Competitive:Ballpoint Splatling

Unofficial

Use

 * The Ballpoint Splatling is a useful weapon when attacking anchors or support players. It has longer range when fully charged than multiple chargers, and can attack them with incredible accuracy from afar.
 * If forced into a one-on-one encounter, Toxic Mist can be used to deplete the enemy ink tank, and slow them down so the Ballpoint can charge up its attack.
 * Inkjet can be used to support a push in Rainmaker, or Tower Control, as the projectiles launched from it have extremely long range.
 * Toxic Mist can be a good Support tool in Tower Control, or Splat Zones where it can deplete ink to force the opponents off the Tower or out of the Zone.
 * Can take out fast and mobile weapons with an inkjet if used properly.

Flanking

 * Flanking with fast and mobile weapons can effectively take out an anchoring Ballpoint Splatling, such weapons include Clash Blaster, Carbon and Splat Rollers, Dualies and many more.

Using distractions

 * Using bombs or some special weapons like Tenta Missiles and Sting Ray at a Ballpoint Splatling forces them to move, effectively distracting them and allowing a window for striking.

Using a faster weapon of similar range
Using weapons for a long range, such as Chargers and Jet Squelchers can pose threat to the Ballpoint Splatling. Take advantage of their charging time needed for firing and strike before they are ready.

Highly recommended
Run Speed Up further increases the mobility of the user while shooting, walking or using the Inkjet. Most top-ranked Ballpoint Splatlings have at least 3 mains and 2 to 3 subs of Run Speed Up. Ink Resistance Up helps the Ballpoint Splatling to escape under attack of opponents, and reduces mobility loss due to enemy ink. Most top-ranked Ballpoint Splatlings have at least 1 sub of Ink Resistance Up. Thermal Ink reveals opponents hit with the main weapon, which is a very useful ability for Splatlings in general, as they may not be able to splat opponents before they escape all the time.

Moderately useful
Main Power Up increases power of shots by the Ballpoint Splatling. 9 AP of Main Power Up will allow the user to splat opponents in 6 shots instead of 7. These increase the ink efficiency of the user, increasing the time actively firing and decreasing the time recovering ink. These abilities allow the user to return to the battle faster.

Average
Sub Power Up increases the throwing range and travelling velocity, allowing better utility of the Toxic Mist. These abilities increase usage of the Inkjet. Special Power Up increases both the duration and the shot radii, and Special Saver conserves the Special Gauge when splatted. These abilities allow the user to Super Jump or land after using Inkjet with lower risk of being super-jump camped. Last-Ditch Effort gives a significant boost in many factors, by the end of the match or after the opponent has pushed past 50 in Ranked Battles. These abilities punish opponents splatted by the user and the user themselves. Only use this if the player has a good kill-death ratio.

Not recommended
These abilities are not recommended due to anchors not dying much, which makes these abilities rarely triggered. Opening Gambit is not recommended due to the short and not significant boost. Tenacity is not recommended as the passive charging of the special is hardly noticeable.