Competitive:Splattershot

Unofficial

Use

 * The Splattershot is a slayer that uses its rapid fire to splat opponents, though it is also effective at turfing.

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.

Splatoon 2
The Splattershot – as well as the Hero Shot Replica – is the second available weapon in only to the Splattershot Jr. (not counting the Octo Shot Replica, which can be acquired after the completion of Octo Expansion). Compared to the Splattershot Jr., the Splattershot has higher damage, a slightly longer range, and nearly as good a fire rate and turfing ability but has a different sub weapon and a less versatile special weapon.

Use
The Splattershot fires rapidly and turfs very well, but its higher damage and slightly longer range than a Splattershot Jr. makes it a slayer's weapon: Burst Bombs provide good utility for the Splattershot but function differently from Splat Bombs: Splashdown can be useful for various purposes, from instantly turfing territory to destroying non-player objects, but only if it is used properly at the right time:
 * Its damage per shot (36 HP, or health points) is considerably higher than that of the Splattershot Jr. (28 HP), allowing it to splat most opponents in just three hits.
 * However, shots that travel further than its effective range (see below) will suffer falloff until it reaches 17.5 HP of damage after 24 frames, requiring up to six hits to splat opponents.
 * It is still usually more advantageous to fire at opponents from an elevated position – despite any resulting damage falloff – than it is to drop down and engage them at their level. Otherwise, fire at opponents when they are within the effective range to maximize damage output.
 * Its range (116.99 DU, or distance units, or over two distance lines away in the Shooting Range) is slightly longer than that of the Splattershot Jr. (103.89 DU), giving its user an inherent advantage over shorter-ranged weapons, such as most rollers. Simply maintain your distance from a shorter-ranged opponent while firing at them to minimize the damage taken from them.
 * While middleweight weapons such as the Splattershot generally have average mobility – 0.96 DU/f, or distance units per frame, while running, 1.92 DU/f while swimming – the Splattershot is very mobile in two other ways:
 * Its running speed while firing (0.72 DU/f) is above average among shooters.
 * It has a short interval between firing and either using a sub weapon or morphing into squid or octopus form (4 frames).
 * This extra mobility allows its user to apply pressure onto the opponent — whether head-on or through timely flanking, more quickly respond on defense, and more easily dodge opposing fire.
 * The Splattershot is also faster and more efficient at turfing than most other slayer's weapons, allowing its user to both maintain map control and build up its special weapon more quickly than most other weapons can.
 * The Splattershot has shorter range than most other weapons, such as the Splattershot Pro, sloshers, and especially chargers and splatlings, all which can fire upon a Splattershot user before the latter has a chance to land a shot. Therefore, a Splattershot user has to attack them in a different way than a head-on approach:
 * One way to effectively attack an opponent with a longer ranged weapon is to flank them, or approach them from either the side or behind, while their attention is towards the front lines. If performed correctly, this can either catch the opponent by surprise or at least divert their attention away from the front, allowing one of your teammates to splat them.
 * Another method to attack a longer-ranged opponent is sharking, or hiding – usually in friendly ink out of the opponents' sight – until the opponent gets within your range before attacking. Sharking can work against any opponent – regardless of their weapon's range – who is caught unawares.
 * They instantly explode upon contact with any surface – such as a wall or floor – or another player — whether a teammate or an opponent. This provides a few advantages over Splat Bombs:
 * They can more quickly damage opponents, which makes them suitable for leading off attacks, breaking opponents' Ink Armor, or finishing off injured opponents who attempt to flee. This provides the Splattershot good combo potential with Burst Bombs.
 * They effectively extend the range at which their user can quickly damage their opponents. The Splattershot user benefits again due to the short range of their main weapon.
 * They instantly turf inkable surfaces, permitting either a fast pursuit of an opponent or a rapid retreat from an unfavorable situation. This trait further increases the high mobility of a Splattershot user. Also, any opponents hit by Burst Bombs will be surrounded by your team's ink, further crippling their health and mobility.
 * However, their resulting explosion is both weaker and smaller than those of Splat Bombs:
 * Only direct hits will inflict 60 HP of damage, while splash damage will only deliver 25-35 HP. Always go for direct hits whenever possible.
 * Their blast radius is only 30 DU — equal to the lethal blast radius of Splat Bombs. Targets within 25 DU to the Burst Bomb's explosion will take 35 HP of damage, while farther ones will take 25 HP.
