Competitive:Octobrush

Unofficial

Splatoon
The Octobrush like its variants, is a shorter ranged weapon with high damage and more range than the Inkbrush. The inclusion of the Kraken allows the weapon to take more risks while Squid Beakon is helpful on certain rotations.
 * The greatest asset any variant of the Octobrush has is mobility. Unlike other weapon classes, its mobility is not restricted by either opposing ink or un-inkable surfaces, provided that its user has enough ink in their ink tank.
 * Unless you already know your opponents' locations, it is usually inadvisable to travel deep into opposing turf since an opponent may well be sharking in it.
 * Without any Ink Saver (Main) equipped, the Kensa Octobrush consumes 3.2% of the ink tank on the initial swing and 0.162% per frame (8.1% per second) the brush is rolled. From a full tank, its user can roll for 12.10 seconds – 4.69 seconds after using a Sprinkler – before running out of ink. Keep an eye on the ink tank as you roll the brush to avoid getting caught without ink.
 * The Kensa Octobrush's mobility has a number of applications:
 * Its user can take various flank routes to get behind the opponents, harass them, and possibly splat high-priority targets, such as an opposing charger.
 * Flanking with any mobile weapon – especially the Kensa Octobrush – requires a good knowledge of the map, including good scouting and sharking locations.
 * However, do not take too long to flank the opponents as doing so leaves your teammates in a three-on-four situation or worse.
 * Its speed and middleweight nature enables its user to more quickly respond to opposing pushes, provide support for a beleaguered teammate, or punish an opponent caught out of position.
 * A Kensa Octobrush user can cover ground quickly to help establish map control
 * Most of all, mobility allows a Kensa Octobrush user to pick their battles:
 * Flee from matchups or situations that are unfavorable. Most opposing rollers or an opposing Tri-Slosher or Clash Blaster Neo are usually difficult for any Kensa Octobrush to defeat.
 * Ideal targets for a Kensa Octobrush to attack head-on are lone users of any slow-firing weapon that lacks one-shot- or one-burst-splat potential. An opposing user of a Sloshing Machine or a Rapid Blaster fits these descriptions.
 * Unique to the Splatoon version of the Octobrush is its critical damage mechanic, sometimes allowing the user to splat an opponent in two hits.
 * Getting close up to an opponent will splat an opponent in two-hits more consistently.
 * Damage Up also increases the chance to splat an opponent in two-hits.

The Squid Beakon, while not useful for attacking, can provide other uses:
 * The main purpose of the Squid Beakon is to provide a place for teamates and the player to Super Jump to. Place Squid Beakons in hidden places as the enemy team can destroy the beakon by shooting at it.
 * Squid Beakons can allow for a wiped team to get back into the front lines.
 * They also can give a teamate a better spot to jump to if the rest of the opponents are in danger.
 * The Squid Beakon can also be used as a temporary shield. If under fire, place a Squid Beakon and the shots will be blocked until the beakon breaks
 * The Squid Beakon can be used as bait. Hide in ink near the Beakon, and when an opponent comes close to it, quickly splat them.
 * Note that this may not work if the opponent has a longe range weapon.
 * Be careful not to waste too much time around the Beakon.

Kraken is a powerful special weapon that can easily turn the tide of battle:
 * The Kraken will grant the user instant invincibility for five seconds when activated, making it a useful panic option when you are cornered or otherwise about to get splatted - or even hit by a Disruptor, which in most cases means you are about to get splatted anyway. Kraken will keep you alive in these situations and allow you to either escape or counterattack.
 * Jumping into opponents will splat them in one hit. However, some weapons are difficult to engage head-on as their quick fire rate will push you back.
 * Keep in mind that Krakens can not go over grates - on some maps, attempting to go over a grate while in Kraken form will lead to you splatting yourself by falling off the map.
 * It is possible to use Kraken while riding the Tower in Tower Control to squeeze out a few more points. However, you may get knocked off if the opponent shoots from the right angle.
 * When Kraken expires, you cannot move for a brief period of time - around 0.75 seconds. Either escape to a safe area before the special ends, or find a way to quickly finish off nearby opponents.
 * Super Jumping to a teammate in trouble and activating Kraken can be a funny way to assist them or otherwise get a revenge splat. This is particularly effective when you have Stealth Jump equipped.

Synergy
While a team might get away with having one or two users of short-ranged weapons, such as the Octobrush, having a team composition with too many short-ranged weapons and no longer-ranged weapons to provide support fire is often disadvantageous for a number of reasons:
 * An opponent with a long-ranged weapon can more aggressively position themselves to zone out the entire shorter-ranged team.
 * The opposing slayers can play more aggressively, knowing that there is no long-ranged threat to pick them off from afar.

Squid Beakon lacks certain advantages offered by lethal bombs — particularly either Splat or Suction Bombs, which provide their user's team a couple advantages over another team that has no lethal bombs in its composition: While a powerful special that can favor its user, Kraken may not benefit a team as much if multiple teammates have Kraken for a few reasons:
 * Their one-hit-splat offers its user's team chances of instantly gaining a numbers advantage, from which a game-winning push can arise.
 * Their lethal explosion provides space for its user's team to either push into an area held by the opponent or stall an opponent's push.
 * Kraken cannot inflict damage or pressure longer ranged opponents, such as a Killer Wail or Inkstrike can.
 * Kraken are inefficient at turfing due leaving only a thin trail of ink, meaning the user will have a harder time taking back turf.

Countermeasures

 * Defense Up can be used to lessen the chance of the Octobrush to splat the user in two hits.
 * Point Sensors, Disruptors, and Squid Beakons can reveal the location of a sharking Octobrush.
 * The Octobrush user cannot function without enough map control. Painting over areas well will severely hamper the Octobrush's ability to get picks.
 * This weapon is outranged by most weapons, as the range from which it deals maximum damage is 30 units, or just under a line in the shooting range.
 * Be mindful of both when the opponent has a Kraken ready and when it is used:
 * Sometimes it may be preferable to force out a Kraken from a Octobrush user early, so that when you fight them they do not have a Kraken at their disposal to quickly reverse the situation.
 * Some weapons with a high fire rate can attempt to "tame" the Kraken by repeatedly attacking it when it rushes at you, keeping it at bay.
 * Standing on a grate will protect you from a Kraken, but make sure to stay far enough away that the Kraken cannot simply jump at you to splat you if there is solid ground underneath the grate.

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.

Damage Up increases the chance of the Octobrush user to splat opponents in two hits. It also can allow the user to reliably splat opponents in three hits.

Quick Respawn always shortens the time taken to respawn, allow a Octobrush user to be aggressive without much consequences.

Swim Speed Up increases movement speed while in squid form, allowing the user to charge into situations and to escape. This also affects the movement speed of the Kraken, which can improve its performance.