Competitive:Classic Squiffer

Unofficial

Splatoon 2
The Classic Squiffer is a charger that, compared to the Splat Charger, has a shorter charge time and more ink efficiency at the cost of some range and damage. Compared to its other variants, it has a kit – including Ink Armor with the lowest special gauge requirement in all of – that enables its user to also play a supportive role on their team.

Use
While the Squiffer series can flex between slayer's and anchor's weapons, the Classic Squiffer comes with a supportive kit: The Classic Squiffer has a couple weaknesses: While unable to inflict any damage onto opponents, the Point Sensor can aid its user and their teammates if used wisely: Ink Armor enables its user's team to either push into opposing turf more aggressively or more staunchly hold its ground, such as while locking out the opponent:
 * Like most other chargers, it can fire three different types of shots that vary in charge time, base range from the muzzle, and damage:
 * In general, use tap shots for turfing, partially charged shots for close quarters combat, and fully charged shots for sniping.
 * Like most other chargers without a scope, the Classic Squiffer can store a full charge while submerged in ink, providing its user more mobility and making left-side peeking more viable in.
 * Unique to the Squiffer series is the ability to charge a shot at full speed while in midair, allowing a Squiffer user to snipe at opponents from underneath a short ledge — a position more associated with slayers.
 * It has the shortest range among all chargers — 167.65 DU versus the Bamboozler's 195.64 DU and the Splat Charger's 240.37 DU. Not only does this put the Classic Squiffer at a disadvantage against conventional chargers and other longer-ranged weapons (e.g., versus the Jet Squelcher at 212.64 DU), but it also leaves less room for error when sniping against opposing shorter-ranged weapon users.
 * While not as immobile or slow-charging as most other chargers, the Classic Squiffer is still poor at close range compared to a rapid-firing weapon. Keep your distance from opponents and always watch for any flanking attempts by the opposing team.
 * It temporarily makes an opponent an easier target to snipe or for more mobile teammates to pursue.
 * It can check around corners for flanking opponents and scan behind obstacles or within suspicious puddles of the opponents' ink for any sharking opponents.
 * If you are about to get splatted or fall into an unfavorable situation, marking an opponent provides your teammates the opportunity to, at best, provide assistance or, at worst, give them a chance for a revenge splat.
 * Time the activation of Ink Armor carefully so that you and your teammates receive its protection before engaging the opponent.
 * Try to use Ink Armor when most or all teammates are active. Slayers, who risk getting splatted more often, benefit from Ink Armor more than anchors do.
 * Upon activation, Ink Armor will protect its user and their teammates except for those either carrying the Rainmaker or using either Baller or Booyah Bomb. Also, players protected by Ink Armor lose it upon gaining possession of the Rainmaker.
 * If you plan on carrying the Rainmaker, just before picking it up, farm Ink Armor and use it whenever possible.

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.