Competitive:Aerospray PG

Unofficial

Quick facts
A.k.a.: Aero, PG

Role: Support

Strengths: Turfing, mobility (Splatoon 2), special weapon farming

Weaknesses: Weak in most one-on-one encounters, less ink tank capacity and sub weapon damage than a Splattershot Jr.

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. Ink Saver (sub) allows more frequent use of Burst Bombs

Special Charge Up accelerates building up the special gauge for Booyah Bomb

Use

 * The Aerospray PG has an even wider shot spread and faster firing rate than the Splattershot Jr., enabling it to turf large areas in a short amount of time, which helps either gain or maintain map control, capture zones in Splat Zones, and build up Booyah Bomb very quickly.
 * Main Power Up increases the ink coverage of the Aerospray PG by up to 16.7%.
 * Special Charge Up can further hasten the process of "farming" Booyah Bomb.
 * The rapid turfing of the Aerospray PG is offset by its poor accuracy and short range, which make it a poor main weapon for confronting most opponents head-on.
 * While still capable of splatting opponents within its short range, playing too aggressively risks depriving the user's team of both map control and Booyah Bombs.
 * The only reliable means of self-defense an Aerospray PG has is through its Burst Bombs:
 * 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 friendly ink (which is hostile to the opponent), further crippling the opponent's 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.
 * Ink Saver (Sub) allows the player to throw bombs more often and conserve more ink for the main weapon.
 * Sub Power Up can increase the throwing range of Burst Bombs, compensating for the short range of the Aerospray PG.
 * Compared to the Splattershot Jr., the Aerospray PG has both a smaller ink tank and no lethal bombs with which to deny space during the neutral phase.
 * This also means that an Aerospray PG user is more dependent on their teammates, particularly a friendly slayer, for protection than is a Splattershot Jr.
 * If engaged in a one-on-one against an opposing Splattershot Jr., try to splat them quickly, as the Splattershot Jr.'s more damaging bombs and larger ink tank capacity will likely be too much to contend with in a long, protracted slugfest.
 * The Booyah Bomb can either turn the tide of a battle or fully tilt it in the team's favor, but only if used properly.
 * In general, activate the Booyah Bomb in a relatively safe place, as even a Splattershot Jr. within range can break the Booyah Bomb armor.
 * The Booyah Bomb can force opponents – particularly anchors – to move out of position or delay an opponent's offensive push.
 * The explosion of the Booyah Bomb places enough ink to uncap most Splat Zones and single-handedly capture some smaller Splat Zones.
 * When deployed, the Booyah Bomb is capable of protecting oneself and one's teammates from attacks - including bombs - and clearing an area of opponents, whether forcing them to flee or splatting them outright.
 * The Aerospray PG's rapid turfing, quick special gauge building, and Booyah Bomb make it specialized for Splat Zones on stages (maps) with a single zone that is neither too large nor occupied by a large structure (such as the display case in Inkblot Art Academy). A good example of this is Humpback Pump Track.
 * Because the Aerospray PG is a weaker fighter than most other weapons, its user will require teammates who are very capable of splatting opponents – or at least capable of protecting the Aerospray PG user.
 * The Aerospray PG user will need to survive long enough to build up their special gauge for Booyah Bomb. Even small amounts of certain abilities – such as Bomb Defense Up DX, Ink Resistance Up, and Quick Super Jump – can substantially increase survivability.
 * Often, a Booyah Bomb will not be enough to fully capture a zone. Coordinating with teammates and their specials, such as Bomb Launcher and Baller, can better ensure capturing a zone.

Countermeasures

 * The Aerospray PG is generally a poor main weapon for splatting, so almost any weapon with longer range, better accuracy, or higher damage can defeat it in a one-on-one with relative ease. However, the Aerospray PG can still fight back with Burst Bombs.
 * An Aerospray PG will most likely stay nearby a teammate armed with a more formidable weapon; that opponent is usually the higher priority. Either find a teammate to assist or try to lure the Aerospray PG's teammate to stray too far from them to receive assistance.
 * Regularly watch the HUD to know when an opposing Aerospray PG's Booyah Bomb is fully charged, and both watch and listen for when it is activated.
 * If an opponent activates a Booyah Bomb in an unsafe position, try attacking them, particularly with bombs and chargers.
 * Tenta Missiles can splat a Booyah Bomb user in three direct hits.
 * A Splashdown within range can severely damage Booyah Bomb armor if not destroy it outright.
 * While an opponent charges a Booyah Bomb, any of their teammates who help in powering up the special might expose their positions.
 * If an opponent armed with an Aerospray PG keeps spamming Booyah Bomb, the best countermeasure is to continually splat – or at least pressure – this opponent. A charger user can prioritize said opponent when sniping, or a slayer can attempt to pick off an unaccompanied Aerospray PG.