
 * An opponent's Splashdown or Booyah Bomb will defuse any Suction Bombs it comes in contact with, so hold off throwing them until after the special weapon finishes.
 * 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. Opponents targeted while the missiles are launched will continue to be visually tracked for a short while, so take advantage of the opportunity to pursue any tracked opponents who flee towards you.
 * Being lethal upon a direct hit, Tenta Missiles force opponents to move out of position. Launching them just before a push can cause opponents to scatter, giving your team opportunities to pick off any opponents caught fleeing the Missiles.
 * 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.

Synergy
The Slosher is less capable of playing aggressively than its other variants, particularly the Soda Slosher, but it is more versatile, allowing it to play in ether an aggressive or supportive role. While it is not quite as versatile as some other weapons, such as the Kensa Splattershot, the Slosher can still fit in many team compositions. Even though it is capable of playing a supportive role, unless two other slayer weapons are present on the team, it is recommended to have another supportive weapon present to free the Slosher wielder to play more offensively. While not a poor turfing weapon, the Slosher greatly benefits if teamed up with a weapon that is more efficient at turfing, such as a Splattershot Jr. or an N-ZAP '85.

Countermeasures

 * Matchups between Sloshers on opposing teams are determined by each player's skill, positioning, turf control, and the presence of any teammates.
 * A few slayer's and support weapons outrange the Slosher without sacrificing too much mobility, making them good counters. For example, variants of the Splattershot Pro, the H-3 Nozzlenose, and the Dualie Squelchers all have better range and firing rate than the Slosher.
 * To attack an opposing Slosher user with a shorter-ranged weapon, rely more on flanking or sharking to get close to them, then if possible, exploit their slow fire rate.
 * A long-ranged weapon, such as a charger or most splatlings, can attack an opposing Slosher user from long distance with impunity. However, once the opposing Slosher gets close, the tables are turned, as it can outmaneuver and outdraw its less mobile, slower firing opponent.
 * A competent Slosher 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 Slosher, using almost any sub weapon (except for Squid Beakons) can either delay their pursuit or deter them from chasing.
 * When pursuing an opposing Slosher, be wary of any Suction Bomb traps the opponent may have planted, such as around a corner or under a grate.
 * Be mindful of both when the opponent has Tenta Missiles ready and when the missiles are launched:
 * If an opponent attempts to launch them when nearby you, splat them quickly to reduce or even cancel their deployment.
 * When the opponent deploys their Tenta Missiles, avoid getting close to teammates - even when not targeted, as a targeted player crossing paths with a teammate might cause the other to get injured or splatted.
 * Whenever targeted by opposing Tenta Missles, unless actively engaging an opponent, only move enough to avoid damage and reduce the amount of turfing by the Missiles.

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. A Slosher user in a slayer role generally gets close enough to the opponent and their bombs. 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.
 * Just three ability points - one sub - has a lot of utility. This includes, but is not limited to:
 * Ink Armor will not break due to splash damage from bombs and other explosives that do 30 damage.
 * Two near-misses from Inkjet, two bumps from a Baller, and splash damage from two bubbles from Bubble Blower will not splat the user.
 * Getting hit by splash damage from a bomb will not make the user visible on the map.

Unless a Slosher wielder is on an extended splatting streak, they can expect to get splatted often. When equipped, Comeback grants 10 ability points of six different stackable abilities for twenty seconds after respawning from getting splatted by an opponent: Because the Slosher consumes ink quickly, both Ink Saver (Main) and Ink Saver (Sub) are the most useful for a Slosher user, allowing them to pursue and pressure the opponent upon returning from spawn with less worry about their ink efficiency.

Any good slayer like a Slosher user 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.
 * Just three ability points – or one sub – delays the damage taken from opposing ink by 10 frames, reduces the damage taken from 0.3 HP/f (health points per frame) to 0.2 HP/f, and increases the normal running speed in opposing ink from 0.24 DU/f to 0.33 DU/f.

Last-Ditch Effort is a Headgear-exclusive ability that, under specific conditions, grants its user 1 to 24 ability points each of the following abilities: These abilities only begin to take effect under either of the following conditions: The Slosher can greatly benefit from both the overall reduced ink consumption and quicker ink recovery, allowing its user to more freely use either the main weapon or Suction Bombs during either a crucial defensive stand or a late attempt to reclaim the lead.
 * There are at most 30 seconds remaining on the game clock, or Overtime has begun in a Ranked Battle, at which the maximum 24 ability points will be granted for each of the above abilities.
 * In a Ranked Battle, the opposing team's countdown has at most 50 points remaining. The effects of Last-Ditch Effort increase as the opposing team's countdown decreases from 50 to 30 points remaining, starting with 1 ability point for each ability and maxing out to 24 ability points.

Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging a Slosher user to remain aggressive even after getting splatted.
 * 16 ability points – one main and two subs – are enough to reduce the respawn time from 8.5 seconds to 6.67 seconds.
 * 26 ability points – two mains and two subs – are enough to reduce the respawn time from 8.5 seconds to 5.8 seconds.

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.