 * Although less powerful than other bombs, a Burst Bomb can still damage or even destroy an opponent's brella shield, Splash Wall, or Baller or the Rainmaker shield, while detonating on contact.
 * Any opponents caught within the Burst Bomb's explosion will get damaged or splatted.
 * It will also inflate or pop a teammate's bubbles but deflate or diffuse an opponent's bubbles, while still detonating on contact.
 * An opponent's Splashdown or Booyah Bomb will defuse any Burst Bombs it comes in contact with, so hold off throwing them until after the special weapon finishes.
 * While Burst Bombs are less effective at area denial and zoning than Splat Bombs, their reduced ink consumption (40% of the ink tank per use versus 70%) makes them more readily available to pressure opponents during a push.
 * Using any special weapon also provides a free ink tank refill. Therefore, a Splattershot user can throw Burst Bombs before and after using Splashdown to confirm a splat.
 * A normal Splashdown can be performed from the ground or while in midair after either jumping or dropping from an elevated position. A Super Jumping Splashdown is executed by pressing in the middle of a Super Jump.
 * Pressing before or at the apex of the Super Jump will execute Splashdown immediately upon landing, while pressing  after the Super Jump apex will delay the Splashdown. While the former method is quicker, the latter provides the flexibility of holding onto Splashdown in case it is not needed.
 * As of Version, the windup delay from the time is pressed to the moment Splashdown is detonated is 1.2 seconds for a normal Splashdown and 0.8 seconds for a Super Jump Splashdown.
 * Performing a normal Splashdown while underneath an obstacle (e.g. the grate walkways in Kelp Dome, the grate surrounding the Tower in Tower Control) will reduce the height of the player's jump during the windup but will not affect its duration.
 * A player performing a normal Splashdown is invincible both during the first five frames, or 0.083 seconds, and upon landing for 30 frames, or 0.5 seconds, but is vulnerable to attack during the rest of the special. Opponents will have this brief window of vulnerability to attack the player performing Splashdown – with ranged weapons, bombs (if thrown in advance), and some special weapons.
 * The further an opponent is from a player performing a normal Splashdown, the easier it is for the former to adjust their aim upward to splat the latter and the less likely they will take significant damage (see below).
 * Starting from Version, a player who is splatted in the middle of attempting to perform Splashdown will only suffer a special gauge reduction of 25% (with no Special Saver). However, if splatted by an opponent equipped with either Haunt (when active) or Respawn Punisher, then the special gauge penalty is 40%.
 * Therefore, if you intend to use Splashdown within the range of an opponent, generally do so when close to them.
 * A player executing a Super Jumping Splashdown is invulnerable during its entire duration, making it fully safe if performed in this manner.
 * While this can surprise and splat some opponents who attempt to camp the Super Jump marker, those who pay attention to the HUD will keep their distance from the marker. Super Jumping into Splashdown can still be used to push back the opponents and gain space for teammates.
 * The amount of damage Splashdown inflicts onto a target depends on its distance from the epicenter of the explosion:
 * Targets within the lethal splash radius of about 70 DU – marked by a bright circle that appears as a player initiates Splashdown – receive 180 HP of damage, most likely splatting those not protected by Ink Armor, Baller, or Booyah Bomb armor. The higher Splashdown is activated, the wider the lethal splash radius.
 * Targets that are just outside the splash radius – up to about 100 DU from the center – receive 70 damage, while those that are even further – about 145 DU – receive 55 damage as of Version . These distances are not affected by the height at which Splashdown is activated.
 * In addition, opponents that survive the Splashdown might suffer knockback, especially if they are either wearing Ink Armor or using Baller.
 * The resulting explosion from Splashdown turfs a large area, which is sometimes large enough to instantly cap a single zone in Splat Zones — or at least uncap it from the opposing team.
 * Turfing a path with the main weapon, Burst Bombs, or a combination of the two can enable one to quickly reach the zone for an instant Splashdown. Coordinate with teammates to gain an opportunity to reach the zone, as opponents will quickly splat anyone attempting to rush the zone.
 * Super Jumping to a teammate who manages to get to the middle of the zone can provide a safer, more guaranteed means to cap it.
 * Besides splatting or pushing back opponents, turfing territory, and gaining space for teammates, Splashdown can be used for other purposes, such as…
 * …destroying the opponent's various means of protection, such as brella shields, Splash Walls, Ballers, and bubbles.
 * …securing possession of the Tower in Tower Control, especially at a checkpoint.
 * …instantly bursting the Rainmaker shield to start or restart a Rainmaker push.

