Competitive:Splattershot Nova

Unofficial

Splatoon 3
Splattershot Nova is an all-new middleweight Shooter produced by Splat. The weapon's range itself is nearly on par with its older cousin, the Splattershot Pro, but with better mobility when firing and painting in exchange for less accuracy and damage.

Use
Nova's main goal as a weapon is to provide support fire to frontlining teammates with its tiny bits of chip damage.
 * The main advantage of Nova is its superior range to most weapons.
 * Distancing yourself is the aim of the game and to be evasive in order to not get splatted when your teammates need you.
 * Thanks to its fast fire rate, it has an advantage in Rainmaker.
 * The Splattershot Nova can destroy the Rainmaker shield alone in 42 shots, and with Object Shredder, it would take 38 hits, allowing it to help deal more damage.
 * Its Point Sensor allows the weapon to locate players in the opposition for your entire team to locate, as well as Killer Wail 5.1 giving support fire and extra chip damage to the opposition.
 * If an enemy is evading the Killer Wails, the wail's tracking can give a general location of the enemy to your teammates.
 * The Splattershot Nova is a strong counter to enemies that use Ninja Squid, with both its sub and special being able to locate them.
 * The Splattershot Nova also has some downsides:
 * Because of its low accuracy, many weapons can easily overpower it if they get in close, and the player may struggle to get kills when fighting at range.
 * The speed in which they fire does better as chip damage up close, providing an assist for teammates.
 * Killer Wail 5.1 isn't the most accurate special and is easily avoidable.
 * The Nova might be a spiritual successor to the Dual Squelcher, but it has even worse damage than said Squelecher.
 * Longer-ranged anchors can overpower it from a distance as long as the Nova user and their teammates don't engage them first.

Killer Wail 5.1 provides the Splattershot Nova with extra chip damage to help it engage with opponents, either itself or its teammates for a short duration
 * While the wails are active, they'll home in onto targeted opponents by the user
 * In that time, Nova can successfully rush forwards and help deal more damage on its own.
 * Yet still, the Killer Wail 5.1 is fairly easy to dodge by opponents, and firing as normal is a good strategy.
 * Think of Killer Wail 5.1 as more of a displacement special like Tenta Missiles.

Synergy
While one user of a short-ranged weapon such as the N-ZAP '85 might get away with a lack of range, having too many short-ranged weapons on a team without a longer-ranged weapon like Nova to provide support fire is often disadvantageous for several reasons:
 * An opponent with a short-ranged slayer weapon like Sloshing Machine or more accurate short-ranged shooters can more aggressively position themselves to provide the killing necessary when paired with the Nova.
 * The opposing slayers can play more aggressively, knowing that there is no long-ranged threat to pick them off from afar.
 * Having a painter for your team such as an N-ZAP, Splash-o-matic or any spray shooter or weapon with outstanding paint can aid the Nova and other immobile, bad painting weapons on a team.
 * Some good weapons that can help other than the two listed are Custom Splattershot Jr., as Torpedo and Wave Breaker are two great chip damage subs and specials that even if the main slayer isn't focused, the extra damage from said sub and special can help finish opponents off.
 * Any weapon with Booyah Bomb or Triple Inkstrike like Aerospray RG and Sloshing Machine for examples with Booyah Bomb and Tentatek Splattershot and Slosher for examples with Triple Inkstrike can give chip damage if opponents are caught in their radii.

The Splattershot Nova's lack of lethal bombs can also be a liability to a team composition. Lethal bombs – particularly either Splat or Suction Bombs – provide their user's team a couple advantages over another team that has no lethal bombs in its composition:
 * 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.
 * Despite this, Splattershot Nova is good with Point Sensor as it's mainly a support special.

Other specials like Big Bubbler can bolster a team's ability to either make a push or counter the opponent's push:
 * Big Bubbler and other protective special weapons, such as Ink Vac and even Crab Tank to tank up hits and provide support fire, can increase the survivability of a team as they push into contested territory.

