Competitive:Splat Bomb

Unofficial

Splatoon 2
The Splat Bomb is the first sub weapon to be introduced in the game, alongside the Splattershot Jr. It is a strong offensive and zoning weapon to more than compensate for the first main weapon's weaknesses and is a versatile sub weapon found in a variety of kits, from short-ranged slayer's and support weapons to long-ranged anchor's weapons.

Use
The Splat Bomb is both powerful and versatile:
 * The Splat Bomb's one-second detonation timer begins as soon as it contacts any surface. Therefore, rolling the Splat Bomb like a bowling ball will produce the quickest explosion for instant area denial.
 * If using a long-ranged weapon, such as a Splat Charger or Gold Dynamo Roller, and an opponent gets too close, either dropping a Splat Bomb at your feet or rolling it like a bowling ball can provide time and space to escape.
 * The damage an exploding Splat Bomb inflicts onto a target depends on the distance between them:
 * Targets within 40 DU – a little under one distance line away in the Shooting Range – will receive 180 HP, or health points, of damage — more than enough to splat most opponents.
 * Targets between 40 DU and 70 DU – just shy of 1.5 distance lines away – will receive 30 HP of damage, which is sometimes enough to splat weakened opponents.
 * When attacking an opponent's position, try to throw Splat Bombs behind the opponent. This more effectively cuts off their potential escape routes.
 * Splat Bombs are great at poking at and zoning out opponents during the neutral phase, stalling an opponent's push, or providing cover while fleeing.
 * Carefully lobbing a Splat Bomb at an opposing anchor positioned on their snipe will hinder their ability to control space with their range.
 * A Splat Bomb can damage or destroy an opponent's brella shield, Splash Wall, or Baller or the Rainmaker shield, while detonating on contact.
 * Any opponents caught within the Splat Bomb's explosion will get damaged or splatted.
 * It will also inflate or pop a teammate's bubbles but deflate or diffuse an opponent's bubbles, while still detonating on contact.
 * An opponent's Splashdown, Booyah Bomb, or Ultra Stamp will defuse any Splat Bombs it touches, so hold off using them until after their special weapon finishes.
 * Using any special weapon also provides a free ink tank refill. For example, a Splattershot Jr. user can throw a bomb or two before and after using Ink Armor.

Synergy
Lethal bombs – particularly either Splat or Suction Bombs – provide its user's team many advantages over another team that has no lethal bombs in its composition: A player with Splat Bombs in their weapon's kit – especially one whose main weapon lacks either range or damage – can provide valuable support for any teammate:
 * 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.
 * The turf inked by the resulting explosion contributes to both maintaining map control and building up the special gauge.
 * If using a short-ranged main weapon, cooperate with the teammate using primarily Splat Bombs when engaging an opponent: attack from different angles, or force the opponent to come within range of the teammate's weapon.
 * When using a longer-ranged weapon–especially a very long-ranged weapon, such as a Splat Charger–use your main weapon more often than Splat Bombs for support fire. However, do not overlook opportunities to use Splat Bombs, particularly when restricting your opponents' movement options.
 * If your teammate gets splatted and an opponent is still present, then determine whether you can easily finish them off. If your weapon is either too weak or too short-ranged or if the opponent either is too healthy or has a teammate, then strongly consider retreating instead of risking getting splatted.

Countermeasures

 * While the lethal damage of the Splat Bomb can only be avoided by dodging, its splash damage can be reduced by equipping Bomb Defense Up DX. Just three ability points, or one sub, offer good utility against Splat Bombs:
 * A player who has taken at least 30 HP of damage from the opponent (thus, has no more than 70 HP) will be visible on the opponents' map. Bomb Defense Up DX prevents its user from being exposed by the splash damage of a single Splat Bomb.
 * Ink Armor will not break due to splash damage from a single bomb whose splash damage normally inflicts 30 HP of damage. With Ink Armor still intact, its wearer will only suffer a maximum of 80 HP of damage from a single hit, allowing them to withstand a single powerful attack, such as that from a Splat Charger.
 * Be aware of your opponents' locations before using a brella shield, Splash Wall, Baller, or Bubble Blower, as an opponent's Splat Bombs will detonate upon impact with any of these, potentially splatting you or your teammates if caught within their lethal radius.
 * When pursuing an opponent whose kit includes a lethal bomb, such as Splat Bombs, be wary of any bombs they might drop while retreating, such as around a corner or after climbing a ledge.
 * Certain special weapons – such as Splashdown, Booyah Bomb, and Ultra Stamp – can negate any of the opponents' Splat Bombs.

<!--==Splatoon 3==

Returning in, the Splat Bomb is a staple of the Splatoon series alongside other weapons, such as the Splattershot and the Splat Roller. As the first sub weapon introduced in the game, it retains its trademark versatility, providing great utility for almost every main weapon, regardless of range or role.