Synergy
While a team might get away with having one or two users of short-ranged weapons, such as the Splattershot, 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: While the Splattershot's Burst Bombs are versatile, they lack 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: The specific weaknesses Splashdown has compared to other special weapons reduces its effectiveness if possessed by more than one player in a team: If you regularly keep track of your teammates' locations with the map (by pressing ), you might find opportune moments to use a Super Jumping Splashdown to secure control of important areas, such as onto the Tower or just underneath the opponents' clam basket.
 * 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.
 * 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.
 * Without a teammate or Squid Beakon to Super Jump to, Splashdown is relatively static. It cannot push back opponents as effectively as Baller, Bomb Launcher, Booyah Bomb, or even Ink Storm can.
 * An opponent who is skilled at splatting Splashdown attempts could effectively neutralize the special weapon of anyone with Splashdown due to its mostly consistent height, duration, and pattern.

Countermeasures

 * Matchups between Splattershots 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 a Splattershot. For example, the Splattershot Pro, the L-3 Nozzlenose, the Dualie Squelchers and their respective variants meet all of these requirements. However, watch out for any Burst Bombs the opposing Splattershot user might throw.
 * If using a shorter ranged weapon against an opposing Splattershot user, such as a Splat Roller, rely on flanking or sharking them instead of a direct attack.
 * A long-ranged weapon, such as a charger or most splatlings, can attack an opposing Splattershot user from long distance with impunity. However, once the latter gets close, they can outmaneuver and outdraw its less mobile, slower firing opponent.
 * A competent Splattershot user is likely capable at both flanking and sharking:
 * Keep track of all four members of the opposing team – which ones are present, which ones are splatted, and which ones are back at their spawn point.
 * Check the map periodically for opposing ink forming around flanks to anticipate a flanking attack.
 * To prevent sharking, check suspicious puddles of the opponents' ink, preferably with a thrown sub weapon.
 * 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 an opposing Splattershot user, using almost any sub weapon (except for Squid Beakons) can either delay their pursuit or deter them from chasing.
 * Keep an eye on the HUD to know when an opposing Splattershot user has Splashdown ready to use, and be ready for activation when fighting them.
 * If you have good aim, you can try to shoot the Splashdown out of the air:
 * Short-ranged weapons – such as the Inkbrush or the Sploosh-o-matic – or slower weapons – such as the Dynamo Roller or the Explosher – will struggle to do so, in which case it is better to simply back off instead.
 * Watch out for any suspicious Super Jump markers. If a Super Jump marker appears in a risky spot, such as on the front lines, it is likely that the opponent is attempting a Super Jumping Splashdown. Instead of camping it with your main weapon, toss a bomb over to the marker instead if you have one.
 * Protective special weapons, such as Ink Armor and Baller, can reduce or mitigate the damage taken from an opponent's Splashdown, but be wary of the large knockback.

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. Ever since its introduction in Version, Bomb Defense Up DX will not only reduce the damage taken from opposing sub and special 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. Because the Splattershot works optimally at short range, its user risks damage from both bombs and special weapons and can greatly benefit from reducing the damage taken from them. Just three ability points, or one sub, offer plenty of utility:
 * The splash damage of most bombs is reduced from 30 HP to 28.6 HP. This reduction in damage provides two benefits:
 * It prevents its user from being exposed on their opponents' map by the splash damage of most single bombs.
 * Ink Armor will not break due to splash damage from a single bomb whose splash damage normally inflicts 30 HP of damage.
 * The splash damage of near-misses from either Tenta Missiles or Inkjet, the minimum splash damage of bubbles, and the collision damage from Baller are all reduced from 50 HP to 48.3 HP, enabling one to survive two hits from any of these specific means of special weapon damage.

As a slayer, a Splattershot user has to risk getting splatted often. When equipped, Comeback grants 10 ability points of six different stackable abilities for twenty seconds after respawning from getting splatted by an opponent: Ink Saver (Sub) and Swim Speed Up are particularly useful for the Splattershot, allowing its user to consume less ink and maintain pressure on the opponent upon returning from spawn.

A Splattershot user can expect 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.
 * Just three ability points, or one sub,…
 * …delays the damage taken from opposing ink by 10 frames.
 * …reduces the damage taken from 0.3 HP/f (health points per frame) to 0.2 HP/f.
 * …lowers the limit on the amount of damage opposing ink on surfaces can inflict from 40 HP to 38 HP.
 * …increases the normal running speed in opposing ink from 0.24 DU/f to 0.33 DU/f.
 * …increases the jumping height in opposing ink from 0.8 to 0.854.
 * Six ability points, or two subs,…
 * …delays the damage taken from opposing ink by 15 frames.
 * …reduces the damage taken to 0.2 HP/f.
 * …lowers the damage limit of opposing ink to 36.2 HP.
 * …increases the normal running speed in opposing ink to 0.39 DU/f.
 * …increases the jumping height in opposing ink to 0.888.

Main Power Up increases accuracy while either on the ground or in midair, allowing a Splattershot user to maintain some accuracy while jumping.

Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging a Splattershot user to remain aggressive even after getting splatted.
 * 16 ability points – one main and two subs – are enough to reduce the respawn time from 8.5 seconds to 6.67 seconds.
 * 26 ability points – two mains and two subs – are enough to reduce the respawn time from 8.5 seconds to 5.8 seconds.

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.

A self-explanatory ability, Swim Speed Up enables an already mobile Splattershot user to more rapidly close the distance towards an opponent, more quickly respond to an opponents' push, or even escape unfavorable situations.
 * 16 ability points – one main and two subs – increase the swim speed from 1.92 to 2.14 units per frame.
 * Swim Speed Up can reduce the swim speed penalty from Ninja Squid. However, it takes at least 28 ability points – either one main and six subs or about two mains and three subs – of Swim Speed Up for a Splattershot user to fully offset the swimming speed penalty of Ninja Squid.
 * Therefore, a Splattershot user with Ninja Squid will have to decide between either having fewer ability points available for other abilites or swimming at less than the base maximum speed. For example, just 13 ability points – one main and one sub – are enough to restore the swim speed of a Splattershot user with Ninja Squid to 1.92 units per frame.