Competitive:Neo Splash-o-matic

Unofficial

Splatoon 2
Like the Vanilla Splash-o-matic, the Neo Splash-o-matic is a lightweight, short-ranged, rapid firing weapon with the best accuracy among all shooters. However, its kit provides it even more mobility and versatility than its Vanilla variant, allowing it to flex its role within its team's composition and hold its own in matchups normally considered disadvantageous.

Use
The Neo Splash-o-matic has elements of both a slayer's and support weapon: The instant explosion and good ink efficiency of Burst Bombs offer a Neo Splash-o-matic user plenty of uses: The Suction-Bomb Launcher is designed to either help push into a highly contested area or help repel the opponent's push:
 * Its near-perfect accuracy and high rate of fire make it very efficient at splatting opponents within its range.
 * Its shots never deviate from the inner reticle — even while airborne. This gives its user the option to fire at opponents while jumping without sacrificing accuracy, aiding them as they close in on longer-ranged opponents.
 * Its lightweight nature and Burst Bombs make it very mobile, more so than the Splash-o-matic in, allowing its user to more effectively flank their opponents.
 * The rapid firing rate and excellent ink coverage of the Neo Splash-o-matic make it an excellent turfing weapon, allowing it to more easily maintain map control, capture Splat Zones, and build up its special gauge for Suction-Bomb Launcher.
 * However, the Neo Splash-o-matic is lacking in both damage (28 HP per shot) and range (110.03 DU, particularly when compared to the Kensa Splattershot (35 HP, 116.99 DU), the L-3 Nozzlenose (29 HP, 141.36 DU), and the Splattershot Pro (42 HP, 160.396 DU).
 * Main Power Up can increase the damage of the Neo Splash-o-matic up to 33.3 HP but will require a substantial amount of ability points (see below).
 * To offset the lack of range, refrain from engaging most opponents head-on and rely more on flanking and sharking to sneak up close to your opponents.
 * The Neo Splash-o-matic also has a higher special gauge requirement (210p) than most other support weapons, offsetting its rapid turfing. Special Charge Up can further hasten building up the special gauge, allowing for more Suction-Bomb Launcher use.
 * Because of its heavy dependence on specific abilities, it is recommended to carefully plan a gear build based off of a preferred playing style. For example, a Neo Splash-o-matic wielder with an aggressive style might want to invest in more Main Power Up to speed up its splatting time.
 * Their quick damage makes them suitable for leading off attacks, breaking opponents' Ink Armor, or finishing off injured opponents who attempt to flee. The Neo Splash-o-matic can perform a quick combo with Burst Bombs, shortening its splatting time.
 * They effectively extend the range at which their user can quickly damage their opponents, allowing a Neo Splash-o-matic user to hold their own against some longer-ranged opponents, such as the Dualie Squelchers.
 * They instantly turf inkable surfaces, permitting either a fast pursuit of an opponent or a rapid retreat from an unfavorable situation.
 * Opponents hit by Burst Bombs will be surrounded by your team's ink, further crippling their health and mobility.
 * Direct hits will inflict 60 HP of damage, while splash damage will only deliver 25-35 HP. Always go for direct hits whenever possible.
 * Using any Bomb Launcher too close to an opponent will leave its user vulnerable to attack, so activate it outside the range of the opponent.
 * Remember that each bomb can be charged by holding before releasing to launch it further, enabling the Bomb Launcher user to remain at a safer distance at the cost of launching fewer bombs in the duration of the special.
 * Do not forget that the main weapon may still be used during the duration of the special. Not only is this a useful self-defense tactic in case an opponent gets close, it help finish off opponents who have been weakened by the bombs.
 * Launched bombs 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 a 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 or Booyah Bomb will defuse any Burst Bombs it comes in contact with, so hold off on activating Bomb Launcher until after the opponent's special weapon finishes whenever possible.

