User:Flame/Here

Note from the author
Right here I am trying to list some (hopefully good?) unofficial Hero Roller tips. These tips are all original. Please don't sue me if they don't help you in the slightest if you are rolling along, covering turf, and then some stupid annoying aerospray comes along and when you try to flick him he magically activates a curling bomb launcher and Omae wa mou shinderu yeets you back to your spawn point in 2 seconds flat. How do I know that will happen? If you haven't guessed already, then you are either disconnected from your mind, or are reading very, very fast. Well, here are some tips for things I have learned help with my (and hopefully your) battling. I created this page as part of the Weapon tips project for Zombietoon, (check him out sometime) who is creating a Splatling counterpart to this page. If you want more roller-related stuff from me, or have suggestions, leave a message on the discussion page. I created this page as part of the Weapon tips project for Zombietoon, (check him out sometime) who is creating a Splatling counterpart to this page. And, FYI, using rollers competitively ain't like dusting crops boy. UPDATE: Nintendo buffed the Splat Roller! NNNNGHYYYYYYYYYYYYYEEEEEEESSSSSSSS!!!!!!!!!!!!!!!!!!!!! MORE PAINTING!!!!!! (No, I am not crazy, but, interestingly enough, that is a common misconception. Uuuuhhhh yeah. Why are you reading this again? Oh yeah, let's cut to the chase. - £ |_ @ |\/| € 1 2 3 2  (Talk)

Things you REALLY need to watch out for, and why
You really should look out for everybody, and everything because you never know if you will get some Japanese-grade pure main power up bamboozler on the opposing team in which case you should just run, hide, and try not to cry. KNOW YOUR OPPONENT'S STRENGTHS. If they only have chargers on their team, stay in your ink as much as possible. If you are up against a team of four (4) aerosprays with pure special charge up and coordinated names, it is probably some streamer, or a meme team. In either case, (especially the second) don't waste your time battling. Just leave. STAY PARANOID. You never know when that level 300 world championship guy on his second account will come smoking through your rank. You can't always play the same way. Be prepared for everything. Be that unbelievable roller flex guy. Beat them all with knowledge and adaptability. This is crucial to success: keep calm, and a sharp eye. I know that looks weird on paper, but I am telling you. Don't get complacent. Look for anything that comes your way. I will list a few weapons to especially watch out for, and give a few reasons to watch out for them, and some counter measures, but it really just comes down to skill. Pointers can be useful, but you really just need to find out how you battle, and if you know you are especially weak to a certain weapon, don't try to splat them. Either run, throw out a bomb to distract them, or wait for your team to back you up. Know their strengths. Know everybody's strengths. Don't push your limits. That will get the opposite team an easy splat. As a roller main, you can't guarantee survival in every encounter. That is not good. But, as long as you keep the advantage of surprise, you will be able to walk away alive from many an encounter. I hope this stuff is at least a little bit useful.
 * Splattershot Jr., and Aerospray (Really all Shooters, but especially those with staggering fire rate like these.)
 * These are some of the highest fire rates of all weapons. They don't take much skill, but if either of them are used by a player with good aim, and they keep calm throughout the encounter, you don't have much hope. I would suggest that, if you see one of those killers taking up turf like there is no tomorrow, then either land a well timed jump flick, throw out a curling bomb, or just run. Running works best if you don't have great aim.
 * Pointers:
 * Get the high ground, and the advantage of surprise.
 * Splattershot jrs, and most other shooters, are pretty easy to take down, as long as you can get the jump on them.
 * Throw out a well timed curling bomb. This is a good strat if you want a splat, but are smart enough to know not to get close.
 * Watch out for the quadruple splat bomb ink armor technique. Splattershot jrs can throw out two splat bombs, as you probably know, but when they activate ink armor, there are even more coming. Also watch out for the aerospray's suction bomb. Do not try to roll past suction bombs in general.
 * The aerospray's curling bomb launcher is quite easy to avoid, if you are ready for it. Otherwise it is deadly. Remember to listen for curling bombs being deployed, and make routine checks for who has specials. In general, just do that anyway, even if you are not a roller main. That is all-around good advice. If you hear multiple curling bombs being deployed near you, just climb the nearest wall. Or you could swim away. Another option is to just charge them, but it is very impractical unless you are already at close range and there aren't any climbable walls in your immediate vicinity.


 * All Brushes
 * If you have used Rollers, then you know brushes are our counterparts, and natural enemies. The have amazing fire rate, they roll double as fast as most normal rollers, and on top of it all, some of them even get a lightweight boost. This class can be worse than shooters, at times, because you can't really run from a brush.
 * Pointers
 * Flank ‘em before they notice you, and hope they don't turn around
 * Get a height-advantage surprise flick, which will generally have a higher chance of working.
 * Use Splashdown from a super jump, or from height, your only worry for the super jump splash down is that the brush might avoid it, or use a well timed splashdown themselves. Also, using splashdown from height decreases chances of being killed in midair, unless you are being pursued by a high fire rate shooter. In that case you will die.

