Competitive:Aerospray MG

Unofficial

Use
Like the Splattershot Jr., the Aerospray MG is a support weapon: Suction Bombs can be used in a similar fashion to Splat Bombs, with a few differences: While less reliable than its other variants, the Curling-Bomb Launcher can still perform some of its intended tasks, namely repel opponents' pushes:
 * It has an even wider shot spread and faster firing rate than the Splattershot Jr., enabling it to turf large areas in a short amount of time, which helps either gain or maintain map control, capture zones in Splat Zones, and build up Curling-Bomb Launcher very quickly.
 * The rapid firing rate and turfing of the Aerospray MG are offset by its very low damage (24 HP – the weakest in ), short range (103.89 DU – equal to that of the Splattershot Jr.), and poor accuracy, which make it a poor main weapon for confronting most opponents head-on.
 * While still capable of splatting opponents within its short range, playing too aggressively risks depriving the user's team of both map control.
 * Otherwise, if a certain matchup is disadvantageous, disengage by Super Jumping back to the Spawn point if necessary.
 * Compared to the Splattershot Jr., the Aerospray MG has both a smaller ink tank with which to completely deny space during the neutral phase. If engaged in a one-on-one against an opposing Splattershot Jr., try to splat them quickly, as the Splattershot Jr.'s more damaging bombs and larger ink tank capacity will likely be too much to contend with in a long, protracted slugfest.
 * They can attach to surfaces, which both allows more room for error when aiming and enables 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 (220 HP) and have a larger overall radius of damage (80 DU).
 * They can be thrown to lead a push 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.
 * A Suction Bomb can damage or destroy an opponent's brella shield, Splash Wall, or Baller or the Rainmaker shield, while detonating on contact.
 * Any opponents caught within the Suction Bomb's explosion will get damaged or splatted.
 * It will also inflate or pop a teammate's bubbles but deflate or diffuse an opponent's bubbles, while still detonating on contact.
 * An opponent's Splashdown or Booyah Bomb will defuse any Suction Bombs it touches, so hold off throwing them until after the special weapon finishes.
 * Using any Bomb Launcher too close to an opponent will leave its user vulnerable to attack, so activate it outside the range of the opponent.
 * Remember that each bomb can be charged by holding before releasing to launch it further, enabling the Bomb Launcher user to remain at a safer distance at the cost of launching fewer bombs in the duration of the special.
 * Do not forget that the main weapon may still be used during the duration of the special. Not only is this a useful self-defense tactic in case an opponent gets close, it allows one to pick off opponents caught fleeing from the Curling Bombs.
 * Curling-Bomb Launcher can either capture or hold onto a zone or another important area of the map, such as around the opponents' clam basket.
 * Launched bombs can damage or destroy an opponent's brella shield, Splash Wall, or Baller or the Rainmaker shield, while detonating on contact.
 * Any opponents caught within a bomb's explosion will get damaged or splatted.
 * It will also inflate or pop a teammate's bubbles but deflate or diffuse an opponent's bubbles, while still detonating on contact.
 * An opponent's Splashdown or Booyah Bomb will defuse any Curling Bombs it comes in contact with, so hold off on activating Curling-Bomb Launcher until after the opponent's special weapon finishes whenever possible.

Synergy
Like the Splattershot Jr., the Aerospray MG excels at turfing and building up its special but is short-ranged and weak in direct combat. Therefore, it is recommended that its teammates have weapons that are capable of confronting opponents either head-on or from a distance.
 * Turfing while following a teammate builds up Baller and provides friendly turf to which a teammate can retreat whenever needed. This is particularly helpful for slayer teammates whose weapons are poor at turfing, such as a Splattershot Pro or a blaster.
 * Cooperate with the teammate using primarily Suction Bombs when engaging an opponent: attack from different angles, or force the opponent to come within range of the teammate's weapon.
 * If your teammate gets splatted and the opponent(s) is/are still present, then consider retreating instead of risking getting splatted and losing Curling-Bomb Launcher progress.

Countermeasures

 * The Aerospray MG is generally a poor main weapon for splatting, so almost any weapon with longer range, better accuracy, or higher damage can defeat it in a one-on-one with relative ease.
 * An Aerospray MG will most likely stay nearby a teammate armed with a more formidable weapon; that opponent is usually the higher priority. Either find a teammate to assist or try to lure the Aerospray MG's teammate to stray too far from them to receive assistance.
 * Splashdown and Booyah Bomb, if timed properly, can negate the Curling-Bombs of a Curling-Bomb Launcher.
 * A counter Bomb Launcher can nullify the effects of Curling-Bomb Launcher, preventing its user's team from either capping a zone or continuing a push.

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.

Ink Saver (Sub) allows more frequent use of Suction Bombs and saves ink for the main weapon after each Suction Bomb used. Because a Aerospray MG user will be using more Suction Bombs than other weapons, having constant will help the user push in.

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: Like other support weapons whose builds include bombs, the Aerospray MG. can greatly benefit from the reduced ink consumption per Suction Bomb used, allowing its user to spam 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.

Special Charge Up accelerates building up the special gauge for the Curling-Bomb Laucher. As one of its strengths being able to farm Curling-Bomb Laucher, having constant Curling-Bomb Lauchers will help with pushing or stalling.
 * 10 ability points – one main – effectively reduce the special gauge requirement to below 150p.

Swim Speed Up increases swim speed. Because a Aerospray MG user has a hard time splatting, Swim Speed Up can help escape the situation or to push in.