Competitive:Squeezer

Unofficial

Use
When placed properly, a Splash Wall can provide great utility, even in stages and areas that are more open: The Sting Ray is an infinitely long distance weapon that can penetrate obstacles and damage opponents from afar:
 * The Squeezer's mechanics, range in semiautomatic mode, and special weapon make it a support weapon:
 * Tap to fire in semiautomatic mode; hold down  to switch to fully automatic mode.
 * The semiautomatic mode's long range – between those of the Dynamo Roller's vertical swing and the Heavy Splatling – allows for easy zoning out of opponents.
 * The perfect accuracy of its semiautomatic mode makes it more reliable than similarly ranged weapons, such as the H-3 Nozzlenose and the Dualie Squelchers.
 * Main Power Up can increase the damage per shot of the semiautomatic mode up to 49.4 with the maximum 57 ability points. 30 ability points – or three mains – set it to 46.5. Less importantly, damage per shot of the fully automatic mode maxes out to 33.3 at 20 ability points — or two mains.
 * The fully automatic mode is short ranged and loses accuracy the longer it is fired but is more efficient at turfing than the semiautomatic mode.
 * The Squeezer has two main weakness: low ink efficiency and slow firing rate:
 * Its ink efficiency is worse than that of the Splattershot Pro. Always check the ink tank and avoid getting caught in the middle of opposing ink.
 * Its slow firing rate can be exploited by quicker firing slayer's weapons that get too close, so keep an eye out for both flankers and sharks.
 * A less notable weakness is its turfing, particularly when compared to other support weapons. In general, focus more on splatting opposing support players instead of trying to out-turf them with a slower firing, less ink efficient weapon.
 * Any bombs thrown by an opponent that hit a Splash Wall will instantly explode, potentially splatting the Splash Wall's user or their teammates.
 * Refrain from either showering in or rushing through the wall until it is certain that the opponent has no bombs available in the area.
 * Do not throw a Splash Wall behind a teammate, as an opponent's bomb thrown into the wall can instantly splat them.
 * Defensively, it can allow its user to evade a pursuing opponent or hinder the opponents' push, blocking both their movement and their fire.
 * Offensively, a Splash Wall can restrain the opponents' movement, allowing its user and their teammates to push forward or gain map control.
 * Throwing a Splash Wall behind an opponent can prevent them from fleeing.
 * A Splash Wall can nullify a Brella shield — even a Tenta Brella shield.
 * If an opposing Brella user launches their shield, dropping a Splash Wall in front of it will cause both to negate one another, potentially denying a Rainmaker or Power Clam push.
 * At maximum, it takes 36-41% of the ink tank to launch a Brella shield and 60% to drop a Splash Wall. However, the Splash Wall can be deployed far more quickly, allowing its owner more time to reload ink or reposition themselves to a more favorable location.
 * In Splatoon 2, the Tower will destroy any Splash Wall it collides into. However, a Splash Wall may be placed onto the Tower to protect its user or their teammate while riding it. (Once again, watch out for the opponents' bombs.)
 * Placing a Splash Wall in front of yourself before activating the Sting Ray can provide extra protection when under attack.
 * If under fire, the Sting Ray can stall a couple shots, allowing seconds of escape.
 * Be careful as the player can get splatted if behind the wall and a player throws a bomb on the same side.
 * It can limit the opponents' mobility when used in coordination with teammates, making it easier for teammates to splat them.
 * The Squeezer has the lowest special gauge requirement (180p) among all other Sting Ray-based weapons, along with the Custom Jet Squelcher, and Dynamo Roller. Combined with its solid turfing when holding, a Squeezer user will often have Sting Ray available compared to other Sting Ray-based weapons.
 * 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.
 * 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.
 * When fired at certain objectives in Ranked Battle — namely the Tower, the Rainmaker, or an opponent's Power Clam, Sting Ray can help stall the opponents' push. However, it often pays to wait for teammates to be nearby the objective to secure it before firing the Sting Ray.
 * While thought of as a defensive, or stalling special weapon, Sting Ray can also be used to great effect on offense:
 * Restraining or eliminating opponents who attempt to attack your teammate tasked with the objective (Tower, Rainmaker, Power Clam).
 * Eliminating or distracting the opposing anchor, preventing them from providing support fire on defense.

