Competitive:Mini Splatling

Unofficial

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.

Use
The Mini Splatling is a medium ranged support weapon, trading the range and firepower of the Heavy Splatling for mobility and a shorter charge time: The instant explosion and good ink efficiency of Burst Bombs offer plenty of uses: The Tenta Missiles can be used to pressure opponents and force them out of position without having to commit too far forward:
 * Like other splatlings, the Mini Splatling needs to charge before it can fire:
 * When barely charged, its effective range is only 84 units — shorter than that of a Splattershot. Finishing the first full level of charge will increase the range to its maximum of 120 units — just exceeding that of the Splattershot Pro, the H-3 Nozzlenose, and the Dualie Squelchers (115 units).
 * Charging takes 20 frames (about 0.33 seconds) to reach the first full level and an additional 10 frames (about 0.17 seconds) to reach the second level.
 * Even with a shorter charging time than those of other splatlings, the Mini Splatling is still vulnerable to attack while charging, so it is generally advised to remain out of sight from the opponent (e.g. behind an obstacle) and not too close to opposing ink while charging.
 * Partly charging a Mini Splatling will reduce its effective range but also allow it to fire more quickly – especially in a tight situation.
 * Once charged, the Mini Splatling's high firing rate (4 frames between shots, or 15 shots per second), moderate damage (32 health points, or HP), and medium range allow it to mow down opponents:
 * While the Mini Splatling's firepower is devastating up close, it is still recommended to keep more mobile, shorter ranged opponents from getting too close, where their fast shot velocity and high DPS will allow them to either trade or win a confrontation outright.
 * The Mini Splatling has a slower initial shot velocity (15 units per frame) than other weapons of comparable range, such as the Dualie Squelchers (23 units per frame) and the Splattershot Pro (38.3 units per frame). Therefore, a Mini Splatling user should lead their shots to hit their targets.
 * The Mini Splatling's high firing rate and excellent ink coverage give it an advantage over its counterparts in terms of turfing:
 * The Mini Splatling can more easily either gain or maintain map control and capture or hold zones in Splat Zones.
 * It can also more quickly build up its special gauge more quickly to make up for its slightly high special gauge requirement.
 * Due to the time spent charging and firing their weapon, a Mini Splatling user spends a larger proportion of their time in humanoid form than do users of most other weapon classes.
 * While a Mini Splatling user has good running speed (0.86 units per frame while firing, 0.72 units per frame while charging) compared to users of other weapons (e.g. Dualie Squelchers at 0.72 units per frame while firing), its time spent running instead of swimming makes it slightly slower and more vulnerable to attack.
 * Both Run Speed Up and Ink Resistance Up can improve the mobility during charging and firing, particularly while strafing.
 * The quick explosion of ink will instantly turf inkable surfaces, permitting either a fast pursuit of an opponent or a rapid retreat from an unfavorable situation.
 * Their quick damage makes them suitable for either leading off attacks or finishing off injured opponents who attempt to flee.
 * Opponents hit by Burst bombs will be surrounded by your team's ink, further crippling their health and mobility.
 * Direct hits will inflict 60 health points (HP) of damage, while splash damage will only deliver 25-35 HP. Always go for direct hits whenever possible.
 * It is recommended to only activate the Tenta Missiles at a safe distance from opponents, not only because a Tenta Missile user is vulnerable to close-range attacks but also because opponents who are further back are easier to track and home missiles on.
 * After activating the Tenta Missiles, use its tracking phase as a pseudo-Echolocator to determine the opponents' locations and maximize the number of targets.
 * Being lethal upon a direct hit, Tenta Missiles force opponents to move out of position. Launching them just before a push can cause opponents to scatter, giving your team opportunities to pick off any opponents caught fleeing the Missiles.
 * Tenta Missiles can counter an opponent's Sting Ray or Booyah Bomb if anticipated early enough; an opponent will be forced to either delay or interrupt it to avoid getting splatted by the missiles, throwing off their aim.

Countermeasures

 * Users of other weapons of comparable range to the Mini Splatling each have to confront its user differently:
 * Both the Kensa Splattershot Pro and the Custom Dualie Squelchers have Splat Bombs, which are more effective at poking than the Burst Bombs of a Mini Splatling. While the H-3 Nozzlenose D's Suction Bombs take longer to detonate, they can still force an opposing Mini Splatling user to move out of position.
 * The Custom Dualie Squelchers has only a slightly shorter range (115 units) but better mobility than the Mini Splatling.
 * The Splattershot Pro, the .96 Gal, and the H-3 Nozzlenose all easily overpower the Mini Splatling but are all less mobile while firing. Landing the first shot will be key to winning a one-on-one matchup against an opposing Mini Splatling.
 * Unless a Mini Splatling user is caught charging, approaching one directly with a shorter ranged weapon usually results in getting splatted. Rely on flanking or sharking to get within range of an opponent wielding a Mini Splatling. However, watch out for any Burst Bombs the opposing Mini Splatling user might throw.
 * Be mindful of both when the opponent has Tenta Missiles ready and when the missiles are launched:
 * If an opponent attempts to launch them when nearby you, splat them quickly to reduce or even cancel their deployment.
 * When the opponent deploys their Tenta Missiles, avoid getting close to teammates - even when not targeted, as a targeted player crossing paths with a teammate might cause the other to get injured or splatted.
 * Whenever targeted by opposing Tenta Missles, unless actively engaging an opponent, only move enough to avoid damage and reduce the amount of turfing by the Missiles.

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.

Upon contacting opposing ink on any surface, damage is taken, and the movement speed of a Mini Splatling user is reduced to 0.24 units per frame. Ink Resistance Up both delays and reduces the damage taken and increases the running speed while in opposing ink.
 * Just 3 ability points – one sub – delays the damage taken from contacting opposing ink by 10 frames, or 0.17 seconds, and increases the running speed in opposing ink to 0.33. 6 ability points – two subs – delays the damage taken by 15 frames, or 0.25 seconds, and increases the running speed to 0.39.

Because a Mini Splatling user spends comparatively more time in humanoid form charging and firing their weapon, they can be easier targets for opponents to splat. Run Speed Up increases the running speed of a Mini Splatling user, including while charging and firing.
 * 23 ability points – two mains and one sub – are enough to increase run speed while firing to 1.07 units per frame; 32 ability points – two mains and four sub – increase it to 1.13 units per frame.
 * 23 ability points – two mains and one sub – are enough to increase run speed while charging above 0.89 units per frame; 29 ability points increase it above 0.93 units per frame.

Special Charge Up accelerates building up the special gauge for Tenta Missiles, which can help initiate a push or disrupt an opponent's Sting Ray or Booyah Bomb.
 * 16 ability points – one main and two subs – effectively reduce the special gauge requirement to below 185p.

Main Power Up increases the amount of shots fired for the same amount of time charged without increasing the amount of ink used. This effectively reduces the amount of ink used per shot fired.
 * 3 ability points - one sub - effectively increases the amount of time spent firing in a full charge from 72 frames of firing (18 shots) to 81 frames of firing (20 shots) with a full charge or 12.5%. This not only allows for slightly more ink bullets for the same amount of time spent charging, but also increases the ink efficiency of the main weapon by the same factor.