Use
The Splat Bomb is both a versatile and powerful lethal bomb: While very useful, Splat Bombs are not without a few weaknesses, some in comparison to Suction Bombs:
 * Its explosion can inflict chip damage or instantly splat opponents, depending on how close they are to it:
 * Compared to those in, Splat Bombs in Splatoon 3 have a slightly smaller lethal radius but the same damage radius.
 * The Splat Bomb's one-second detonation timer begins as soon as it contacts any surface. Therefore, its user can exploit this trait in a couple of ways:
 * Simply dropping a Splat Bomb at your feet can provide time and space to flee from an opponent pursuing you, particularly if you are in a disadvantageous position, such as…
 * …if you are wielding a slow-firing or long-ranged weapon, such as the Splat Charger, while the opponent has a rapid-firing, high DPS weapon.
 * …if your team is currently outnumbered and you need to Super Jump back to your spawn point to preserve your special gauge progress.
 * Rolling the Splat Bomb like a bowling ball enables its user to deny space, poke at opponents, or force them to move in a certain direction.
 * Its resulting explosion also turfs any nearby surfaces, helping its user's team gain or maintain map control, capture Splat Zones, and build up their special gauge.
 * Carefully lobbing a Splat Bomb at an opponent who is advantageously positioned (e.g., on their Snipe or another elevated location) can affect their aim and force them to vacate their position — even a brief distraction can help your team push the objective.
 * A Splat Bomb can damage or destroy an opponent's brella shield, Splash Wall, or Big Bubbler or the Rainmaker shield, while detonating on contact. Any opponents caught within the Splat Bomb's explosion will get damaged or splatted.
 * Using any special weapon also provides a free ink tank refill. For example, a Splattershot Jr. user can throw a bomb or two before and after using Big Bubbler.
 * Suction Bombs have larger damage and turfing radii than Splat Bombs, making them more effective at area denial and turfing.
 * When aiming at small raised areas, such as the Tower, a Splat Bomb requires more precise aiming due to its tendency to roll along surfaces.
 * An opponent's Booyah Bomb or Ultra Stamp will defuse any Splat Bombs it touches, so hold off using them until after their special weapon finishes.

Synergy
Lethal bombs – particularly either Splat or Suction Bombs – provide its user's team many advantages over another team that has no lethal bombs in its composition:
 * 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.
 * The turf inked by the resulting explosion contributes to both maintaining map control and building up the special gauge.
 * In Rainmaker, lethal bombs become even more valuable for many reasons, including some mentioned above:
 * They inflict double their usual damage onto the Rainmaker shield, hastening the process of popping it.
 * Their one-hit-splat gives its user the potential to instantly stop an opposing Rainmaker push, especially near the end of the game or during Overtime.
 * Because of their one-hit-splat potential, they can be used to slow opposing Rainmaker pushes by denying opponents the space just in front of them.

Countermeasures
Splat Bombs provide an opponent – especially a skilled one – the potential to splat you or your teammates in one hit, which also enable them to poke at your team's territory, deny your team space, and even ink turf — all from a relatively safe position. Since a large number of weapons sets include Splat Bombs (and other lethal bombs), it would be wise to prepare yourself for any Splat Bombs that might come your way.
 * While the lethal damage of the Splat Bomb can only be avoided by dodging, its splash damage can be reduced by equipping Sub Resistance Up. Just three ability points (AP), or one sub, offer good utility against Splat Bombs:
 * A player who has taken at least 30 HP of damage from the opponent (thus, has no more than 70 HP) will be visible on the opponents' map. Sub Resistance Up prevents its user from being exposed by the splash damage of a single Splat Bomb.
 * Practicing advanced movement techniques, such as Squid Rolling and sub strafing, can help better dodge opponents' Splat Bombs.
 * Be aware of your opponents' locations before using a brella shield, Splash Wall, or Big Bubbler, as an opponent's Splat Bombs will detonate upon impact with any of these, potentially splatting you or your teammates if caught within their lethal radius.
 * When pursuing an opponent whose kit includes a lethal bomb, such as Splat Bombs, be wary of any bombs they might drop while retreating, such as around a corner or after climbing a ledge.
 * Certain special weapons – such as Booyah Bomb and Ultra Stamp – can negate any of the opponents' Splat Bombs.

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. Editor note: This guide is for all abilities, to avoid conflict and to be more useful for everyone. Please do not remove any ability that was added. You may add reasoning for why other abilities are more strategically desirable. If an opinion is questionable, discuss its content on the talk page. If you believe that an ability is particularly good, it would be best if you added a citation to support your opinion. Citations to Top 500 or tournament winning players are best.

Ink Saver (Sub) reduces the ink consumption per Splat Bomb used. Because the Splat Bomb's ink consumption is tied for the second highest among sub weapons (tied with both Suction and Curling Bombs), reducing it will enable its user to use Splat Bombs more frequently and conserve ink for their main weapon. This is particularly useful for users of short-ranged main weapons, providing them a safe, reliable means to poke at opponents' positions.
 * 35 AP – achievable with either two mains and five subs or three mains and two subs – enable one to throw two consecutive Splat Bombs with a full ink tank. However, due to the very high cost, it is advised to combining a few ability points of Ink Saver (Sub) with Last-Ditch Effort to reach the two bomb threshold at a more reasonable cost, saving more ability points for other useful abilities.
 * Both Comeback and Last-Ditch Effort temporarily increase their user's ability points of Ink Saver (Sub).

Last-Ditch Effort is a headgear-exclusive ability that, under specific conditions, grants its user 1 to 24 AP each of the following abilities: These abilities only begin to take effect under either of the following conditions: This ability is most beneficial to players whose weapon sets include a reliable lethal bomb, but players whose main weapons have low ink efficiency can also benefit as well. Last-Ditch Effort reduces the amount of Ink Saver (Sub) required to reach the 35 AP needed to throw two consecutive Splat Bombs with a full ink tank, depending on the opponents' remaining countdown:
 * There are at most 30 seconds remaining on the game clock, or Overtime has begun in a Ranked Battle, at which the maximum 24 AP will be granted for each of the above abilities.
 * In a Ranked Battle, the opposing team's countdown has at most 50 points remaining. The effects of Last-Ditch Effort increase as the opposing team's countdown decreases from 50 to 30 points remaining, starting with 1 AP for each ability and maxing out to 24 AP.

Sub Power Up increases the throwing range of Splat Bombs. If you have a very short-ranged main weapon, you can minimize this weakness with just a sub or two of this ability.

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