Countermeasures

 * With its impressive range, superior accuracy, and good damage, the Squeezer is difficult for most other weapons to challenge in a straight one-on-one matchup.
 * With a shorter ranged, quicker firing weapon, flank, shark, or outmaneuver (e.g. via dodge rolling) the Squeezer to exploit its slow firing rate.
 * If a Brella can get within range, it can pose a problem for the slow firing Squeezer.
 * When attacking with Bombs, try to throw them behind the opposing Squeezer to force the opponent closer or detonate on the Sqeezer's Splash Wall.
 * Longer ranged weapons, such as most chargers and some splatlings, generally have an advantage over the Squeezer. Note that the Heavy Splatling and its variants barely outrange the Squeezer but definitely outfire it.

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. Increases semiautomatic mode damage up to 49.4.

Increases Sting Ray Duration.

Use
Like in Splatoon 2, all the above applies, however Squeezer can take on more aggressive positions thanks to its less backline oriented playstyle because of it's special Trizooka. Squeezer now plays similarly to its Foil variant in Splatoon 2; a midline slayer. It can remain at long distances to provide support fire with the main weapon or special to pressure out or splat backline and other longer-ranged offenders like chargers, Jet Squelcher and anchoring Splatlings. (i.e Heavy Splatling, Ballpoint Splatling, Hydra Splatling) There's not much else to be said about Squeezer, the basics and fundamentals are still there from Foil Squeezer.

Synergy
While one user of a short-ranged weapon such as the N-ZAP '85 might get away with a lack of range, having too many short-ranged weapons on a team without a longer-ranged weapon like Squeezer to provide support fire is often disadvantageous for a number of reasons:[1]

The Squeezer's lack of lethal bombs can also be a liability to a team composition. Lethal bombs – particularly either Splat or Suction Bombs – provide their user's team a couple advantages over another team that has no lethal bombs in its composition:[1]
 * An opponent with a long-ranged weapon like Squeezer 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.
 * Having a painter for your team such as an N-ZAP, Splash-o-matic or any spray shooter or weapon with outstanding paint can aid the Squeezer and other immobile, bad painting weapons on a team.


 * 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.

Trizooka is Squeezer's jack-of-all-trades special. Trizooka's main benefit on Squeezer is to splat and/or pressure backlines and other threats of similar ranges to it and allow them to displace themselves or get picks. Pressure also applies to any threats from far away. Trizooka can still be really useful in mid if their in their court or far enough away from mid to provide the same coverage.

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. Sub Resistance Up will only reduce the damage taken from opposing sub 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. Using Quick Super Jump allows Squeezer users to more easily return and retreat to or from the battles.
 * 3 ability points - one sub - has a lot of utility and therefore should be ran on any weapon.
 * Getting hit by splash damage from a bomb will not make the user visible on the map.
 * 3 ability points - 1 sub decreases the Super Jump time from 1.33 seconds to 0.97 seconds.

Every player, including an Squeezer user, is expected 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:

Squeezers are an ink-hungry weapon. When equipped, Last-Ditch Effort grants 24 ability points of three different stackable abilities for the last 30 seconds, or when the ranked score is 50 or below. These abilities include: Ink Saver (Main) is the most useful for the wielder, allowing them reduce the amount of ink consumed by using the weapon in general and more quickly pursue and pressure the opponent upon returning from spawn.

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.

As a slayer weapon, the Squeezer greatly benefits if it is able to swim faster. Swim Speed Up enables its user to more quickly close the distance towards an opponent, more quickly respond to an opponents' push, or even escape unfavorable situations.
 * 6 ability points - two subs - increase the swim speed from 1.92 DU/f to 2.01 DU/f, which is roughly the same default swimming speed for lightweight weapons.
 * 16 ability points – one main and two subs – increase the swim speed from 1.92 DU/f to 2.14 DU/f.

Object Shredder is useful everywhere. This ability helps to destroy barriers such as the Big Bubbler and Rainmaker barrier or to break some special weapons including the Crab Tank and Wave Breaker, which includes Trizooka blasts to deal massive damage from afar.

Run Speed is an awesome ability for Squeezer. Run Speed increases its mobility and since Squeezer isn't too gear dependent, Run Speed makes for great filler Haunt is extremely useful for callouts and general usage for when after you die. You can then find the person who splatted you and call out to tell positioning from anywhere on the map from behind walls, for your team to splat them or you splatting them yourself.
 * At base, while walking and shooting, your du/f is 0.72
 * 12 AP - four subs - increases that to 0.784
 * 13 AP - one main one sub - increases that to 0.789

A not bad idea at all. Respawn Punisher pairs nicely with Tacticooler weapons as you get all the benefits from the cooler as of version 2.1.0. It allows you to play a more anchorish playstyle as it involves you staying back more.