Competitive:Hydra Splatling

Unofficial

Splatoon 3
The Hydra Splatling is the longest range splatling in the entirety of Splatoon, even outranging most chargers (including the Splat Charger!). A good Hydra Splatling user can be an invaluable asset to the team, providing long range, high damage fire support which will make the enemy think twice before poking their heads out into the open.

Use

 * Hydra Splatlings should use their extremely high range to its fullest advantage, finding good vantage is a key part of playing this weapon.
 * You aren't there just for intimidation, if someone is foolish enough to enter your range, pick them off.
 * Likewise, move up with your team when it's time to advance, your long range, high damage shots will the be the bane of many a slayer trying to stop your teams push.
 * If you're playing right, you'll generally be on the back line. As such, you'll be a prime super jump spot for your team.
 * To add onto this, if the rest your team gets wiped, don't be a hero. Try to retreat to a safe spot to give your team a good super jump spot to quickly get back into the game. The Hydra is also well suited for defending your team while they super jump, in case some joker comes around looking for some easy splats.
 * Your targets aren't limited to enemy front line fighters, you can use your inkredible range to pick off enemy anchors too!
 * While the mechanics of the Hydra encourage you to shoot with full charges, partial charges are still important. Just keep in mind that you'll be hitting with a 4 hit splat instead of a 3 hit splat (which given the hydra's high fire rate, is still very fast).
 * Something important to keep in mind, a partial charge fired before the first charge circle (on your reticle) is complete will not have the Hydra's full range or accuracy, on top of not having full damage.
 * You aren't entirely helpless at close range, but the low mobility and ling charge time of the Hydra makes you rather vulnerable. Getting flanked will likely be a death sentence, so try to pay attention to your surroundings.
 * Autobombs can be used to quickly cover a retreat, or to flush out an enemy. It's rather situational however, as the ink and time cost eats into your Hydra use, which should be your focus.
 * Booyah Bomb is good for attacking objectives, assisting friendly advances, and fighting off enemy advances. It's also a free reload, which is great for the ink hungry Hydra Splatling.

Synergy

 * As an anchor, the Hydra Splatling is deeply involved with the rest of the team. A Hydra Splatling should be with its team, assisting in pushes, defending against advances, and protecting its teammates.

Countermeasures

 * E-liters are the bane of Hydra Splatlings. The E-liter's superior range combined with the Hydra's relatively poor mobility means that Hydra Splatlings are generally easy targets for an E-liter to pick off.
 * The Hydra may be scary shooting from a far, but its very vulnerable to flanking. When the Hydra is busy charging up and/or looking somewhere else is your time to strike.
 * Be careful of attack Hydras mid charge, a good Hydra user may just end up unleashing their charge on you.

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.

The Hydra is extremely slow, you're going to want at least some run speed up to compensate for this. Also, run speed up is generally great for splatlings.

Likewise, swim speed up also helps with the Hydra's relatively poor mobility.

The Hydra is particularly ink hungry, consider using some ink saver main to help compensate for this.

Coming into contact with enemy will significantly worsen the Hydra's already terrible mobility, so consider using some ink resist up.

In competitive play
to be added