Competitive:H-3 Nozzlenose D

Unofficial

Quick facts
A.k.a.: H-3

Role: Support

Strengths: Range, turfing, damage, Ink Armor

Weaknesses: requires good accuracy and the ability to lead shots, slow mobility (while firing), very ability dependent

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.

Main Power Up increases main weapon damage up to 49.9.

Special Charge Up accelerates building up the special gauge for Ink Armor.

Use

 * The H-3 Nozzlenose D is a medium ranged support weapon with a diverse array of abilities.
 * It outranges a number of other weapons, such as the Splattershot and the N-ZAP '85, allowing it to both zone them out and turf from a safer distance.
 * Its ink coverage and Suction Bombs are very efficient for turfing, which helps maintain map control and quickly build up the special gauge.
 * Main Power Up can increase its damage per shot, maxing out at 49.9 with 42 ability points - equal to three mains and four subs - as of Version 4.5.0. 30 ability points – or three mains – are enough to exceed 48.5 hit points of damage.
 * As a burst-fire shooter, the H-3 Nozzlenose D requires a higher level of skill than an automatic shooter to be effective:
 * Its user must be more accurate with aiming, due to the long delay between bursts.
 * A user of any burst-fire shooter has to be able to lead shots in order to maximize the damage per burst.
 * The primary weaknesses of the H-3 Nozzlenose D are its slow mobility while firing and long lag between firing bursts:
 * While firing, it is less mobile than most slayer's and most other support weapons, which, combined with the lag between firing, can leave it vulnerable to attack.
 * The long lag between firing bursts is easy to punish if the H-3 Nozzlenose D is either poorly aimed or mindlessly fired.
 * 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 Saver (Sub) will reduce the ink consumption per Suction Bomb use. However, a high investment will be required to spam Suction Bombs.
 * 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.
 * Special Charge Up can hasten the process of building up the special gauge for Ink Armor, particularly to overcome the very high special gauge requirement.

Countermeasures

 * Other Ink Armor-based support weapons each have at few advantages over the H-3 Nozzlenose D, including a lower special gauge requirement and less firing lag:
 * The Splattershot Jr. has faster turfing and a larger ink tank, the latter which more easily enables bomb spamming.
 * The Splattershot Jr., the N-ZAP '85, and the Kensa Undercover Brella all have more mobility when firing than the H-3 Nozzlenose D has.
 * The .96 Gal overpowers and slightly outranges the H-3 Nozzlenose D.
 * The Kensa Undercover Brella has a shield for protection and Torpedoes for both zoning and distracting opponents.
 * Mobile, quick firing weapons, such as the Splat Dualies, once within range, can exploit the H-3 Nozzlenose D's slow mobility and long lag after firing.
 * Brellas can pose a problem for the H-3 Nozzlenose D due to the latter's slow mobility and lag between bursts, but beware of Suction Bombs.
 * Any long-ranged weapon, such as a charger or most splatlings, can fire upon an L-3 Nozzlenose with impunity. Some of these weapons even outmaneuver an H-3 Nozzlenose D; however, do not allow one to get too close.
 * When pursuing a opposing H-3 Nozzlenose D, be wary of any Suction Bomb traps the opponent may have planted, such as around a corner.
 * Keep an eye on the HUD to know when the opponent's H-3 Nozzlenose D 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 H-3 Nozzlenose D (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 H-3 Nozzlenose D.
 * 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.