Competitive:Sploosh-o-matic 7

Unofficial

Quick facts
A.k.a.: Sploosh

Role: Slayer

Strengths: Turfing, high DPS, mobility, Ultra Stamp farming (Splatoon 2)

Weaknesses: Very short range, low accuracy

Use

 * While the Sploosh-o-matic 7 is a slayer's weapon, its lack of range and accuracy forces it to be played differently from how typical slayer's weapons are played:
 * Its effective range of 40 units is shorter than that of almost every other weapon in the game, meaning that most other weapons can zone out the Sploosh-o-matic 7. Therefore, attempting to attack competent opponents head on with this weapon will usually lead to a one way trip back to the spawn point.
 * Its poor accuracy, combined with its very short range, makes the Sploosh-o-matic 7 ineffective at hitting targets from a distance, particularly at an upward angle.
 * The most effective means a Sploosh-o-matic 7 user can splat opponents with the main weapon is through either timely flanking or careful sharking.
 * Ninja Squid allows its user to swim at full speed undetected but also reduces the maximum swimming speed.
 * Like other slayer's weapons, the Sploosh-o-matic 7 can benefit from abilities that promote aggressive play, such as Quick Respawn and Stealth Jump. However, do not overlook other abilities that the Sploosh-o-matic 7 specifically benefits from due to its shortcomings in both range and accuracy.
 * One advantage that the Sploosh-o-matic 7 has over most other weapons is its extremely high mobility, which is due to both its lightweight class and its very short lag after firing (2 frames), enabling it to move and react more rapidly.
 * Swim Speed Up can help close the distance towards an opponent, more quickly respond to an opponents' push, or escape unfavorable situations.
 * The Sploosh-o-matic 7 is also very quick and thorough at turfing, allowing it to easily maintain map control and build up the special gauge.
 * The Splat Bomb, normally a versatile and complementary part of many slayer's weapon builds, has an even larger role for a Sploosh-o-matic 7 user:
 * Pushing into important areas of the stage, such as the opponents' street or platform.
 * Flushing out opposing anchors from perches, hindering their ability to control space with their range.
 * Poking at and zoning out opponents during the neutral phase.
 * Stalling an opponent's push through area denial.
 * Providing space to escape, whether via both swimming and running or via super jumping.
 * Ink Saver (Sub) not only allows more frequent Splat Bomb use but also saves more ink for the main weapon after each Splat Bomb use.
 * Sub Power Up increases the throwing range of Splat Bombs, offsetting the very short range of the main weapon.
 * If used properly, the Ultra Stamp can tilt the game in the user's team's favor:
 * If Ultra Stamp is activated too far from an opponent, especially one with a long-ranged weapon with a straight trajectory (such as a charger or splatling), the opponent can fire in between hammer swings and splat the Ultra Stamp wielder. Either get close enough to an opponent or shark and wait for the opponent to come close before activating the Ultra Stamp, providing little to no time to react.
 * Do not run in a predictable manner while swinging the Ultra Stamp, as an adept opponent can outmaneuver past a Ultra Stamp user and splat them from behind.
 * It is possible to swim in friendly ink while Ultra Stamp is active. This allows an Ultra Stamp wielder to maneuver more easily than while swinging, climb vertical surfaces, cross grates, and – most importantly – hide more easily before striking.
 * Swinging the Ultra Stamp in midair can splat opponents who are higher than ground level, such as on the edge of a ledge that is just too high to reach by jumping — and even at the apex of a Splashdown!
 * The Ultra Stamp can quickly destroy Brella shields, most sub weapons — including Splash Walls, and Ballers, allowing one to break through opposing defenses and stop opponents' pushes. Just stay away from opposing bombs that are just about to detonate.
 * While the Ultra Stamp can quickly pop the Rainmaker shield, as it expands, the shield can splat an Ultra Stamp user who is too close. Keep a safe distance by constantly jumping back while striking the shield.
 * Do not forget that the Ultra Stamp can be thrown by pressing :
 * When faced against an opponent with a long-ranged weapon (such as a charger or splatling) from long distance, it is usually wiser to throw the Ultra Stamp at the opponent than to either charge or swim towards them. A well-aimed thrown Ultra Stamp can throw off an opponent's aim or displace them from their spot, potentially providing enough time to close the distance.
 * To maximize the use of an Ultra Stamp, throw it towards an opponent at or near the end of its 9 second duration after splatting any nearby opponents. An Ultra Stamp should only be thrown early if no other options are present, such as preventing a faraway opposing Rainmaker carrier from taking the lead.
 * The various characteristics of the Sploosh-o-matic 7 and its build make it most suitable for Rainmaker:
 * Because the Rainmaker is a freely mobile objective, the mode favors teams that are agile and well-coordinated, and the Sploosh-o-matic 7 is an extremely mobile weapon on both offense and defense.
 * The high DPS of the Sploosh-o-matic 7 and its included Splat Bombs enable its wielder to quickly pop the Rainmaker shield. However, its very short range leaves it vulnerable to the Rainmaker shield's explosion if the opponents pop it instead, so be wary of the status of the Rainmaker shield and have either an escape route or a protective obstacle nearby, such as a wall or bumper.
 * As a slayer, a Sploosh-o-matic 7 user generally will not carry the Rainmaker but will instead turf a path through which a teammate can carry the Rainmaker, as well as maintain map control and directly engage opponents.
 * Besides popping the Rainmaker shield, Splat Bombs can be used to push into the opponents' side of the map and stall an opponents' push.
 * The Ultra Stamp can quickly pop the Rainmaker shield (if performed carefully, see above) and both break through opposing defenses to lead a Rainmaker push and stop an opponent's push by destroying Brella shields and Splash Walls and negating an opponent's Baller or Bomb Launcher. Just remember to not deploy the Ultra Stamp too far away from the opponent — unless trying to splat an opponent carrying the Rainmaker.

Countermeasures

 * The very short range of the Sploosh-o-matic 7 makes it easy for opponents to zone it out with most other main weapons and bombs. Be wary of the Sploosh-o-matic 7's own Splat Bombs, and always be aware of when an opposing Sploosh-o-matic 7 has Ultra Stamp ready on the HUD to avoid getting ambushed.
 * A competent Sploosh-o-matic 7 user is more likely to attack via flanking or sharking:
 * Keep track of all four members of the opposing team – which ones are present, which ones are splatted, and which ones are back at their spawn point.
 * Check the map periodically for opposing ink forming around flanks to anticipate a flanking attack.
 * To prevent sharking, check suspicious puddles of the opponents' ink, preferably with a thrown sub weapon.
 * When pursuing a Sploosh-o-matic 7, be wary of any Splat Bombs they might plant while retreating, such as around a corner or after climbing a ledge.
 * An opponent's Ultra Stamp, while intimidating, can be escaped or defeated:
 * If an opponent is using Ultra Stamp too far, a long-ranged, non-slosher weapon (such as a charger or splatling) can fire in between swings to splat them.
 * If an opposing Ultra Stamp is fast approaching, anticipate its movement and attempt to maneuver behind it and splat its user.
 * Remember that an opponent swinging an Ultra Stamp cannot travel up vertical surfaces without an ink trail.
 * Brella shields and Splash Walls are ineffective as they are easily destroyed by the Ultra Stamp.