I hope that was useful. Those were just a couple of weapons I have learned to watch out for, but here are two more that I have not encountered enough to give pointers on, but can be dangerous. Splat Rollers. These are dangerous because it really comes down to who surprises who, and who keeps their head, as they have equal strengths and weaknesses to you. Tenta Brella. As rare as they are, they have a one hit splat, and a canopy which takes more than four well placed flicks to destroy, so you really just need to splat them when they launch their canopy, or get them from behind. They also have the heavyweight swim/run penalty, which can be useful, because you might need to run, and run quick. I'm forgetting chargers, you say? (Not sure if all of you said that.) Although I agree you should watch out for chargers, they really aren't that difficult to deal with, as long as you keep calm, and a sharp eye.

Useful Abilities
As you know, an ability is a special effect on gear that effects your play style in many useful ways. Again, this is unofficial, and all from my experience. I have found some of the more useful abilities for the roller are:
 * Ink Saver (Main)
 * This ability is very useful, as it allows you to roll longer, and flick more. I would recommend using this ability in Turf War, which allows for more rolling, which translates to more turf, and Rainmaker, if you are the kind of player who prefers to clear a path for the Rainmaker.


 * Ink Recovery Up
 * This ability is probably my fave. If you run out of ink in the middle of player to player combat, the two second long recovery time can really up your chances of survival. Recommended modes: All modes.


 * Special Saver
 * I would recommend this for all splashdown players, because if you have a main and a sub of it, you can panick splashdown with no penalty, if you are close to being splatted. Recommended modes: All modes


 * Special Power Up
 * This ability is amazing. With special power up, you can retake the splat zone, from height, or restore the rainmaker shield to 0 when it is about to pop, and splat your team. It is also useful if the opposing team is coming for the tower, and you need that extra 20% one hit kill radius to take them all out.


 * Tenacity
 * If you are a loner, or a Solo-style quad kill splat zones capturer, then this is your ability. This ability is not quite as effective if you die a lot.


 * Quick Respawn, Quick Super Jump, and Drop Roller.
 * These abilities complement each other perfectly. If you are the kind of person who dies (or trades) a lot, then wants to immediately super jump to the front lines, use these! They decrease your chance of dying, and if you are quick witted, you can triple kill your opponents with a 1:3 trade!

Talk about a good deal! If you combine those abilities, you can respawn in five seconds, jump to the front lines, then drop roll and splat your opponent! It's an easy combo! All it takes is practice.

These are some of the abilities I have found to be the most useful. (To me, and hopefully to you!)

Tips
Here are some things that have helped me achieve victory with my lucky splat roller.
 * In turf war, when you charge splashdown, immediately use it. Don't save it. It gives lots of easy turf, it helps your in-team standing, and it refills your ink.
 * However, in ranked, I would suggest doing the opposite. Save your splashdown. Use it on someone with a power clam. Use it on the rainmaker carrier. They can't defend against it. Use it on the rainmaker barrier. That will pop it. Use it if the opposing team is coming for the rainmaker. Sit in your ink above the splat zone and wait for the enemy to TRY to capture it. Use it onto the tower. Use it to defend the tower from an onslaught of enemies. Use it on that annoying aerospray that keeps triple killing your team members;)
 * Play Hero Mode. I didn't take hero mode seriously enough before trying it, but it definitely works wonders. Just try it with your favorite hero weapon. I promise it will improve your performance at least slightly. Tell me if it doesn't.
 * Upgrade the Hero Roller. Due to this falling under the play hero mode category it is not required, but it is extremely useful to speed things up.

You also get really cool red lights on the ink reservoir. -SplatNerdAgent4
 * Play Salmon Run. This may not be terribly useful if you wish to gain roller prowess, but it really helps reaction time, and in that situation were there are multiple opponents on you at once.
 * it also helps you gain perspective and experience with more weapons, which helps you develop countermeasures.
 * Play with another weapon. If you are a exclusively rollers, period squid, then this is not a must. This is useful for pretty much everybody, because if you have experience with other weapons, you can more accurately predict opponent's reactions and size up their strengths (Everyone plays differently, so this strat is not infallible.)
 * When you see the other team charging a booyah bomb, do not stay on the tower, do not stick to the splat zone, and do not try to grab the rainmaker. Just run.
 * Do not play for too long. I have found that playing for over 1 hour a day will make you very lethargic, which puts a torpedo hole in your submarine, if you get my complicated expression. Try to avoid this state. Playing for too long can do more harm than good.
 * Have fun! Getting sad or bored does not help with anything. All that gets is more losses.

If you have any questions I will do my best to help.

Weapon Strats

 * Shooters
 * Blasters
 * Semi-autos
 * Rollers
 * Brushes
 * Chargers
 * Splatlings
 * Brellas
 * Dualies
 * Sloshers