Competitive:Tenta Missiles

Unofficial

Splatoon 2
Tenta Missiles is a global special, capable of locating and targeting multiple opponents as well as the Rainmaker. While it only needs a simple amount of input, it requires understanding and experience to use to its full potential. It is available early in on a variety of weapons, from slayer's weapons to anchor's weapons, but its global characteristics make it primarily a supportive special weapon.

Use
Tenta Missiles can be used to pressure opponents and force them out of position without having to commit too far forward:
 * 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.
 * The number of missiles launched – and the amount of time needed to fire them – and the number of missiles launched towards each target depends on how many targets – opponents and the Rainmaker – were locked on upon launching:
 * One targets: ten missiles
 * Two targets: five missiles each
 * Three to five targets: four missiles each, firing time increasing as number of targets increases
 * Sometimes, it may be more beneficial to target a specific opponent or two instead of all of them, based on their weapons, location, and situation:
 * Opponents wielding heavy, slow firing weapons will have a harder time escaping the missiles.
 * Opponents who are bunched together are more likely to cause their teammates to receive collateral damage than those who are spread apart.
 * Tenta Missiles are also a reliable means of forcing opposing anchors to cede their ground and lose focus while aiming. Sometimes, this is the only reliable means to push back into a zone or another important area of the stage.
 * 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.

Synergy

 * While having multiple players on the same team launching Tenta Missiles might seem like an easy and fun means to cause opponents to scramble for cover, having too many players equipped with them – no more than one or two – can reduce the effectiveness of a team composition.
 * Launching Tenta Missiles just before a push can cause opponents to scatter, giving your team opportunities to pick off any opponents caught fleeing the Missiles.
 * Launching Tenta Missiles while a teammate is using a special designed to splat opponents, such as Inkjet or Sting Ray, can limit the opponents' escape options and even prevent them from Super Jumping to safety.

Countermeasures

 * Bomb Defense Up DX, which already provides useful protection against Bomb splash damage, also reduces the damage taken from certain special weapons, including Tenta Missiles. Just three ability points, or one sub,…
 * …reduce their far splash damage to 29.0.
 * …reduce their near splash damage to 48.3, allowing one to survive two near misses.
 * Before the battle begins, pay attention to the opposing team's composition to check how many and which opponents have Tenta Missiles.
 * 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.