Custom Jet Squelcher

The Custom Jet Squelcher is a main weapon in Splatoon and Splatoon 2. It is the Custom version of the Jet Squelcher.

Splatoon
The Custom Jet Squelcher is identical to the Jet Squelcher, but has the Burst Bomb as a sub weapon and the Kraken as a special.

Demonstration
https://www.youtube.com/watch?v=hjylz2-rh0I

Splatoon 2
The Custom Jet Squelcher returns in Splatoon 2 looking identical to how it did in the first game. It was released on 2017-11-03 at July 27, 2024. It comes with Burst Bombs and Sting Ray.

Use

 * The long range and build of the Custom Jet Squelcher make it a backline anchor's weapon. While it lacks the one-hit-splat damage and range of a Charger, the quick turfing and firing rate of a Splatling, and the heavy damage and turfing of either variant of the Explosher, the Custom Jet Squelcher's primary advantage over all three is its mobility.
 * Burst Bombs allow for quicker movement around the stage, especially when fleeing an opposing slayer.
 * The Custom Jet Squelcher fires at a much higher rate than an Explosher and, unlike a Charger or Splatling, does not need to charge, making it less vulnerable in close-quarters combat. Still, avoid close-quarters combat against a frontline weapon.
 * The primary weaknesses of the Custom Jet Squelcher are its middling fire rate (no better than that of the Splattershot Pro), relatively low ink efficiency (worse than that of the .52 Gal), and mediocre turfing. Pay close attention to the ink tank, focus on splatting with the main weapon, and use Burst Bombs when turfing.
 * Thanks to their instant explosion and good ink efficiency, Burst Bombs have a variety of uses:
 * Quickly turfing various inkable surfaces for quick maneuvering and building of the Special gauge.
 * Pelting opponents that get too close before splatting them with the main weapon. Sub Power Up can increase the throwing range, keeping the Custom Jet Squelcher at a safer distance.
 * The Sting Ray excels on stages that are long, narrow, closed, and relatively flat, especially Port Mackerel and Walleye Warehouse, particularly in Tower Control and Rainmaker. Special Charge Up and Tenacity can help hasten the building of the Special gauge.
 * Before starting the Sting Ray, it is advised to keep a safe distance from battles, as firing a Sting Ray too close to an opponent can leave one vulnerable to attack. Quick Super Jump can help quickly return to the Spawn point, whose surroundings are usually safe to fire Sting Ray from.
 * When firing the Sting Ray, if an opponent escapes from the ray, bring up the map with . An opponent who has taken any damage will be visible on the map until completely healed.  Redirect the Sting Ray until the popping sound is heard.

Countermeasures

 * While less vulnerable than a Charger, Splatling, or Explosher at short range, the Custom Jet Squelcher is still at a disadvantage against a frontline weapon in close-quarters combat, such as any variants of the Splattershot or the Splat Dualies. However, be wary of any Burst Bombs the opponent might use.
 * Matchups between the Custom Jet Squelcher and other backline weapons are generally situational, due to the former's better mobility and slight advantage in close-quarters combat. Zoning out the opposing Custom Jet Squelcher is usually recommended.
 * All variants of the Splat Charger and E-liter 4K – with or without scope – both outrange and overpower the Custom Jet Squelcher.
 * Both variants each of the Hydra Splatling and the Ballpoint Splatling's second stage both outrange and outfire the Custom Jet Squelcher.
 * All variants of the Heavy Splatling outfire the Custom Jet Squelcher but are outranged and outmaneuvered by it.
 * Always be aware of when the opposing team's Custom Jet Squelcher has Sting Ray fully charged on the HUD, particularly when pushing the Tower or Rainmaker.
 * Fight fire with fire by using a Sting Ray against an opponent's.
 * Tenta Missiles are a quick way to either counter or disrupt an opposing Sting Ray user.
 * A properly launched and piloted Inkjet can splat an opposing Sting Ray user while being relatively safe from the beam.
 * Quickly swimming away from the Sting Ray's beam is generally the best way to avoid getting splatted without using Specials, as users turn relatively slowly while the Sting Ray is active. This is a useful tactic in Tower Control to maintain a Tower push.

Demonstration
https://youtu.be/iX1jp1ZTiVU