Synergy
While one user of a short-ranged weapon such as the Neo Splash-o-matic might be able to do without significant range, having too many short-ranged weapons on a team without a longer-ranged weapon to provide support fire is often disadvantageous for a number of reasons: Therefore, the Neo Splash-o-matic makes a great complement to – and is well complemented by – a medium-ranged slayer that has trouble turfing, such as a Splattershot Pro or a blaster. While Burst Bombs have excellent synergy with the Neo Splash-o-matic, they lack certain advantages offered by lethal bombs — particularly either Splat or Suction Bombs, which provide their user's team a couple advantages over another team that has no lethal bombs in its composition: The Suction-Bomb Launcher is very effective at contesting territory, such as Splat Zones, but is not as reliable at splatting opponents who actively avoid the bombs. Attempting to pursue certain opponents with Suction-Bomb Launcher active further risks getting splatted. Therefore, it is advised to have other special weapons available to complement Suction-Bomb Launcher, as having too many users of any Bomb Launcher variant (no more than two) in a team composition will limit a team's arsenal of weapons: Coordinating with your teammates can greatly increase the Suction-Bomb Launcher's effect during a battle:
 * An opponent with a long-ranged weapon 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.
 * Turfing while following a teammate builds up Suction-Bomb Launcher and provides friendly turf to which a teammate can retreat whenever needed.
 * Cooperate with the teammate using primarily Burst Bombs when engaging an opponent: attack from different angles, or force the opponent to come within range of the teammate's weapon.
 * If your teammate gets splatted and the opponent(s) is/are still present, then determine how weakened they are before deciding whether to continue engaging or retreat. If more than one opponent is present, then consider retreating – via super jumping if necessary – to maintain Suction-Bomb Launcher progress.
 * 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.
 * Other than the launched bombs, a Bomb Launcher user has no means of protection and is particularly vulnerable to long-ranged fire.
 * Other special weapons, such as Inkjet or Sting Ray, are intended for splatting opponents and more capable at this than is a Bomb Launcher.
 * Ink Armor can increase the survivability of a Suction-Bomb Launcher user, freeing them to push the opponents further back. If a teammate has a weapon that can farm Ink Armor, it might pay off to wait until they activate it.
 * Remaining behind a teammate with an active protective special weapon, such as Baller or Bubble Blower, can also give a Suction-Bomb Launcher user room to operate.
 * Pushing forward with Suction-Bomb Launcher while a teammate is using a special designed to splat opponents, such as Sting Ray or Inkjet, can limit the opponents' escape options and even prevent them from Super Jumping to safety.

Countermeasures

 * Both Bomb Defense Up DX and Ink Resistance Up – already valuable utility abilities – provide various measures of protection against an opposing Neo Splash-o-matic user:
 * Bomb Defense Up DX reduces the amount of damage taken from direct hits by Burst Bombs (from 60.0 HP to 57.7 HP) and splash damage from both Burst Bombs (from 25.0-35.0 HP to 24.0-33.6 HP) and Suction Bombs (from 30.0 HP to 28.6 HP) from the Suction-Bomb Launcher.
 * Ink Resistance Up reduces the chance of getting splatted in three shots from a Neo Splash-o-matic due to the brief invincibility frames it provides when touching opposing ink on various surfaces. It also partially offsets the reduction in mobility resulting from getting hit by a Burst Bomb.
 * Having shorter range and weaker damage than most other typical slayer's weapons, the Neo Splash-o-matic would be at a disadvantage against them:
 * All variants of the Splattershot, the L-3 Nozzlenose, the Splattershot Pro, and the Dualie Squelchers outrange the Neo Splash-o-matic.
 * All sloshers and some blasters outrange and overpower the Neo Splash-o-matic.
 * However, do not overlook its user's Burst Bombs, as they can provide its user more damage and range than expected from the main weapon.
 * Any long-ranged weapon, such as chargers and splatlings, can not only fire upon an opposing Neo Splash-o-matic user with impunity but can also interrupt their Suction-Bomb Launcher should they recklessly use it within range. However, should the opposing Neo Splash-o-matic user ever get close, they can outmaneuver and outdraw their less mobile, slower firing opponent.
 * A competent Neo Splash-o-matic user will likely attack its longer-ranged opponents through either 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.
 * Weapons that track opponents, such as Point Sensors, temporarily prevent an opponent from sharking and makes them an easier target for long-ranged teammates to pick off.
 * If you happen to get within range to an opposing Bomb Launcher user, then take them out quickly to interrupt the special.
 * Splashdown and Booyah Bomb, if timed properly, can negate the Suction Bombs of a Suction-Bomb Launcher.
 * A counter Bomb Launcher can nullify the effects of Suction-Bomb Launcher, preventing its user's team from either capping a zone or continuing a push.

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. The Neo Splash-o-matic, due to its short range, requires its user to be in close quarters with the opponent, who might be inclined to use bombs to zone them out. Ever since its introduction in Version 4.3.0, Bomb Defense Up DX will not only reduce the damage taken from opposing sub and special 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. Just three ability points, or one sub, offer plenty of utility:
 * The splash damage of most bombs is reduced from 30 HP to 28.6 HP. This reduction in damage provides two benefits:
 * It prevents its user from being exposed on their opponents' map by the splash damage of most single bombs.
 * Ink Armor will not break due to splash damage from a single bomb whose splash damage normally inflicts 30 HP of damage.
 * The splash damage of near-misses from either Tenta Missiles or Inkjet, the minimum splash damage of bubbles, and the collision damage from Baller are all reduced from 50 HP to 48.3 HP, enabling one to survive two hits from any of these specific means of special weapon damage.