Countermeasures

 * Matchups between Splattershot Nova users on opposing teams are determined by each player's skill, positioning, turf control, and the presence of any teammates.
 * Any weapon that has a combination of longer range, better accuracy, or higher damage output without sacrificing too much mobility can counter the Nova. For example, both the Squeezer and Jet Squelcher and their respective variants meet all of these requirements.
 * Users of long-ranged weapons, such as chargers and other splatlings, outrange an opposing Splattershot Nova user and can fire upon them with impunity.
 * Weapons that track opponents, such as Point Sensors, temporarily prevent an opponent from sharking and make them an easier target for long-ranged teammates to pick off.
 * When pursued by a Nova, using almost any sub weapon (except for Squid Beakons) can either delay their pursuit or deter them from turfing or chasing.
 * When facing an opposing Killer Wail, assess where is a safe place to either reroute an attack or reposition on defense:
 * In general, get near the opponent with the Nova as its low accuracy could mean either a trade or killing one or the other players, and removing the spawning of more Killer Wails if you're early enough.
 * Even while avoiding an opponent's Killer Wail, it is still possible to turf or otherwise influence the area underneath. Long-ranged weapons, thrown sub weapons, and other special weapons (such as a Trizooka or Crab Tank) can splat opponents or dissuade them from occupying themselves with splatting teammates.

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. Sub Resistance Up will only reduce the damage taken from opposing sub 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. Using Quick Super Jump allows Nova users to more easily return and retreat to or from the battles.
 * 3 ability points - one sub - has a lot of utility and therefore should be run on any weapon.
 * Getting hit by splash damage from a bomb will not make the user visible on the map.
 * 3 ability points - 1 sub decreases the Super Jump time from 1.33 seconds to 0.97 seconds.

Every player, including a Nova 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:

The Splattershot Nova isn't really an ink-hungry weapon, but when equipped, Last-Ditch Effort grants 24 ability points of three different stackable abilities for the last 30 seconds, or when the ranked score is 50 or below. These abilities include: Ink Saver (Main) is the most useful for the wielder, allowing them reduce the amount of ink consumed by using the weapon in general and more quickly pursue and pressure the opponent upon returning from spawn.

Thermal Ink is a natural choice, as Nova is a long ranged weapon that doesn't have good damage can help locate players behind walls, thus allowing you to throw Point Sensors to reveal their location for the rest of the team.

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. It's not a bad choice, but there's still better abilities for its shoe slot.

Like with Stealth Jump, Drop Roller makes Super Jumping to a teammate less risky. Like Stealth Jump, it's not a bad ability for its shoe slot but there's better ones.

As a support weapon, the Splattershot Nova greatly benefits if it is able to swim faster. Swim Speed Up enables its user to more quickly close the distance towards an opponent, more quickly respond to an opponent's push, or even escape unfavorable situations.
 * 6 ability points - two subs - increase the swim speed from 1.92 DU/f to 2.01 DU/f, which is roughly the same default swimming speed for middleweight weapons.
 * 16 ability points – one main and two subs – increase the swim speed from 1.92 DU/f to 2.14 DU/f.

While not as useful as Last-Ditch Effort, if one dies from an enemy, for 20 seconds after you respawn, you gain 6 abilities worth ten ability points of This can be used to get more specials out, or if you don't really need to rely on LDE's effects as much.
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Mostly useful in Rainmaker, this ability helps to destroy barriers such as the Big Bubbler and Rainmaker barrier or to break some special weapons including the Crab Tank and Wave Breaker.

It's an OK ability, but not the best for Nova. If you use it, it's more supposed to be an approach option.

In recent times, it's been shown that Intensify Action can be great for increasing Nova's mobility and increasing jump accuracy.
 * Normally, without any, Splattershot Nova's jump accuracy is 12°
 * 3 ability points – one sub decreases Squid Surge charge time by 10 frames to 35 frames, and increases shot spread accuracy while jumping to 9.73°
 * 13 ability points – one main one sub decreases Squid Surge charge time to 22 frames, and increases shot spread accuracy while jumping to 7.97°

An amazing choice. Splattershot Nova's paint is great, however with a 200p special, getting special can be tedious.
 * 3 ability points – one sub decreases special points to 195. Another 3 ability points makes it go down to 190p.
 * 10 ability points – one main decreases special points to 184p.
 * The more the merrier!

Tenacity is another choice to use when it comes to getting special. In tangent with Special Charge Up, overall, Tenacity gradually fills the special gauge only when the user's team has fewer active players than the opponent's team.

An interesting ability that (in theory) could work for Splattershot Nova. It's an alternative to Thermal Ink and helps whenever. When you die to an opponent, the opponent that splatted you will be outlined like Thermal Ink. But, this is for the entire match until you splat them back, which can be useful for callouts from halfway across the map.


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 * Not recommended. These abilities do not provide as much of a benefit to the Splattershot Nova compared to other abilities.