Any good slayer using a short-ranged weapon like the Neo Splash-o-matic 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.
 * Just three ability points, or one sub,…
 * …delays the damage taken from opposing ink by 10 frames.
 * …reduces the damage taken from 0.3 HP/f (health points per frame) to 0.2 HP/f.
 * …lowers the limit on the amount of damage opposing ink on surfaces can inflict from 40 HP to 38 HP.
 * …increases the normal running speed in opposing ink from 0.24 DU/f to 0.33 DU/f.
 * …increases the jumping height in opposing ink from 0.8 to 0.854.
 * Six ability point, or two subs,…
 * …delays the damage taken from opposing ink by 15 frames.
 * …reduces the damage taken to 0.2 HP/f.
 * …lowers the damage limit of opposing ink to 36.2 HP.
 * …increases the normal running speed in opposing ink to 0.39 DU/f.
 * …increases the jumping height in opposing ink to 0.888.

Ink Saver (Sub) allows more frequent use of Burst Bombs and saves ink for the main weapon after each Burst Bomb used. A Neo Splash-o-matic user depends on their Burst Bombs on both offense and defense to compensate for the main weapon's short range, so having the ability to more frequently use Burst Bombs is often valuable.
 * Just 10 ability points, or one main, reduce the ink consumption per Burst Bomb from 40% of the ink tank to 37.58%.

With a base damage of just 28 HP per shot, the Neo Splash-o-matic is one of the weakest weapons in. Fortunately, it is also one of the few weapons whose damage can be increased with Main Power Up, increasing its effectiveness.
 * 31 ability points – achievable with either one main and seven subs or two mains and four subs – are enough to reach the Neo Splash-o-matic's damage cap of 33.3 HP. 30 ability points – three mains – increase the Neo Splash-o-matic's damage output to 33.2 HP.
 * For a smaller but nearly-effective investment, 21 ability points – reached with seven subs, one main and four subs, or two mains and one sub – are enough to exceed 32 HP of damage, while 15 ability points – either five subs or one main and two subs – will exceed 30 HP.
 * While slayers should definitely invest a good portion of their allotted ability points – at least 21 – into Main Power Up to shorten splatting times, a player in a support role can also benefit from inflicting extra damage.

Ninja Squid reduces detection by opponents while swimming on non-vertical surfaces. It allows its user to swim at full speed undetected at the cost of about 20% of the maximum swimming speed as of Version 3.0.0. Because a Neo Splash-o-matic user has difficulty attacking most opponents head-on, Ninja Squid can make it easier for its user to shark and more safely approach opponents.
 * As of Version 3.0.0, Ninja Squid reduces the maximum swim speed of the Neo Splash-o-matic from 2.02 units per frame to 1.81 units per frame.

Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging a slayer using the Neo Splash-o-matic to remain aggressive even after getting splatted.
 * 16 ability points, or one main and two subs, are enough to reduce the respawn time from 8.5 seconds to 6.67 seconds.

Special Charge Up accelerates building up the special gauge for Suction-Bomb Launcher. In order for a support player using the Neo Splash-o-matic to have Suction-Bomb Launcher available for pushes and counter-pushes, they have to devote a sizable portion of their available ability points to Special Charge Up to offset the high special gauge requirement.
 * Just six ability points, or two subs, are enough to effectively reduce the special gauge requirement to 199p.
 * Thirteen ability points, or one main and one sub, effectively reduce the special gauge requirement to 189p.

When splatted, half of the special gauge progress is lost. For example, a player with 140p of special gauge out of 210p upon getting splatted will lose 70p of the special gauge. Special Saver allows its user to keep more of their special gauge progress whenever they are splatted. This allows a support player using the Neo Splash-o-matic to more quickly build up Suction-Bomb Launcher after respawning.
 * 6 ability points – two subs – are enough to increase the amount of special gauge progress saved from 50% to 64.6%.

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.

To compensate for the main weapon's short range, Sub Power Up increases the throwing speed and, thus, the range of Burst Bombs, enabling a Neo Splash-o-matic user to challenge opponents from a farther, more safer distance.

As a short-ranged weapon that excels at flanking, the Neo Splash-o-matic 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.
 * 16 ability points – one main and two subs – increase the swim speed from 2.02 to 2.19 units per frame.
 * Swim Speed Up can reduce the swim speed penalty from Ninja Squid. However, it takes at least 28 ability points – either one main and six subs or about two mains and three subs – of Swim Speed Up for a Neo Splash-o-matic user to fully offset the swimming speed penalty of Ninja Squid.
 * Therefore, a Neo Splash-o-matic user with Ninja Squid will have to decide between either having fewer ability points available for other abilites or swimming at less than the base maximum speed. For example, just 13 ability points – one main and one sub – are enough to restore the swim speed of a Neo Splash-o-matic user with Ninja Squid to 1.92 units per frame.